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8/31/06 - Thursday: <DRAMATIC PAUSE> NO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

I officially have the worst luck in the world. The very day my vacation starts, my hard drive crashed. Luckily, since I am a paranoid SOB, I back up everything daily, so I didn't lose much... That wasn't my concern. No, the only thing I had to worry about was developing on a slow ass Compaq Presario I bought in 2000...

Also, not even thinking twice, I ordered another hard drive. At this point, I didn't care about money, or how I could somehow get out of buying another one. I have a damn deadline to meet, and I needed my laptop. Plain and simple...

Till tomorrow...

8/30/06 - Wednesday: FOOSBALL!!!

Didn't do much on the train today. Had a crazy headache, and since I know I have a few weeks vacation, I decided to get some sleep. Well, it was more like I brainstormed while I tried to go to sleep...

So, being my last day at work, all of the work I had been doing on the current Mapquest Mobile project was more or less finished. So, I indulged myself a bit, and played a ton of foosball with a fellow co-worker. Now, this particular worker is very funny, because no matter how bad he loses, he still manages to talk sh**. We must have played for an hour or so after lunch, and I beat him about 11 games to 3. It was great.

At the end of the night, I was checking in a bunch of java files to our SVN repository, and of course, he came by my room, talking sh**. This time, I teamed up with another worker, who we refer to as the Dragon.

Now this guy is really, really good at foosball. He has, what we call, the Dragon shot, where essentially you are lucky if you can stop it from going in the goal. So, I team up with the Dragon, and we played against 2 other co-workers. 3 hours later, dripping in sweat, I told them I had to go home, so I would get home at least before 3:00 am:)

Not to toot my own horn, but we were on a roll. We maybe lost 3 games in those 3 hours. And of course, the one worker kept talking sh** the entire time:) Great fun. Will definitely be investing in a foosball table when I get an apartment down there...

Till tomorrow...

8/29/06 - Tuesday: SIDE QUEST WORK...

Today was essentially more of the same. I implemented grammar edits in the morning, as well as on the way back from work. While I thought I was done, it appears that Jason has really just gotten to the halfway point of the game:) So, I expect more in the coming days. Gotta do it sometime, so keep them coming!

Actually, I have to shout out Jason for something that doesn't have to do with grammar. So, there has been this very annoying bug in my custom summoning system, and while I knew it wasn't going to be too hard to find it and fix it, I wasn't looking forward to it, and therefore, I kept putting it on the backburner. Well, he was going through some of my scripts, and long story, he pinpointed the exact flaw in the system. I have to admit, I was extremely happy to receive his e-mail this morning. Now, I don't even have to waste anytime at all on it!

That aforementioned bug and the one where a particular party member would lose his gear were the ones I just didn't want to deal with. And what happens? I procrastinate long enough, and they end up getting fixed anyway:) Gotta love it!

So, with those major bugs cleared up, I was able to move on to the polishing of some of the side quests in the game. The foundation was already there, but I just had to finish up some convos, and some other minor things. All in all, it looks like my plan has been working. I knew saving all the little till the end would work out, and I haven't been proven wrong yet.

But enough with that boring stuff! I want to get to the interesting stuff, such as the ending sequences of the game. I really want people to get the same feeling they got after beating Final Fantasy 3/6 or The Legend Of Zelda: The Ocarina Of Time. I have always been a fan of great epilogues, but I really haven't seen them in games lately... I mean hell, even every subsequent Final Fantasy ending seemed to get shorter, which I guess makes sense since it was easier to do a 20 minute long ending with sprites than a 5 minute long CG rendered ending. Anyway, I am trying to bring it back to the old days. The fact that I will be on vacation for almost 2 weeks is perfect, as I won't have that rushed feeling of trying to get important stuff done (the way it usually is, working 9 hours a day, plus the 4 hour commute).

Well, as always, gotta get up early, so that is it for tonight. This Mapquest Mobile project at work has been getting more and more interesting everyday...

Till tomorrow...

8/28/06 - Monday: EDITS, POLISH, ETC...

Today, everything that happened was actually according to my grand master plan:) On the train ride to/from work, I continued to pound away at the grammar edits from Jason. It's like an endless stream, but every file that I finish, I feel just a little bit better, and that's what counts...

At home, I started integrating a lot of the dialog I did last week when I was on that creative conversation kick. Since I didn't want to get sidetracked, I just wrote out the dialogs. Tonight, I actually got them into the game. So, the particular NPC who is sort of an inside joke has been added to town, along with all the scripting checks that go along with his convo. I also added another dialog I wrote to the respective NPC. Now, as a spoiler, this NPC was in The Coming, and I have gotten a lot of comments on how much people like them, so I definitely need to get them some face time in Cry The Beloved.

Tomorrow, I will keep going with the edits, and hopefully, when I get home, I can put the finishing touches on this encounter with the aforementioned NPC. After that, I have a couple of different ways I can go. I am going to save the heavy stuff, which THANK GOD, mostly consists of cut-scenes for when I go on vacation. There is also this lingering bug in my custom summoning system which I have to address. All my testers must think I am the biggest procrastinator when it comes to this bug, so I need to fix it before there is a mutiny:)

Till tomorrow...

8/27/06 - Sunday: MAN, WHAT A DAY...

So, I finished up the majority of the last playable area today, including cut-scenes/dialogs. I have a few worries with regards to how well it will run on certain machines, as their is a LOT of stuff going on at one time. I was really going for that hectic feeling, and I think I nailed it perfectly. The music track emphasizes it even more...

The plan is to leave it as for the time being, and later sometime when I am on vacation, make the area slightly smaller. The lag isn't that bad, but I want it to be as smooth as possible, and I have to admit that there are some superfluous parts to it as it is. I have to admit, I play tested the HELL out of it today, not only for lag reasons, but to just make sure it is playable for the testers. Another thing that popped up was the path finding AI of the party members. Since it is a custom tileset, it isn't that good. Nevertheless, I just have to arrange everything so the player never runs into it. Just some old fashioned good design!

Tomorrow, I plan to keep going with the overall polishing effort. I have some more edits from Jason that I need to look at it. I still also have those various bugs reported at our forums. Speaking of the forums, I am really getting pissed off with our host, hostedboards. Yeah, it's free, but it seems as if they are down at least once every 2 weeks. Although, it isn't pissing me enough to do anything about. Yeah, I'm a lazy bastard:)

At this point, I am feeling very good and confident about the progress. Add to the fact that I start my vacation on Thursday, and you are looking at a happy man that isn't worrying as much as he usually does... I am glad I made the decision early on to have ALPHA testers as early as November of last year, because a lot of the main problems have been fixed already. I can't really get into specifics, but besides a few key issues, the bugs aren't really a serious issue. In fact, the majority of the reported issues aren't bugs, but rather things that are missing (things that I am polishing up this week).

