Since we’ve gotten ourselves acquainted with the D’jinni’s interface, let’s start putting theory into practice. We’ll start by creating a module, but first it would be worthwhile to discuss what a module is in the first place.
A module constitutes one of the most important elements of The Witcher. It is a set that binds together all the game’s elements, its areas, character templates, spawn sets, quests, etc. All of these will be described later in the manual. Each module consists of at least one area (which could also be called a location). This is here where we place all the other objects, like chests, tables, chairs, characters, spawn points, action points and so on.
What is an area? An area is simply an isolated fragment of the game’s world. It could consist of a building interior, or it could consist of vast open spaces like swamps or forests. That’s why areas can be divided into two categories: exteriors, comprising vast open spaces (forests, swamps, streets, towns etc.); and interiors, comprising buildings, caves, crypts, sewers, etc. Unlike other editors – like the Neverwinter Aurora Toolset, the ChromEd or the UnrealEd – in the D’jinni Editor all the areas are created using 3D Studio MAX.
Along with the D’jinni Editor, you get several different areas to use in your adventures. In order to explain how to create your own Witcher adventures, I will demonstrate using a simple quest in which Geralt (the player) has to do away with a bandit leader (a.k.a the Professor). The task has been commissioned by Siegfried. We’re going to make the plot a little more colorful by adding a guard called Jethro, whose passion is dicing. All the characters are familiar denizens of The Witcher game.
To keep Geralt busy, we’ll add a pack of wolves. We’ll create the whole quest in an area consisting of a cave or a forest. Of course, this is up to you and I recommend that you experiment a bit. Anyway, let’s get to it.
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