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| |
Return To Cry The Beloved Status
12/31/05
- Saturday: SKIPABLE CUT-SCENES!!! |
 |
Lets just get
into it. I am not even going to lie. The lack of the ability
to skip cut-scenes has been the BANE of my existence for the
past 6 months. Before I released The Coming, I knew
the cut-scenes were long, but in my head, I was thinking "Hmm,
even though these cut-scenes are long, no one has ever seen anything like
this for a Neverwinter Nights module, so why not. Plus, who the hell
would even process the thought of replaying this game?".
Well, 6 months later, I
know better. Anyways, it has been a roller coaster of a time trying
to get it implemented. Before I released The Coming, I
tested it out, and it worked. I mean, scripting wise, I have no
problems implementing it. I basically just take the same code that
runs ar the end of the cut-scene normally, and put it in the code that
runs when the player skips the cut-scene. The problem was, after the
player saved the game, it would sometimes crash, OR take
very long to finish saving. Then, when you loaded up that save game,
the game would crash. Why this was happening was beyond me, but at
the time, I wasn't very sure of my module being successfully anyways, so I
said to hell with it, and released it. |
| After it was
released, and I started getting votes of 9, with comments such as "...I
would have given it a 10 if I could skip those damn long
cut-scenes!", I realized I made a mistake. At this
point however, I had already begun development on Cry The
Beloved. I loathed the thought of going back
to The Coming. However, fate stepped in, as I learned
of the IGF Module
Competition. Since I knew I had to make changes to it to
make sure it was perfect for the judges of the competition, I decided to
take one more stab at it. At one point, I actually had it "sort
of" working. Prior to that, I thought because the memory on my
laptop was so low (256 MB) that it was the reason why it wasn't
working. When I tried it on my Father's desktop, it worked...Sort
of...I am not going to get into it, because it is too damn hard to
explain, but lets just say I shelved the idea.
So, for the past couple
months, I have been alluding to the fact that cut-scene skipping was
implemented. Well, it was a sort of hacked solution. For
instance, you can skip the intro cut-scene to Cry The Beloved, but
not by hitting ESC during it. Before that cut-scene
runs, the player is in a DM area, and at the end of the conversation with
the DM, it asks if you want to skip the intro cut-scene. Well, I was
using this sort of solution everywhere in the game. Like, say some
special event is going to happen, and it involves a cut-scenes. I
somehow worked it in where some NPC would ask the PC if they wanted to
watch the event or not. So, like I said, I weird hacked solution.
Well, last week when I
got my memory upgrade, I decided to take yet another stab at
it. I thought, "I have 1.2 MB of RAM now. If it
doesn't work now, it never will...". So, I set up the
functionality for skipping the intro cut-scenes, and after doing it, the
game crashed when I tried to save...Bear in mind that after skipping the
1st cut-scene, the PC transitions to another area. Then, a Light
Bulb went off in my head. What if the problem was with
skipping a cut-scene that ends in a transition of some sort? I put
my little idea to the test. I took a cut-scene that I wrote 2 days
ago, which doesn't end if a transition to another area, and implemented
the cut-scene skipping. Well, as you can guess, IT
WORKED!!! Now, I have to either figure why the cut-scenes
with area transitions do not work, or just stay with the hacked
solutions...
I probably haven't been
this happy that I successfully implemented something ever. What this
means is that I now have free will to do things with cut-scenes that I
always wanted to do. At this point in development, I was laying off
of them a bit, as I didn't want people to complain about the length of
them and whatnot. Now, I can make them nice and long for people who
like them like that, and if you don't like it, then just skip it:)
And that is all I have to say about that!
Till tomorrow... |
12/30/05
- Friday: MORE PARTY MEMBER STUFF... |
 |
Yesterday, I
mentioned that I need to refactor my current party member AI code.
Well, I decided to bite the bullet and start it today. I did not
finish everything, but I made a lot of head way. The point of it is
a pretty basic object oriented design principle. More specifically,
I needed to make the code so re-usable, that adding other party members
would be as easy as editing just 1 file.