Well, of to sleep for me. I have been continuing this thing of getting into the office at 8:00 am, because I am the lead engineer on the #1 priority project right now (as if I didn't already have enough going on in my life). To anyone that cares, Mapquest Mobile is the best selling phone app of all time (if that really means anything), so we are making various updates to it. I have to admit, I am really enjoying working on this project, and I wish it had come up after Cry The Beloved. Oh well...

Till tomorrow...

8/26/06 - Saturday: JUST HOW THINGS SHOULD BE!!!

Today was the quintessential development day. I got up early, took care of e-mail and such, and got right into it. In the afternoon, left for a few hours to go to the barber shop, came back, and pretty much developed the rest of the night. Sure, I took breaks, but I was quite focused today. I didn't even turn the TV on (although I did watch Inside Man in bits and pieces whenever I ate today...).

So, to take full advantage of the day, I began work on something that I wasn't sure I would do. I told myself, "Okay, if things don't pan out the way I want them to, just cut my losses, and move on to something else". Fortunately, everything seemed to work perfectly. As I mentioned, this idea was something I have had in my head for the past year, but I just never really knew how I was going to implement it.

Well, as I developed it today, ideas kept coming to me, and in the end, I had something I was proud of. I can now say that this area is the final playable area of the game. Yeah, yeah, I know I was saying that before with the previous one, but I felt something was missing. I really needed to end things with a bang. In fact, this particular sequence is very reminiscent of old school console games. I hope to stir that emotion and memory in many people! 

Everything for it seemed to work out. I am using a custom tileset, but since I have already used it somewhere else, I was familiar with all the tiles, so I didn't lose a lot of time playing with it. I have the perfect piece of music for it, and the area sound effects/lighting is just the way I envisioned it. As always, I will still have to connect this area to the rest of the game (i.e. transitions), but the meat of it is done.

Tomorrow, I will piece together everything I worked on today, and then, work on some other end game scenes. I will be printing out a list of the bugs I received from the testers, and work on the them next week while on the train. They are trivial enough to be done then. 

Speaking of bugs, out of the 2 remaining annoying bugs, I believe I have come up with a solution. Essentially, one party member would lose all of their inventory when they died. I kept avoiding this bug for damn near a year, but I happened to stumble upon it today during my own play testing, and had an epiphany. Since this only happens with the one party member, and all my scripts are the same for each party member, I thought maybe it had to do with the creature blueprint itself. So, I essentially created a new blueprint, and voila, when they died, their gear was still there. I am sure I will have to do some more testing to get down to the bottom of it, but I am hoping that is all I have to do.

Till tomorrow...

EDIT - To all of those who are maybe saying, "My god Challseus, just release the damn game!", trust me, I am not stalling at all. These things take time, and I would not want to rush things, which would only hurt everyone in the end...

8/25/06 - Friday: DAY OF EDITING FIXES...

So, compliments of Jason, I had a ton of dialogue to update, per his changes. When I say there was a lot, I really mean it. With over 20 some odd e-mails, each with multiple pieces of dialogue, merging in his changes was no small feat. In fact, I only got through about 50% of it today. Even still, I can't complain in anyway. He did all the work. All I have to do is merge it in:) I also get a good feeling of satisfaction every time I get a bunch of edits to put in. Even if it is small, it still makes me feel as if it is almost over:)

When I got home, I got caught up on the activity at the forums, as I was a day behind or so. We have a couple of very cool Easter Eggs in the work, and the best part is, other team mebers are designing them. All I have to do is implement them, which should be easy. Ah, the pros of teamwork:)

Till tomorrow...

8/24/06 - Thursday: EVEN MORE DIALOG!!!

Yep, I still have the dialog bug. Today's was probably the most interesting one I have ever written. It has tons of inside joke humor that I am sure people regulars over at the modules forums and the Vault will get. The one particular party member who takes the reign in this dialog well... I won't spoil it... But, the personality of them is really personified in this dialogue. I think people will really like it.

I didn't mention it yesterday, but Ossian Studios is getting ready to release a patch for Darkness Over Daggerford, so I have obviously been helping them verify a lot of the fixes. I was able to finish up my work with that tonight, so I will be able to focus again on the bigger tasks involved with my polishing effects.

In terms of the current BETA that is being tested, I would have to say that things are going quite well. The team has really come together, and are very focused in what they are doing. Yes, there are some bugs and typos and whatnot, but those are easily fixed. The main thing that has been discussed over at the forums are things like, "Should this armor have less AC", or, "Is this custom property not strong enough". Shout out to Igal, Alistair, Rick, Gravelooter, and Jason for helping me understand Spell Resistance (I am not slow, just a small misunderstanding!) :) When I initially released The Coming, I was always getting hit with DnD type questions, like how come Aramus' INT is below 10. Stuff like that that the normal Final Fantasy player wouldn't know/care about. At any rate, I now have people letting me know about these things on a regular basis, which is obviously good for the player when Cry The Beloved is released.

In short, everything is going well... There are a ton of threads I need to still read over, and even more issues I have to fix, but I am going to leave that for the weekend. As I fix things, I will post back in said threads so the reporter will know I have acknowledged/fixed the issue. Alistair has also started giving me edits, along with the constant stream of stuff from Jason. In fact, I probably have close to over 20 e-mails from him with edited dialogue. It's great! It is so easy to integrate into the game, and is something I can do on the train in a few hours. In fact, I am going to download all of the attachments from his e-mail, and do that tomorrow morning. Sounds like a plan!

Till tomorrow... 

8/23/06 - Wednesday: MORE DIALOG!!!

So, as you all know, I am not one to really get into the writing of dialog. I don't know, it just isn't my thing. However, sometimes, I just feel like doing it, and when that happens, I always drop what I am doing, as I don't know when the feeling will come back:) Well, I have had the feeling all week, so everyday on the train, I have been writing the dialog for various NPC's, as well as finishing up a bunch of broken dialog that I had been meaning to do for weeks. I feels really good to be able to tie up all these small loose ends. Everything just seems to be coming together. Plus, none of the testers will be able to get mad at me when they are reading a dialog, and it just ends:)

Till tomorrow...

8/22/06 - Tuesday: DIFFERENT DIALOG IN THE MORNING, SAME CUT-SCENE AT NIGHT...

