So you want to make a Blades of Avernum scenario...

That's great! Blades of Avernum is a excellent game with a dedicated community. Creating a scenario of your very own and sharing it with the rest of the community can be a wonderful experience. But let's face it: designing a scenario can be a long and challenging process. And that whole 'scripting' thing looks pretty tricky. Fortunately, there are a lot of resources out there to help you get started (I'll provide links to many of these in the next section).

However, one type of resource that has been lacking is a tutorial that will guide through the steps of making a scenario. Jeff Vogel did a very simple one in the Editor documentation, but it's not very long, and doesn't even cover scripting. The goal of this tutorial is to walk you through all the steps of making a scenario (albeit a very small one). I'm not going to try show every possible feature of Blades of Avernum, but I hope to give you a taste of what designing is like as well as give you the necessary knowledge to produce your own scenario. Additionally, I'll point out some of the the pitfalls that Windows users run into, and talk about how I set up my development environment. These will be clearly marked in the table of contents, so feel free to skip them if you want. You'll get the most out of this tutorial if you follow along each step I talk about.

Start the tutorial now!

Table of Contents

  1. Resources
  2. Installing the game
  3. Installing the game to the correct location (Windows)
  4. Downloading and installing the Editor
  5. Planning
  6. Creating a new scenario
  7. Painting the merchant's town (floors)
  8. Painting the merchant's town (terrains)
  9. Painting the merchant's town (heights)
  10. Making backups
  11. Introduction to scripting
  12. Special encounters
  13. Start location and town entry
  14. Stuff Done Flags and if statements
  15. Variables and if-else statements
  16. Placing creatures
  17. Introduction to dialogue
  18. Dialogue actions and personality
  19. Adding side effects to dialogue
  20. Shops
  21. Painting the outdoors
  22. Writing an outdoors script
  23. Outdoor combat encounters
  24. Incremental testing
  25. Creating a new town
  26. Custom creatures
  27. Cutscenes
  28. Features and items
  29. Terrain scripts and groups
  30. Creature scripts
  31. Custom items
  32. Finishing touches
  33. Alpha and beta testing
  34. Releasing your scenario
  35. Additional challenges