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Quick FAQ: What is this thread for ? It is for discussing the narrative elements of a fan mission you're working on, and how they tie into the gameplay and technical aspects of the mission. If you're stuck with developing the plot for your FM, or are unsure of how to continue, or have the feeling your writing is not up to snuff, you can always seek advice in this thread. Why did you start this in the Editor's Guild ? Truth be told, I was seriously considering starting this thread in the I Want to Help subforum, but then I noticed (and realised) that most of the FM development threads are in the Editor's Guild anyway. So, I decided to rather start this discussion over here, in order to avoid making it "orphaned". But I have a really minor storytelling question... Is it still okay to ask about it here ? Of course it is ! This is practically the only "official" thread on narrative design we have now, so feel free to ask about anything that's primarily related to the storytelling or characters of your FM, and so on... Do we already have any useful resources on narrative and storytelling design ? Oh, certainly. The Story and Plot Design article on our wiki, contributed by demagogue. You should definitely give it a read. Any other threads or articles you might recommend ? Sotha's Mission Design Tips article is also just as helpful as demagogue's (and quite entertaining in places). There's also the Inspiration Thread, providing mostly visual inspiration for FM building, and the Historical resources article, providing links and bibliography for topics related to period living and social history that could influence an FM's design and events. If you find any more in that vein, feel free to recommend them here, and I'll add them to an impromptu list. ---- Ladies and gentlemen, the thread is your's. ---- (Last updated: 18 April 2018)
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Hey there folks, been lurking these forums for some time, but I haven't been very active with my posting. Now, however, I am collecting ideas and technical details for a (hopefully) FM of my own. I have casual experience with a few different engines (Source, UnrealEd, CryEngine 2) and I understand the basic concepts of scripting. I've always been interested in making some Thief-like game to try out different gameplay elements I've been thinking of, and I got really happy when I saw that you guys managed to get TDM working standalone. Primarily my plan is to focus on sound and music as the main tools for immersion. I have a few years experience working with Propellerheads Reason for audio design and music composition. As the thread title say, I'm interested in the possibilities Dark Radiant provides regarding asymmetry. I've gone through lots of the inspirational material in different threads, and a recurring theme in medieval buildings is their often skewed and crooked looks. So my question is, would that be possible within the DR engine? Most maps I've seen are quite straight-angled and blocky in their design (rooms and corridors and streets all follow the same lines, with the majority of angles being 90 degree ones). Are there any specific technical difficulties with rotating, say, buildings in a street to other angles? I'm imagining severely crooked narrow alleys, with houses at different angles and things slightly leaning one way or another, and the street varying in height to break it up even more. I am aware of the fact that this approach would probably make everything harder to design (placement of visportals, texture seams, leaks/gaps, etc.), but it sure would make things more interesting. If anyone has any specific things to say about these ideas, don't hesitate to share your thoughts!