As a brief example, I
have many instances where I run the same functions on every important
party member, even if they are not currently in your
party. For instance, in my last_resort_manager scripts,
every module heartbeat, I run the same function on all party members,
which essentially checks to see if they have performed a Last Resort
in the last 10 minutes. If they have, then I decrement the
time until they can perform one again. Nothing too fancy...Here is
where things get a little interesting... |
| In one
function, I call a bunch of Last Resort functions, and pass
as the parameter, the party member. It looks something like this:
void
runSomeFunctionOnAllPartyMembers() {
runSomeLastResortFunction(GetFirstPC());
runSomeLastResortFunction(GetObjectByTag("CLOPON"));
runSomeLastResortFunction(GetObjectByTag("CHALLSEUS"));
}
This is fine by itself,
but what happens when I add more party members? Then, I have to go
back to this method, and add the appropriate extra function with the
correct party member passed in as a parameter. That isn't so bad you
say? Well, what if I have 10 functions like the above one, that do
different things to all party members. Am I supposed to remember all
of these functions? I could, but being it wouldn't be the most
optimal code. To get around this, I created my own custom function
that returns a party member, dependent on an index passed in as a
parameter. So, if the index of 1 is passed in, then the function
knows to return Clopon as the object. And for you
people out there thinking that there are already built in methods that you
can use to return all party members, you must realize that those only work
for people that are already in the PC's party. I need
to retrieve all party members, even if they are not in the
party. Here is the new way I do things:
!!!NOTE!!! The
function, getPartyMember(int
index) is
defined in my new cast_manager include script, as well as the constant
variable, MAX_PARTY_MEMBERS.
void
runSomeFunctionOnAllPartyMembers() {
//loop through all party
members
int
index;
for
(index
=
0; index <
MAX_PARTY_MEMBERS; index++)
{
//get party member, dependent on index
object
oPartyMember =
getPartyMember(index);
//if party member is
valid, run last resort function on them
if
(oPartyMember
!=
OBJECT_INVALID)
runSomeLastResortFunction(oPartyMember);
}
}
Now, with this new way
of retrieving all the party members, all I have to do is make changes to ONE
file, and every time this for loop is used, it will
retrieve all of the correct party members. I tested this out with
the new party member I added last night, and everything worked
perfectly:) In fact, even though it seems like a lot, I did not
spend that much time on this at all. Perhaps and hour at the most,
but it is definitely worth it. I blame it on the fact that I am a Software
Engineer during the day at work:) If my boss had not quit, I
would have told my boss about this, as she would have been very proud of
me:)
Besides dealing with the
new party member, I also was able to add those 2 new custom tracks
finally. In the end, I only actually had to edit one of them, since
it looped, and there was no point in having a file that was double the
size. Once I got those in, I am ran around the area with the music
playing, just to get a feel for what the experience will be like. I
also started adding countless CEP placeables to some areas.
Tomorrow, I hope to get
to actually implementing the some new custom creatures. Since I had
a couple of days to brainstorm, I was able to come up with some innovative
things. It still remains if it is possible to script it however...
Till tomorrow... |
12/29/05
- Thursday: PRETTY INTERESTING DAY... |
 |
So, I
accomplished a lot of smaller goals today, but taken as a whole, I am
happy with the way the day turned out.
I continued to sift
through my entire music collection. So far, I have put about 1200
songs on my new iPod, with more to come. The difficult part is
taking all of the songs I have on my hard drive and organizing them in
iTunes. However, I have been killing 2 birds with 1 stone, so to
speak, as I have been looking for more potential tracks I can add to Cry
The Beloved.
I have to be totally
honest. There are about 3 tracks that I really want to
add in, but they just wouldn't fit. However, there is going to be a
new area the party will go to where this music would fit perfectly.
It's almost as if the composer created it just for me:) The
bad thing is, this part of Rose Of Eternity is so far off,
that I wouldn't get to it until I was maybe at my 5th module...Oh well...I
also wanted to get 2 of the new custom tracks into the game, but I just
didn't get to it. I will definitely do it tomorrow however. |
So, what
will become apparent after people play Cry The Beloved is
that I am a fan of huge ensemble casts. An example would be Final
Fantasy 6: (lets see how good my memory is)
 | Locke Cole |
 | Tina Branford |
 | Edgar Roni
Figaro |
 | Sabin Rene
Figaro |
 | Celes Chere |
 | Gau |
 | Cyan Garamonde |
 | Shadow |
 | Mog |
 | Setzer Gabbiani |
 | Relm Arrowny |
 | Strago Magus |
 | Umaro |
 | GoGo |
That's 14 playable
characters! And, these are not just characters that you could possibly
enlist to help in your quest. They were a part of the story,
and besides the last 2, actually had their own side stories. I am
not sure if anything like this has happened since, but I got to tell you,
this is one thing I want to emulate with Rose Of Eternity. Well,
I don't know about 14, but I definitely want a wide range of meaningful
characters. However, I don't want to over saturate the player.