As usual, on the train ride into work, I continued to knock out a lot of the easy, small pieces of dialog I procrastinated with over the past year. I have now more or less finished up all those quests that couldn't be finished in The Coming. I do have one issue, which is what to do for people who never got the quest in The Coming. Currently, I save some data into the ROE database at the end of the The Coming, such as what quests they had. However, I don't want to penalize those that don't want to go through The Coming again. I may end up just adding the quests to the journal of any player that starts the game. We'll see...

This evening, I was very focused, and was able to knock out the majority of the cut-scene I started last night. All that needs to be done is some general cleanup at the end, change up some of the fade effects, and make sure the music is in sync with everything else.

Sigh, so many more that I have to do. It is a bit overwhelming, however, I got some good news today. I will be able to spend some vacation days labor day week. More specifically, I will be taking the following days off:

8/31 - Work from home (hey, I get tons of work done for the game on these days)
9/1 - Summer Friday (don't have to spend vacation day)
9/3 - Labor day (don't have to spend vacation day)
9/4 - 9/7 Vacation days

I am also hoping to take a few days off the following week as well. In short, I will be spending he rest of my days. Some people may think I am crazy for doing this, but look at it this way. The instant Cry The Beloved is done, I will literally be on vacation:) I have so many plans (i.e. playing Secret Of  Mana multiplayer with Rick Sanderson), it will really be a great couple of months. Plus, Final Fantasy XII & The Legend Of Zelda: Twilight Princess will be out as well. Hell, these are the series I grew up on, the ones that inspired Rose Of Eternity, so of course I have to show them love this fall, and buy 2 copies each!

Well, I gotta run. We are doing a software release tomorrow morning, and I gotta be in the office at 7:00 am, which means I have to wake up at 4:00 am (4 hours!).

Till tomorrow...

8/21/06 - Monday: DIALOG IN THE MORNING, CUT-SCENE AT NIGHT...

I have to keep this brief, because I will be getting up very early tomorrow. Essentially, on the train ride into work. I did some work on the dialogue for a particular quest. Let's just say it is one of the quests that wasn't able to be finished in The Coming. Man, if I knew how much people loathed that idea, I never would have done it. Oh well, you live and learn.

At home, I worked on one of the many cut-scenes I need to finish. In between that, I was on the forums, answering questions, reading up on the newest bugs and whatnot. I have to say, I like the few days or so after releasing a new build, because there is so much activity on the forums. In fact, 2 of the testers already played through the entire game, and reported some key bugs that were pretty bad, but easy to fix.

Till tomorrow...

8/20/06 - Sunday: BUG FIXING, NEW CUT-SCENE, ETC...

So, today was a very eventful day. I woke up quite early, to see if I had any comments on the forums from the testers. Not surprisingly, there was a host of issues they came up with, mostly typos and whatnot.

There was one however, which ended up eating up a bunch of my time. Essentially, the opening intro cut-scene was freezing for like 4-5 seconds at a particular point. Once I opened up the toolset, I knew it was going to be the "Add/remove this, test out cut-scene" game. I reluctantly opened up the area, and began. My initial thought was that my use of placeables was a bit heavy. I know the NWN engine isn't equipped to deal with massive placeables use (especially the ones from the CEP), so I began to remove all the superfluous ones. It was funny too, because there were tons of placeables stuck in places the player would never see:)

Unfortunately, that did not fix the problem... After a few hours of this and that, I finally figured out it was because of the way I was using some of the Gestalt camera angle functions. I won't go into detail, but once I made the change, everything worked out perfectly. Even though I ended up deviating from my original plans for the day, I am happy I fixed the issue. I mean, this is the opening cut-scene. I have to grab the player at that instant!

After that debacle, I turned my attention towards my original plan of the day... The implementation of a new, but pretty short, informative cut-scene. Going into it, I knew it would be easy. I already cut up the music track to get the parts I wanted, and I had listened to it for many days, so I knew exactly how it should play out. Luckily enough, creating it went smoothly, and I was able to knock it out in 3-4 hours. A great way to end the day.

Tomorrow, I will continue my month long job of polishing up the game. Also, if I receive any bug reports after writing this update, I will focus on those as well...

Till tomorrow...

8/19/06 - Saturday: ROSE OF ETERNITY - CHAPTER 2 - CRY THE BELOVED: BETA V0.10!!!

So, inspired by the work I did last night, I decided to make a post on our forums to see if anyone was up to testing it out. I was happy to find that Pokstair, Gravelooter, and Jason where all game. Plus the other tester from yesterday (don't have permission to use his name), make 4. Not bad.

Beforehand, I really wanted to play through the game again, to make sure everything was still working right. So, start at 11:00 am, I began to speed play through the game. That means skipping every cut-scene (my God, that is really a blessing!), flying through all dialogs, skipping all side quests, and putting the game on easy. Remarkably, it didn't take me that much time at all. I did have a page or so full of issues (man, those just don't end!), but after getting home after getting a haircut, I quickly knocked them out.

When I began to package them up, I remembered someone mentioning that it would be nice to give them incremental updates, so I did just that. Besides the .mod file, the only thing that changed were about 6 new music tracks, and 5 haks (might end up combining them into one...). I then wrote up a pretty lengthy post talking about what was new, what was left out, and various other things.

Long story short, I expect this to be the 2nd to last BETA. It is content complete, except for a bunch of dialogues (they can be added very easily anytime), cut-scenes, and the prologue. Again, these are things that can be added at any time, so I only focused on the major things. Besides the game not breaking, I am hoping that I will get a wider opinion on certain parts of the game, and the tester's comp's ability to run it. I have ideas on how to make things smoother, but I want to see how things run first.

Finally, if you have wanted to be a part of the BETA team, your time has arrived. I need as much help as I can get. It's not that the people who are testing it aren't sufficient, but it is always good to get a second set of eyes in a project late in the game. So, if anyone has a few hours to spend over a week or so, please e-mail me at gamecoder@optonline.net. It would be greatly appreciated:) The more help I have, the sooner the game can be released to all, and the sooner I can get my life back:)

Now, I am off to start work on some of the final cut-scenes!

Till tomorrow...

8/18/06 - Friday: THE PRESSURE IS ON!!!

So, someone that wanted to BETA the game over the weekend was going away, and wouldn't have access to the internet. So, I attempted to get everything together a bit sooner than I anticipated I had to. The reason why there was a rush was because it had to be done by 9:00 am EST. So, I had to fly through as many issues as possible, package it up, and send it to him.

It actually worked out great because it gave me that much more of a drive to fix the issues. At 3:00 am, I was finally able to get everything together, minus a few fixes. Unfortunately, I didn't have the energy to do another test run, so I hope everything works out for him.

