GAME CONCEPT AND DESIGN
COSC 320.101_SU09
SUMMER 2009
How to Test Your Module
As you build, you're going to want to playtest your module to make sure it's working the way you want it to. Here's a brief run-down on how to do that. (And after what we've been through tonight...brief is good!)
The Build Module Option
Don't bother with it. Those of us who've played with Unreal Tournament will want to come here and officially "build" the module. You don't have to. The Build Module option is in the menu bar under Build > Build Module.
The Real Way
Just click the disk icon or do File > Save and save the module as you would any other file. That's it.
The editor saves your module in the /modules directory where-ever you installed NWN.
After saving, close down the editor, then run NWN again and run your module the same way you ran my Adventure and NWN_Introduction modules.
Furthermore, if you want to send your module to someone else so they can look at it, just go to the /modules folder and find your module. Copy it as any other file and hand it off to your friend. They can save it to their /modules directory and then they can play it or open it up in their editor to look at it.
The Test Module Option
This is a new one to me. In the old days, Bioware warned us against trying to test the module while the editor was still open. Apparently data files and what-not were still open and you could get odd results--and even corrupt your file--by doing this. So we learned to close down the editor, restart NWN, and play the module as if it were a regular mod.
Now I see the Test Module Option and that might be OK.
So there.
|