There is a fine line that I have to walk...
Anyways, when I was
driving in my car while listening to my Lord Of The Rings:
Fellowship Of The Ring earlier this week, I thought
up another NPC that the party could encounter in the new area I am
designing. Well, as the week kept going on, and as I kept listening
to the same music, this NPC somehow evolved into a possible part-time
party member. So, I began to implement some of my generic party
member scripts for this new NPC.
As I was implementing
the scripts, a thought occurred to me. I didn't want to just make
this new NPC a half way party member. So, I bit the bullet, threw on
some music, and began to brainstorm. Now this new party member has a
personality, and a little bit of a side story. I will be the first
to admit that this party member will not be as prominent as the others,
but implementation wise, everything is the same as with Clopon &
Challseus. They will have Last Resorts, you
will be able to change their AI via their conversation dialog, they will
be able to use Tonics Of Rebirth, etc. I have to say
that I am very proud of myself, as by the end of the night, I was testing
out combat with the new party member:) I'm sure there are some
places in my various scripts that I missed adding a reference to the new
party member, but I will find it eventually. Which reminds me...I
really need to refactor my party member AI scripts:) I'll save that
for another day.
One thing that has been
bothering me is that I feel as if there might be too much
dialog in the game. I mean, at least it isn't via a
cut-scene:) But, I can't wait to get it in the hands of the ALPHA
testers to get their opinion.
Till tomorrow... |
12/28/05
- Wednesday: IF YOU LIKED "ROSE OF ETERNITY", AND YOU
HAVEN'T ALREADY, PLEASE VOTE... |
 |
I think the
title says it all, but in case you didn't read it, I'll say it
again. If you liked Rose
Of Eternity, PLEASE VOTE at the page you downloaded it at...(hopefully,
not lowering my score of 9.82:) ).
So, where to
begin...Well, today, I received a vote of 2 from someone who didn't like
the module. Now, I can accept that people don't like this
module. It isn't made for everyone. However, I
explicitly what my module is about, so people who know they
aren't going to like should know not to play it...What
pisses me off more than anything else when you get a vote with the comment
being something like so: "I don't know why this is rated so
highly". Now, I have been part of this community long
enough to know that when someone makes a statement like that, they tend to
make their score lower, so that they can lower your average.
Now, some of you out
there are probably thinking something along the lines of "Challseus,
why are you complaining about a bad vote? So who cares that out of
130 something votes, 2-3 people have voted a score of 3 or lower...And,
you have a highly rated module anyways... |
| Well, to be
perfectly honest, I do care...A lot...I take what I do very
seriously, so when I get a very low score that is obviously given to me to
lower my rating, I take offense. I am a man of principles, and this
type of stuff is crossing the line. What kills me, is that someone
is more likely to give a rating of 1 to a higher rated module, than to a
module that is not in the Top Rated list, even if it is worse than said
higher rated module.
For example, I love most
music for the most part. However, I don't like reggae music.
If for some odd reason I had the chance to listen to a reggae album and rate
it, I wouldn't, because, well, I don't like reggae, so why would I
even waste my time.
So, in my daily update
for December 6th, the theme was How much marketing is too much
marketing? In it, I stated that I felt like I was opening up
myself for people to be disappointed in my module, which would result in
some people leaving lower ratings. Well, what happened today is what
I am talking about. I really feel that if I didn't market my module,
have a banner ad and what not, I wouldn't have gotten that low vote.
The voter wouldn't have expected much with the game, and once he/she found
out they didn't like it, they probably would have moved on...
I really do apologize
for the rant, but I can't hide my true feelings, and sometimes, this blog
is the best place to express them. I may come off ungrateful, but as
a whole, I really do love the community. And I am not some egotistical
person who can't fathom why someone would not like their module.
Hell, I know that lots of people hate my the
style of module I have created. Trust me, I have the e-mails
still:) But lets face it, no module author really likes waking up to
see a vote of 2 for their module. I'm only human you know:)
So again, I plead with
whoever is reading this. If you played through The Coming, and
truly liked it, please drop by the Download
Page, register if you haven't already, and vote (hopefully,
not actually lowering my average of 9.82:) ). I spent
15 Months of my life creating The Coming. Surely,
you can spend 5 minutes letting me know you appreciate it:)
Disclaimer 1: I understand
that by posting this, I am opening up myself for someone to give me a low
vote because they feel I am ungrateful...Well, I forever stand by what I
have said...