Till tomorrow...

8/17/06 - Thursday: LOTS OF POLISHING...

Luckily, I was able to knock out all of my important work early today, so it left lots of time for more polishing. Also, even though I could have released the BETA today, I realized that with the release of Darkness Over Daggerford, people would probably still be playing it. Those bastards at Ossian Studios screwed up my plans for world domination! (yes I see the irony in calling them bastards when I helped them!) :) Seriously though, it actually allowed me to get even more changes in.

In getting said changes in, I actually ended up writing up close to a page worth of notes, but luckily, I was able to knock out 90% of them within a few hours:) Luckily, most of it had to do with end game stuff. During my play though last weekend, I was not able to complete the final hour or so of the game due to a game breaking bug. I have all but eliminated this issue, thankfully.

Finally, I have been definitely thinking about some particular cut-scenes I still need to create, and I have put one particular one on the back burner, mostly because I couldn't find the right music to use. Well finally, I have found it, though it was under my nose for the past 2 years... What I needed was some sort of theme, like the one that plays in The Empire Strikes Back whenever they were showing scenes with... well... the Empire:) You all know what I am talking about! That imperialistic type music.

Funny thing is, I contemplated using the exact track that inspired me, but for some reason, I just feel weird using Star Wars music in this game. Perhaps because it is so well known... I really don't know... It just feels wrong for some reason... At any rate, now that I have my imperialistic track, I can further design how the cut-scene plays out.

Tomorrow, I hope to continue knocking out issue after issue. I might put out a call for more testers. To those of you that have sent me e-mails requesting to be one, I haven't forgotten about you! I still have the e-mails saved. We'll see how things go. I need to get it done sooner rather than later, because there is one particular scene that I think I may have to tone down. It might break some people's computers:)

Till tomorrow...

8/16/06 - Wednesday: DOWNLOAD DARKNESS OVER DAGGERFORD NOW!!!

So, Darkness Over Daggerford is now available for download from the Vault. At the time I am writing it, is already has 8 votes of 10, and close to over 1500 downloads. Not bad, seeing as it hasn't even been available for over 12 hours yet! The screenshot to the left is a small tidbit of what you will see in the game. I am not going to post any spoilers, all I can say is download the game now! Especially you FR fans. You know who you are:)

Okay, back to Cry The Beloved. So, things are coming along quite well. I was able to make my first pass through all of the notes, and I am happy to say that all is left is mostly scripting changes. Then, I can release the BETA, and continue polishing. Yeah, I know I may have been saying this for a few days, but I really mean it! Also, I am working for home tomorrow (man, I love doing that!), so in between work/conference calls/etc., I will be able to get a lot done.

Also, I am trying to squeeze another week or so of vacation from my job. If I continue to crank out work for them at a fast speed (I have been doing so for a while, hence my recent raise/promotion), they basically will not be able to say not to me. I could really use this time for more polishing. I just have to keep telling myself... It's almost over:)

Till tomorrow...

8/15/06 - Tuesday: DARKNESS OVER DAGGERFORD!!!

Darkness Over Daggerford

What is this, you ask? Well, it is the very large module that I have been testing over the past few weeks. It was developed by Ossian Studios, headed up by the CEO, Alan Miranda. Alan was a producer on such games as Neverwinter Nights and Baldur's Gate II: Throne Of Bhaal. It has been in production over the last year, with contributions from various people in the NWN Hall Of Fame, including:

Kevin Smith (aka Codepoetz)

Anya Clancy (aka Lady Oonagh)

Luspr

Alan Tarrant (aka Lord Alex)

Brian Watson (aka MadWombat)

In addition, the following people helped test it over the past few weeks:

Leonard Bedner (aka Challseus)

Alex Hugon (aka Hugie)

Mat Jobe

Luke Scull (aka Alazander)

As I mentioned before, Darkness Over Daggerford is a very large game set in the Forgotten Realms. Here are some highlights of what you can expect:

A 25-30 hour classic Dungeons & Dragons role-playing adventure with a
strong Baldur's Gate feel

A brand new world map system, never before seen in Neverwinter Nights,
enabling the player to better explore a large world, complete with random
encounters

A player stronghold to enable new, more challenging stronghold quests,
featuring cool player customization features

 Almost 200,000 words of dialogue

15 areas to travel to on the world map

Some 30 sidequests

Over 100 new placeables made specifically for the game

3 new creatures

5 new tracks by Premium Module composer extraordinaire, David John

3 new TNO tilesets from DLA

1 new lizardfolk interior mini-tileset

A custom spawning and leveling system for creatures, to always ensure the game is challenging for any level character

A custom rest system where your character and henchmen require sleep to be in peak form

An influence system for henchmen

Now, what immediately struck me when playing this was how it was very reminiscent of Baldur's Gate. As you all know, I am a console RPG guy, but the first PC RPG I played was Baldur's Gate, and I loved it. I quickly moved on to its expansion, and then its sequel a few years later. I didn't know much about DnD, but I sure as hell loved the game!

So, playing this game really took me back to 1998, when I didn't have a care in the world. The main reason is because there always seems to be something new and exciting to do. Being a tester, I obviously played through the game many times, and I can assure you that I was discovering new things each time. It was truly amazing. Of course, one of the main reasons it felt like Balder's Gate was because of the new and innovative map system, which any fan of Balder's Gate will immediately recognize, and remember how to use.

Another thing I have to comment on is the area/sound design. Rarely do I ever play a game, and just sit back at the visuals. I really felt like I was in a real world. Add in some excellent music by David John, and you have a recipe for losing 10 minutes of your time just sitting there. In particular, there was one town (which I will not spoil) where every time I traveled there, I listened to the music play at least 2 times through. If you are into video game music, then you will know what I am talking about when you get there.

The best part is, you can have all of this free on Wednesday, August 16th, 2006. Some people have been claiming that NWN is dead. I can assure you, they are wrong...

Till tomorrow...

Hugie's Preview Of Darkness Over Daggerford

8/14/06 - Monday: BIG NEWS COMING TOMORROW!!!

So, as you all know, all weekend, I tested Cry The Beloved. Now, when I say all weekend, I literally mean all weekend. I definitely incurred the side-effects today. In short, I was stressed as all hell. My brain was mush. I didn't want to look at a computer screen at all. I could barely function at work, which was one of the reasons I went home a bit earlier than usual. It's almost over, I keep telling myself:)

So, as expected, I was knocking out tons of the issues I jotted down in my notebook while playing. I got through about 3 pages total. Mostly text changes, but also other little things like adding an enemy or 2 to an area, repositioning of some placeables, or scripting changes. 

