One aspect of design that I've never felt 100% at, environmental effects. Fog, shade, sun, etc. Anyhow, the challenge in this are was to have it dark/foggy enough to be forboding and dangerous, yet allow enough visability for certain background objects (like the mill and castle) to be visable from the far side of town. I think it turned out pretty good for just winging it. I will likely revisit it several times and keep fiddling with the settings.
In other woes, I'm learning just how many trees, vines, and canopies it takes to make a 20x20 jungle area, yikes.
I'm starting to consider putting a more formal touch to the storyline. Right now it exists as the normal collection of texts and spreadsheets (along with the stuff in my head). I have moved most of my stuff over to Google Docs to have backedup/accessed, so there is that. The main motivator was my Motorola Droid phone and the ability to access them all from anywhere.
Perhaps writing this out as an old-school adventure mod would be structured. Something like Isle of Dread or Palace of the Silver Princess (the two that I had lol). Where the story, description, stats are all there and seperated by visual dividers as to what was presented to the player(s), and what was for DM knowledge. That may just make it easier to stay focused on the critical path of the adventure while leaving the nessasary tributaries for side-quests (not that I ever have time to go back and add those in as much as I would like anyway).
Sands of Solvheil Series
Design Document for Sands of Solvheil I: The Ruins of Kazatharis
Design Document for Sands of Solvheil II: Beneath the Hearleforne
Design Document for Sands of Solvheil III: Crusaders of Shalihir