Cry
The Beloved Related Stuff...
Okay, back
to what people are really here for. So, today was very enlightening,
to say the least. First and foremost, my memory upgrade is still
working GREAT. I really do not know why I waited this
long, but I am very happy with the results. I also forget to mention
that I got one of the new 30G Video iPods. I had an iPod last year,
but it broke, so I have been without my music library for quite some
time:( Now that I have another one, I had to go through my music
library, and make sure everything was still there. Which leads to my
enlightenment...
To my
surprise, everything was still there, and I even found some music that I
literally haven't listened to in 3 years. In fact, I think I may
have found about 4 new tracks that I can use in Cry The
Beloved. One of the tracks I found will most likely go into
the area that I will be building in the next couple of days. For the
past month or so, I had been deciding between 5 possible tracks for this
new area. Well, once I heard this new one today, I immediately knew
it was the correct one. Once I realized it was the perfect track, I
put it on repeat, and listened to it for about 2 hours while I was
developing. In that time, I was able to mentally map out what this
new area will look like, what exactly will happen, and I even came up with
some new ideas for some new custom monsters.
Again,
going along with my design style, I really need to make this new area
something a totally different experience then anything the
player has seen thus far. What this means is, I need new
music. I already have that:) Next, I need some new custom
monster with custom abilities that will challenge the player
mentally. Some new creature a la Shinkara Shadows,
which you all know had a certain way of dealing with them. One thing
I will have to keep in mind when designing this new monster is the
abilities that Aramus & his party will have at this
point.
If I can
recall (and I damn better be able to, since I was the one who designed
this game), Aramus will have at the very least:
 |
Illuminate
- Custom Ability |
 |
Whirlwind
- Custom Ability
through Bracers Of Galladoran |
 |
Galladoran
Illumination - Last
Resort |
 |
Galladoran
Whirlwind - Last
Resort |
 |
Whirlwind
Heal - Unison
Ability |
Clopon will
have at the very least:
 |
Aqua
Constituent - Custom
Ability |
 |
Protection
Of The Roses - Last
Resort |
 |
Whirlwind
Heal - Unison
Ability |
Challseus
will have at the very least:
 |
Stramadonian
Fire - Last
Resort |
 |
Stramadonian
Wand Of Power - Custom
Item |
Bear in
mind that I only listed the non-spoilerish abilities.
There are other abilities that will have been gained at this point, as
well as another party member or 2 (oops, I am giving too much away:) )...
Anyways,
the real trick is to make the new enemy(s) difficult, but not
ridiculous. I mean, I am not just going to add more HP's or AC to
the enemy as a means of making them stronger. Not knocking any other
module designers that do that, but it isn't my style. Perhaps I
could create an enemy that when brought down to 10 HP's or lower, can only
be killed my Aramus casting Illuminate. Perhaps
there could be an enemy that can only be damaged by Clopon's Aqua
Constituent. These are just very basic ideas, but just to
give people an idea of how I create monsters, these are the thoughts that
run through my head.
Hopefully,
tomorrow I will at least get a chance to edit the new music track, and get
it in the game. Besides that, I will probably focus on actual area
designing. Perhaps I will sneak a cut-scene or 2 in as well:)
Till
tomorrow...
P.S.
In case you feel the slight urge to vote for my module because you simply
forgot to, or you didn't think I cared before you read the above update,
you can find the download page HERE
(again, hopefully your potential vote does not lower my average of 9.82,
which would make everything I said in vein) :) |
12/27/05
- Tuesday: I FINALLY HAVE MORE THAN 256 MB OR RAM!!! |
 |
So, after 5
months of procrastinating, I finally have more than 256 MB or ram. I
actually ordered 1 GB of memory this past Wednesday, but it finally
arrived today. I was so excited, yet a bit skeptical. I knew I
would see an increase in performance, I just wasn't sure if it would be as
high as many of my friends told me it would be.
Well, I can safely say
that the performance is even better than what everyone
expected. It is really like the difference between night and
day. I can finally have the Toolset open, 2 IE windows, Photoshop, |
| In terms of
actual development, I am still making steady progress towards having a new
version of the ALPHA ready by the time my vacation is
over. One thing I focused on was refactoring my teleport code.
As with a lot of colder I migrated from The Coming, although
it was written quite good, the structure was not there. So, much
like I did with my old legacy summoning code from The Coming, I
consolidated all teleporting code into a teleport_manager file.