This was especially good, because I had other obligations with my role in another project that will see the light of day very soon.

!!!IMPORTANT!!! 

So soon in fact, that I can finally drop the ball, so to speak. I have been given the green light by the man upstairs to remove my gag with my next update. So, on Tuesday, August 15th, around 11:00 pm or so, I will be making an entry, which will focus on the secret project everyone has been whispering about for so long. Don't forget to tune in!

Till tomorrow... 

8/13/06 - Sunday: THE AFTERMATH...

Since I didn't finish my run through last night, shortly after getting up around 10:30 am, I started again. As I mentioned before, at the end of last night, I just got to the part of the game where all the new content (in terms of story progression) began. It was amazing that I had played for so long, yet just made it there.

So, I was able to make it more than halfway through the new content, before more game stopping bugs started to crop up. Luckily, I knew the exact reason for them. This was when I started to get creative. Though I never used them, I have always read module authors giving DM commands to players who are stuck at certain bugs in the game. After doing some research, and getting some help from fellow builder Hugie, I was able to bypass the first game stopping bug. However, about an hour or so later, I ran into another one. At this point, I didn't mind as much, because I had only about an hour left to go before the end of the game. I think I could have gotten passed it with some DM commands, but I was so exhausted from the testing, that I just quit:)

So, what is the magic number, in regards to how long it took me to play, you all want to know? *Drum roll* Roughly, 8 and a half hours. Now, that might not sound like a lot, but let's put it in perspective. As I have said many times over, it took me on average 3 1/2 to 4 hours to complete The Coming. And, I obviously play test faster than most people who played it for the first time. I mean, I have the figures. I figure, if people were already taking up to 10 hours to complete The Coming, then it isn't out of the question for it to take them upwards of 20 hours to complete Cry The Beloved. That may be an over-optimistic figure, but... Oh, and I didn't finish the last hour or so of the game, AND the game isn't content complete yet. Short story, the game is longer. At the very least, 2 times as long. Done in almost the same amount of time as The Coming... Yeah, I have been busy:)

I also ended up taking about 6-7 pages worth of notes. As always, like 2% are bugs, and 98% are polish things. I expect to fly through the minor stuff real fast. The other stuff, well, we'll see. Once I finish everything up, I will send it to the testers, and then continue with more polishing.

I also had to spend a big chunk of my time on the other project I have been working on. There will be word within a few days, so no more cryptic messages from me:)

Till tomorrow...

8/12/06 - Saturday: DAMN!!! THIS GAME IS LONG!!!

Today, I continued to do one thing, and one thing only... Play through Cry The Beloved from start to finish. Yesterday, I ran into some small issues (luckily, in the beginning), but today, I was able to sit back, and enjoy the ride. And what a long ride it was! I don't have exact figures right now, but it almost looks as if Cry The Beloved might be 3 times as long as The Coming. I am basing these numbers off the time it took me to play through it a year ago. Perhaps they are wrong... I will obviously know better when the game is totally feature complete.

At any rate, as expected, I did nothing but play through the game. I of course took little breaks here and there, went out to get a haircut, etc. But, for the most part, I was totally focused with what I was supposed to be doing. I mentioned before that this is crunch time, and I was serious!

So, even though I am collecting TONS of notes, I would say 2% are bug related, while the other 98% are polishing type issues. First off, I couldn't happier. However, the 2% of the bugs were some annoying ones. Nothing game breaking, but annoying nonetheless. For one thing, I screwed up with the leveling of Clopon in the beginning of the game. Long story short, she was always 2 levels ahead of me. Now, that in itself isn't that big, since the only problem would be that she would be overpowered in all the fights. However, as Aramus continued to gain levels, so did she. Well, once she got to the party member level cap, and was asking to gain another level, I knew I had a problem. From The Coming, I knew that the way my level up system worked, once she was leveled, she would disappear. I in fact tested this out, to confirm it. So, I essentially had to play through the game without being able to talk to her, have her explicitly summon creatures, etc. Again, it wasn't game breaking, or that much of a problem, but a bug nonetheless. In fact, that was probably the worst one. There were others like it, where I just had to do things a bit different in order to proceed. Comes with the territory of playing a BETA.

Game play wise, I was having a ball. Seriously. Yeah, I am the one who made the game, but to see all the custom systems come together, and work perfectly, definitely stirs my heart a bit. For instance, even though I tested all custom skills I implemented, before today, I never had the chance to really play around with them that much. So, to be able to use these during boss fights was pretty cool. There are still some more ones to come, but I am very happy with the ones that have been implemented thus far. Also, I know I have said this many times before, but to have specific systems that I designed back in 2004 for The Coming still relevant in the game today, makes me smile. This might be a bad example, but it might be how the designer(s) of the ATB (Active Time Battle) System, which was first introduced in FF 2/4 in 1991, felt when 9 years later, the system was still in use (FF9).

So, at the end of the night, interestingly enough, I just got to the content I started putting in the game 2 months ago. That is so crazy... Seriously... I don't remember how long I had played up until that point, but it was a while. And, I still have more to do tomorrow. Man, will this game ever end! :)

Till tomorrow...

8/11/06 - Friday: AND IT BEGINS...

As the title suggests, tonight marked the beginning of my play through of the game, from start to finish. To be honest, I do not know how other module authors do it. Some people have questioned the point of going through the game when I have BETA testers eager and willing to. Well for one, I don't want them to have an incomplete game. Why? Well, they aren't paid. As much as they may like going through the game, I am sure if they spend 6 hours playing, and run into a game breaker, they may not have the energy to do it again so soon. Plus, besides finding bugs, I also want their opinion on how much they liked the game, and if it is riddles with tons of bugs, that require the input of DM commands, that might detract from their opinion of the game, even if it is just a BETA. Finally, I want to see how everything looks. I want to make sure I put the pieces together correctly. I want to make sure everything as a whole makes sense, not just the piece meal parts of the game I work on in isolation.
Anyway, I spent both trips on the train finalizing everything, so that I could start tonight. Around 10:00 pm, I decided to take the plunge, and get this damn thing started. 2 hours later, I ran into my 1st game breaker:) After fixing it, I started from the beginning again, but sped to the part where everything broke the first time. It took about half the time. 

Actually, let me back up a bit. First off, the plan was to go through the game with a fresh Aramus, one that didn't come from The Coming. I know that there will be people who played through The Coming, but perhaps didn't still have that saved character. So, to make up for this, I check to see if the character is below a certain level, and if so, besides leveling them, I give them all the gear they would have gotten in the first game. So, bringing in a level 1 Aramus, I am leveled to 3, given the Sword Of Galladoran, Bracers Of Galladoran, Left Ring Of Galladoran, and various other important items. Luckily, that code worked fine. As a side effect, I was able to play through the game with the new custom portrait for Aramus. Let me tell you, that thing looks sweet. Since we already have one for Clopon, it only makes sense to get one for Challseus. I can't wait to see how it will turn out.

The other reason to do this is to try to balance the game with the lowest level possible. I mean, it doesn't make sense to balance a game with the upper level character, since lower level ones would be screwed. The way I see it, those who start out at a higher level will just find the game slightly easier. Those who played The Coming know that it isn't always about how many HP's you have, but rather, how you use the weapons/items you get in the game, so balancing turns out to not be that much of a problem.

However, I was finding the game quite difficult as this level. When I say difficult, I mean, I was dying all the time. It was not acceptable at all. So, I had to stop my testing, go back, and change some things. In reality, all I have to do was raise the AC on a piece of armor Aramus was wearing (why the hell was it at 2?!), and when I started the testing again, it was still difficult, but doable.

So, after all the times I had to stop/start playing the BETA, I ended up passing out around 3:00 am, having gone through about 4 hours of actual game play. I knew I had much more to go through, so I wanted to have a good night sleep (well, better than if I pulled an all nighter!). Oh, and just to keep things in perspective, it regularly took me about 3 1/2 - 4 hours to complete The Coming:)

Till tomorrow...

8/10/06 - Thursday: A LITTLE BIT HERE, A LITTLE BIT THERE...

So, even though I was at home today, I had other priorities to attend to, with regards to another project I have been lending my assistance to. However, I bit the bullet, and worked till 3:00am today, started again after waking up around 1:00pm, and finished around 6:00pm. Since I knocked it out, I had a little time to work on my own stuff.

So tomorrow, I will be getting everything ready for my play test over the weekend. If I can have everything ready by the time I get home from work tomorrow, that will be perfect. If I just pull another all nighter, I might even be able to get through at least half of the game. Maybe more. Hell, I don't even know how long it is at this point, which is another reason why I need to do this:) I am sure I will have TONS of notes, but I am fine with that. Those are the things I can work on while on the train next week.

Till tomorrow...

8/9/06 - Wednesday: OTHER WORK...

So, since I forgot my charger last night, I wasn't able to do any work on the train tide into work. So, I just put on some music, and brainstormed various ideas. I have to admit, it was kind of relaxing to just be able to sit there for once.

On the train ride back, I continued to polish things up. The stuff I was working on was the connection of all the pieces from the beginning to the end. Sometimes, I work in isolation, so I forget to make sure all transitions are working, and that an actual player can get to the content I created. So, before my laptop died, I was putting the finishing touches on the last piece of glue, so to speak. Once I finish that, I am confident anyone can play from the beginning to the end, no problem. This is important, because I myself will be going through the game, hopefully starting Friday.

When I got home, I had my obligations with my other project. I obviously can't say anything about it, but I am sure people will be pleasantly surprised with the outcome. Been hard trying to keep a secret like this:)

Till tomorrow...

8/8/06 - Tuesday: I AM SO STUPID SOME TIMES...

On the train ride into work, I implemented Jason's edits. On the train ride home, I actually got a lot more done than I anticipated. It was mostly area design stuff, but I touched on about 3-4 areas. I was mostly setting the look and feel of it, as well as placing some enemies in some strategic places. As I was doing this, I had to keep in the back of my mind that not everyone would see it. At this point in the game, things are semi non-linear, so if the player gets to the fork in the road, and turns right, then they will miss this. That is not to say that they can't come back, but you get the point. I am definitely not forcing as much on the player this time. We'll see how that works out.

When I got home, I was very pissed to learn that I left my laptop charger at the office... All this work I have to do, and I can't even turn my laptop on. Man, how stupid can I be.

Luckily, I was able to improvise. You see, ever since I lost a week of work, I have been taking daily back ups of the game. And even though my desktop is very slow, I could at least use the script editor or dialog editor to get something done. So, feeling proud of myself, I plugged in the memory stick, and copied over the .mod file. Unfortunately, when I tried to load it up, it said I was missing some hak paks:( I will have to remember those keep a back up of those as well...

Then, I finally decided to just create a test module, write up some dialog in it, and then export them as .erf's, and import them into my module later. So, all was not lost. I was able to work on some dialog that only the players who want to see 100% of the game will encounter. They aren't necessarily important conversations, but it just fleshes out the characters a bit more, and gives them more personality.

I also used the bit of downtime I had to get up to date on most of the threads in our forums. Man, there was one particular thread in the Brainstorming section about new abilities and whatnot. If I remember correctly, it was at 1 page early yesterday, and every time I was going to sneak in a reply, like 5 more replies worth of abilities were added. By the time I got around to it tonight, the thread was 3 pages long! I have to tell you, there was some great stuff in there. Shout out to Rick Sanderson, Alistair Gill, & Gravelooter, for all of their ideas. Because of them, we might have the final list of abilities everyone will get in the game. In fact, there was so much stuff that I already have ideas for Rose Of Eternity - Chapter 3. Seeing threads like that really make my day.

Till tomorrow...

8/7/06 - Monday: MISCELLANEOUS STUFF...

So on the train ride into work, after working on some minor scripts, I took the time to start converting some new music. Unfortunately, one of the tracks had the iTunes protection on it (DAMN YOU APPLE!), and since my laptop doesn't have a CD burner, I couldn't go through the intricate steps of removing it. So, I only got a chance to work with one track. With this one track, I was able to edit it down to about half of it's size, and then compress it even further.

On the train ride home, I began compressing a lot of the tracks I hadn't done over the past few months. I was amazed at how much space I saved by doing this, without compromising the quality of the song. It was great.

At home, I continued working on the final scenes that accompany the last battle. Luckily, I was able to finish up about half of it.

Also, Jason sent me the last of his edits for the last ALPHA I released. He was very proactive in doing the work, without me having to explicitly send him things I wanted him to edit. It's great to not have to worry about certain things. I will make use of my limited time on train to knock them out. When I release the BETA, he will obviously have more to edit, but he has already sent me an e-mail telling me he plans to do a second pass over everything to make sure it is all good.

Speaking of the BETA, even though I wanted to do my run through of the game last weekend, it was before I knew of the wedding. So, instead of trying to fit it in this week, I will keep adding more content, and then go through it this weekend. Hopefully, no one else is planning on getting married:) The way things are going, I should have the final sequence (cut-scenes, dialogs, final battle) finished by the time I begin to do my run through of the game.