Unlike the summoning code, this only took about an hour:) Now,
adding new places to teleport, or any other methods is very, very
easy. In fact, I added a new location with minutes after refactoring
the old code.
Another thing that has
been going on for the past week is conversation writing. For
whatever reason, it just seems like there is a lot more dialog than I
anticipated. In The Coming, since things were very
linear, I only had to create dialog for Clopon/Aramus when
they entered a new area, and possibly when they were leaving one.
Even then, I was simply using cut-scenes...Now that the story in general
is more complex, and there are more party members, I am finding that
dialogs are taking up a lot more of my time. One thing I don't want
to do is bog the game down with a lot of dialog. The beauty of not
making them play in cut-scenes is that the player can role-play more.
I really use the term loosely, as I still don't know what it means, or how
people do it:) So, instead, let me just say that there are more
choices in dialog now that they aren't viewed via cut-scene...
Tomorrow, I will begin
creating a new area. As I usually do, it will just be a placeholder
area for the time being. Once everything is working correctly, I
will go back and add in the necessary placeables and such...
Till tomorrow... |
12/26/05
- Monday: NORMAL DAY... |
 |
Nothing
spectacular really occurred today. In fact, the majority of the day
revolved around writing some dialog that pushed the plot along. Now,
this dialog is definitely subject to change, but the good thing is, if I
dump it off on a writer, they can just read what I initially wrote, and
make it better.
I am very excited about
the next phase of development. For the player, at this point in the
game, the story really begins to take shape. The player will also be
introduced to about 4-6 new characters that are integral to the
storyline. Interestingly enough, this section of the game is
something that wasn't in the original design process.
However, as I was developing, I felt I needed to add a little bit of story
to one of the party members you meet, and the current area(s) I will begin
working on are the brainchild of that. Remarkably, I was able to tie
in Aramus' story as well, so it doesn't just feel like an
offshoot quest, or diversion. It is definitely part of the main
story, even if it does focus on a couple party members. |
| One thing
that I am trying to do with this series is make the party members just as
important as Aramus. Really, you have to take into
account the fact that Aramus has amnesia. As I am a
fan of invested storylines (not saving the world in a 6 hour span), giving
him back his memory so soon was not an option. Therefore, the party
member's (i.e. Clopon) storylines have to be just as strong
to keep the player interested. It is a very arduous task of juggling
all of these storylines, especially making sure there are NO plot-holes
to be found.
As a developed, I know
where this game is going. Hell, I have known for the past years what
happens in the final scene of the game. The thing is, to bring my
vision to reality, using the Aurora toolset, will be very difficult and
time consuming. Many people complained that The Coming was
too short. From a developer standpoint, it made perfect sense
to stop the game where I did. From a player standpoint, to put it
bluntly, they don't give a sh**. Players don't want to
hear excuses, and I am slowly coming to grips with this. I mean, I
guess no one really wants to play a half made game...Makes sense...And as
much as I try to break up these module into logical pieces, the game really
is meant to be played together.
All of that said, I can
promise the players of Cry The Beloved that they
will have felt like they accomplished a lot by the end of the game.
Will it be the end of Rose Of Eternity, story-wise?
Not even close...Not even scratching the surface...But, as itself, it will
be a great game...And that is all I have to say about that...
Till tomorrow... |
12/25/05
- Sunday: MERRY CHRISTMAS!!! |
 |
Not much
today, as it was Christmas. Went to see The Chronicles Of
Narnia, but besides that, just hung out with the family.
Going to bed now so I can wake up early and get back to developing:)
Till tomorrow... |
12/24/05
- Saturday: IT'S POLISH TIME!!! |
 |
At the start
of the day, I knew what I would be doing today...Fixing about 3 pages of
bugs/issues. As always, it felt good knocking these things
out. I know I am going to have to deal with them at one point or
another, so better to do it when I have the time:)
I actually finished up
about 95% of the issues. Some remaining issues are some interface
issues. More specifically, there are a lot of new custom abilities
that can be viewed via conversation with party members. If you can
remember, Clopon's first level of conversation looked like
so:
[Cast Spell]
[Last Resorts]
[Summons]
[Actions]
[Inquiry]
[Stop Talking] |
| Now, with
new systems that I cannot disclose at this time, things are starting to
get cluttered. So, I decided to put in a [Custom Abilities] category.