The one good thing about not being able to test in game stuff on the train is it gives me the time to continue the polishing process. My initial plans were obviously to finish the last sequence, and then polish, but this works as well. Damn, there's that Extreme Programming thought process again:)

Till tomorrow...

EDIT - IMPORTANT - Hall of Fame author, Hugie has launched his new website. Besides being to have one localized place for all of his submissions (and hell, he has a lot!), it also gave him the ability to turn off voting/comments on the vault download page for his games. He now has his own forums where people can leave comments and whatnot. Let me just say that I totally understand where he is coming from, and support him in this new venture. Sometimes, the politics of the Vault really just want to make you not want to deal with it. Good luck, Hugie!

8/6/06 - Sunday: SHOULD I???

So, lets get right down to it... There is a NWN2 BETA for the toolset, and I have been debating whether I should sign up. After much thought, I have declined. Now, don't get the wrong idea about my intentions! I am not about to give up doing what I do, but, I have enough distractions in my life right now, and one thing I do not need in my life is the temptation of building this game using a new and superior engine. It's crunch time now, and I need to stay focused. Following the release of Cry The Beloved, I will also need to take some time off (I mean, I will try!). You have to realize, I have been doing this straight for more than 2 years straight, so I definitely need more than a few days rest between each game. 

Besides which, after I release the game, there will be lots of other things I need to do to support. First and foremost, a comprehensive strategy guide will have to be written, and put up on my website. I was tinkering with the idea of hoping that someone would take up that slack, but when it comes down to it, I designed the game, and I know all the nooks and crannies. Plus, I wouldn't want to put anyone through that torture. There really are a lot of small details all over the place, so that will at the least take a week to write, if not longer.

Then, there is the obvious support with regards to whatever bugs crop up. No matter how many bugs are squashed, something also happens. Someone always does something in some way that you never intended. Such is the software field as a whole. So, I am not going to try to trick myself in that regard.

I also plan to finally start going through some of my favorite classic games again. Props to Rick Sanderson for hooking me up with an emulator, and tons of games. He might have damn near given me every classic Square soft game ever released for the SNES. As a side effect, perhaps I will get some inspiration while playing them as well:)

So yeah, there you go. No NWN2 for me until it is actually released. I look at it this way. It isn't going anywhere anytime soon. I'm not going anywhere anytime soon (crosses fingers!). Hell, I joined the NWN revolution at the tail end, and I have done fine for myself. I mean, I would only be gaining myself and extra month maybe of development, but in the long run, I don't care too much. Some people have been caught up with trying to be the first person to get a module released, or be the first person inducted into the Hall Of Fame. Man, screw all of that:) I just look at history. Being first isn't always a sure sign of success. Genesis/Saturn/Dreamcast anyone:)

Right... So, back to business. Well, I fixed a pretty significant bug in my animation scripts. Some may remember DLA's Ragnarok_mr4's Alternate Combat Animations package that was released last Fall. Well, I immediately swooped it up, and integrated into Cry The Beloved. To make things easier on me, since I was also using Vaei's Alternate Animations, I created a animate_manager.nss script, to handle all the utility methods I was using to switch animations and whatnot. Well, it turns out, I was using some phenotype constants, but in the wrong order. So, for nearly a year, I have been getting the wrong animation when using certain methods, and I never knew why. It wasn't a big deal to me, because I knew I would someday come back and figure out why. Well, I did today, fixed it, and wiped my hands clean of the situation.

I also FINALLY broke out of my designer's block and figured out the ending to the final fight of the game. Only took more than week! :) So, I began scripting what I came up with, and so far, so good. Too bad I came up with it at the end of night... I won't be able to work on it on the train because of battery problems, so I will have to wait until I get home tomorrow night.

Sort of off-topic, but what happened today with regards to me coming up with the idea for the ending of the last fight really shows off this Extreme Programming thing I have been talking about. Here is a particular quote, taken from Wikipedia:

"Proponents believe that being able to change requirements during a project is a better (and more realistic) approach than attempting to strictly define all requirements at the beginning."

Yep, I think that really defines what I have been doing:) Now, it obviously isn't for everyone, and hey, maybe it is the wrong way to do things. I have been successful so far, as well as my company, so until it doesn't work, or I find something better, it is my philosophy.

I was also on a video game music kick today. I was continuing to fill up my library of old school video game music, courtesy of VGMusic. Of special note would have to be Ninja Gaiden. Heh, you can probably say that it had more than one influence on me. Any old schooler will fondly remember the cut-scenes used in the game. Yes, that's right... Cut-scenes on the NES back in 1989. They were great, and really immersed the player in the game. I would play the game over and over again just to watch them. Plus, the music was really great as well. In fact, there was a secret code to be able to listen to all the music for Ninja Gaiden 2. I would put that code in, sit and there, and listen to the music for hours.

You know, it's funny how the things you do as a kid are really the precursor to what you do as an adult. I loved video game music back then, what am I always saying is the most important part of a game? I loved cut-scenes back then, and what do I love to do now in my game? Sorry for getting side tracked, but life really is funny sometimes... Anyway, I also got music for Killer Instinct (ULTRA COMBO!!!!!), Strider (NES), Super Dodge Ball, and the Dragon Quest (Warrior) series. Tons more to come!

Finally, I renewed my license for my Audio Converter, so I will most likely get to work getting the final pieces of custom music in the game. It has been a long time coming. Hell, off the top of my head, I think I may a bit over 60 songs. Not bad, huh? And for those of you that think I may run out of songs to use in my upcoming games, fear not. There are at least 20 songs I wanted to get into this game, but when it came down to it, they just didn't fit.

Whew... Okay, bed time...

Till tomorrow...

8/5/06 - Saturday: SLOW DAY...

As expected, since I had a wedding to go to, I didn't get much work done. I did manage some scripting in the morning before the wedding, as well as some later in the night, but I did not get a chance to actually testing them out yet. That will wait until tomorrow morning.

Well, I am off to bed now, because I have to be up early to meet my Mom, as she will be taking me out for breakfast as a late B-day present. I was thinking Cracker Barrel, but I.H.O.P. is closer:)

Till tomorrow...

8/4/06 - Friday: MORE WRITING...

This morning on the train, I ended up doing a little more work on the dialogue I worked on yesterday. I then put it in a format that Phil could read, and wrote up some back history on the current situation, so he could get a feel for the events that are transpiring when the dialogue is read. That took about the entire train ride, mainly because I was finding it hard to put into words what was happening. The plan was to send it to him today at the office, but dammit, it was hella busy today. The normal type stuff. Meetings with people about various things, and finding ways to push dates back with the Product team, so my team can have time to breathe and go to the bathroom in between work:) I guess you could throw foosball into that as well...

On the train ride home, since I cannot test anything in game (not as bad of a deal as I previously mentioned), I began to put the finishing touches on a mini-game. I have this weird feeling that this type of mini-game might have some players start asking some tough questions. You know what type of questions I mean...

"How can this be. This doesn't make sense with the story." I already have my standard answer of "This is game... Nothing more, nothing less..." Hell, I might add it to the FAQ:) Seriously though, none of the other team members have even so much as whispered any complains about it, so maybe I am just being paranoid. Actually, I guess I should post a thread in the forums asking about... The team members are a very opinionated group (this is a GOOD thing!), so I am confident I will get a straight answer.

Finally, I came up with a brief cut-scene that will give a little more back story to a particular NPC. It will be brief (a little over a minute), mainly because I have the perfect piece of music that will accompany it, so I obviously have to make sure it is in sync with it. Besides the area design, scripting the cut-scene should be easy. No complicated camera angles, or anything like that.

Tomorrow, I have the wedding at 2:00. Luckily, I got a haircut yesterday, so if I wake up early, I can get at least 2-3 hours worth of work in before it starts. Here's hoping...

Till tomorrow...

8/3/06 - Thursday: LOTS OF WRITING...

So today, I was lucky enough to work from home. Anything to stay out of that 100+ degree weather down in Manhattan. You know, I am usually not fazed by weather like that, but when I have to walk from my office to the train station, I am literally dripping from head to toe with sweat. Not a good look:)

So, something funny happened today. Usually when I work from home, I am able to take care of everything in the morning, and just stay online for the rest of the day, in case anyone needs me. Well, today, it seems people needed me all day. So, as weird as it sounds, I literally worked all day:) That obviously put a dent in my plans for the day, as I expected to be able to little things here and there between work. Oh well, it happens...

When I finally was able to work on the game, I literally spent the entire time working on the last piece of standard dialog that will play at the end of the game. As you can imagine, being the last piece of dialog, I had to spend as much time as possible to make sure it was really memorable. Luckily, Phil is going to take what I did and well, you know... Make it better:) Nevertheless, I still took my time with it, so that he doesn't have to guess as much with what I want. As always, I will also be looking for him to put his little touches in here and there, besides just rewriting it. Since it is quite late, I will have to send him all the stuff tomorrow morning.

As my luck would have it, I have yet another wedding to go to this Saturday. Why in the hell does my girlfriend have so many friends? :) Hopefully, this should be the last one for the year. Even better, she wants to make it a small and short wedding, and that is all good with me. By the way, don't get things confused... I am not no introvert, or anything like that. I love being around people. I will love it even more when I release this game:)

Till tomorrow...

8/2/06 - Wednesday: ADMINISTRATIVE STUFF...

So, even though all of my free time today was spent on Rose Of Eternity, I didn't get that much implementation. On the train ride into work today, I actually did a lot of brainstorming on how I wanted to finish off the final battle. Turns out, the way I had it a week ago might be good enough for the final release. At this point, it seems very hard, but dammit, the final battle of any game should be a challenge. I did add a new skill to the last boss, but besides that, I just really tested a lot of it, to try to balance it as much as possible.

While at work, between, well... work, I was conversing with Olaia about what she has been working on for me, via AIM. With her living in Spain, it really screws me up when she is talking about having lunch/dinner when I just got to work:) Either way, I think we are finally coming to a close on the design part of what she is doing.

On the train ride back home, I ended up writing up some test web pages for the new systems of the game. Besides adding these new pages, everything else will be getting more content added to it. I might have mentioned it before, but I really want the website to become a one stop area for anything related to Rose Of Eternity. I am emulating what many MMORPG's do with their main websites. For instance, it was great back in the day to be able to go to the main Everquest website to get all details on everything about the game, including classes/races/items/spells, etc. In fact, the biggest overhaul on this site will be the inclusion of all custom abilities (including all abilities from the custom systems, like the Unison Abilities) and items. I just think it would be cool for potential players of the series to browse this site, and really get into it. I know that whenever I was about to really get into a game, I would love to read up on all the info I could get my grubby hands on.

Luckily, most of this stuff can be done at work when things slow down. It isn't complicated at all. in fact, it is just tedious work, really. I think it will be well worth the effort when I am done though.

So, later in the night (yeah, I still was working late into the night) I was chatting with Phil about some new dialogue that I wanted him to put his magic touch on. In general, I have been disconnected from the writers (as in, not giving them anything to write) for a while, so I will be taking the steps to change that this week. I will be working from home tomorrow, so in between work, I should be able to handle that. We also began to talk about something that I have wanted to get into the game for at least 6 months. I am excited about it, as I think it will be yet another thing to separate this game from the masses. 

All in all, this was definitely an administrative type day for me. Sometimes, it just happens like that...

Till tomorrow...

8/1/06 - Tuesday: COULD THIS BE THE LAST MONTH?

*Wipes sweat off forehead* Man, this really could be it... I don't want to jinx the situation, but I really want to have everything content complete this month. Being tested and released at the end of the month would be perfect. So, what does that mean?

Well for one, I will indeed be releasing information about the game, in order to stir up a little hype. Even though I have been showing mad amounts of pictures over the past year, I have been quite good at keeping all the little secrets of the game within the inner circle of the Cry The Beloved team. Without going into super major detail (more of that this month), if you thought The Coming had a lot of custom aspects to it, Cry The Beloved will blow your mind. It literally is what has been taking so long. If it wasn't for me trying to make everything so unique, I probably would have been done a long time ago. Even though I attempted it with The Coming, I REALLY want people to take off their DnD hat, and just appreciate it for what it is. An RPG... Not a DnD RPG, just an RPG... Period... I know I have talked this concept into the ground, but dammit, it needs to be said!

I also will most likely have to shell out some cash to upgrade my music converter, so it can handle songs over 2 minutes long. Funny thing is, I have ABSOLUTELY NO PROBLEM doing that. Investing a few bucks into my career is something that just has to be done. I have just been putting it off for a month or so (just because I am lazy!), but I really need this particular piece for one of the final cut-scenes. In fact, off the top of my head, I need about 5 more tracks. I am sure there are more, but my brain is fried...

When I start to release new info, and people start to remember who the hell I am, I will hopefully be able to get some more testers. I feel bad that the current BETA testers have been through the