Not a big deal, and very easy to implement, but it does clean up the
interface a bit. Again, it is always the small things that count in
the end:)
Till tomorrow... |
12/23/05
- Friday: FINALLY!!! |
 |
Well today
was my busiest day by far. Earlier in the week, I just didn't have
the motivation to do as much work as I could. I guess it was my
body's way of telling me that I needed to actually rest on my vacation:)
Today however, I was
feeling very, very motivated, so I feel that I am back on track. I
did do a little implementation today, but the majority of the time, I was
actually testing it. For about 4 hours, I went through every nook
and cranny of the ALPHA. And when I say every nook and
cranny, I mean it. I literally have 3 pages worth of notes/issues
that I will deal with tomorrow morning.
The game itself is
coming together quite well, if I must say so myself. The scripting
is tighter, and the flow is much better. With the release of the 1st
ALPHA, there were many show stopping bugs, and other such
things that made the game unplayable. I am now confident that when I
release the next ALPHA, the testers will not have as many
bugs to report *crosses fingers*. |
| After I go
through the 3 pages of issues and fix them, I will most likely start on 2
more merchant NPC's. Once they are done, I will start working on the
next part of the story, including cut-scenes, areas, and dialog. How
everything flows up until this part has not really changed since I
mentally designed this game years ago. The next part however has
gone through about 3 changes in the past week alone! I am happy with
what I have now thought, so I can finally move forward.
Another thing that I
will be focusing on a lot more is the difficulty. For the most part,
the majority of testers found the ALPHA easy. They
said that The Coming was a lot more difficult, and that they
really feared for their lives. Well, I intend to change things so
that they can begin fearing for their lives again:)
Till tomorrow... |
12/22/05
- Thursday: MEMORIES OF THE GLORY DAYS!!! |
 |
Today was
just another day were not enough actual implementation got
done. I did do A LOT of design however. The way
that I envisioned the plot advancing so many years ago just doesn't seem
like it would work in a NWN module, so I had to change it up a bit:(
Not a big deal, but I definitely had to re-think a lot of things.
I have to admit that the
other reason not a lot got done was because I actually went out and bought
a game...Yes, that's right, I BOUGHT A GAME. Not just
a game, but a console RPG. What did I buy you ask...Dragon
Quest VIII. So, let me back up and give you the history
of how this happened...
My dad is a big fan of
1st Person Shooters, as he has been playing both Unreal
Tournament & Unreal
Tournament 2004 over the past 5 years...So, there is this new
game, called Battlefield
II. I won't go into any detail about Battlefield
II (click the link for more details), but it is apparantly
supposed to be one of the best multiplayer 1st person shooters out there
right now. So, it is a no-brainer to get it. |
| Anyways, the
real reason I bought Dragon Quest 8 was
because it included a playable demo of Final
Fantasy XII...Now, anyone reading this who knows anything
about me knows how much this means to me. But, I will
reiterate for those who don't...I am a console man, and Final
Fantasy as a whole is the reason why I got into RPG's so
much. I did not like Final
Fantasy X, and I did not even attempt to play the horrible Final
Fantasy X-2. In essence, the last really great Final
Fantasy for me was Final
Fantasy 9. And that came out over 5 years ago! So,
you can understand why I was very excited. Plus, after I played the
demo, I could return it, and get Battlefield II for my Dad,
since they cost the same amount:)
The thing about Final
Fantasy 12 that has me so excited is that the director of it is no
longer Horonubu Sakaguchi. He has left Square-Enix,
and founded his own company. So, the man who would come and
lead the team was the director/designer of the wonderful Final
Fantasy Tactics & Vagrant
Story! This is a very good thing, because the stories of
these games is a little more adult, dark, and in my opinion, more
befitting of a Final Fantasy game.
The last reason is quite
simple. I WANTED SOMETHING TO REMIND ME OF THE GLORY
DAYS!!! I wanted to get that warm fuzzy feeling that I
remember quite well when I played Final Fantasy 6 & Chrono
Trigger for the 1st time. As corny as it sounds, I wanted to
remember why I learned to LOVE RPG's...Did the demo give me
that feeling? Not really...Why? Because it was just a demo,
and it just dumped you in some place where you were already level 20 and
had tons of spells and items. I mean, I don't know why I expected
anything else...It was supposed to be a demo of the new fighting engine,
and that is what it did. For what it is worth, I will still buy it
when it comes out, making it the 1st console game I have bought since
December of 2000...So sad...
But wait, there's
more...There was still the little issue of seeing how good Dragon
Quest VIII was. It did received glowing reviews, and
everyone stated that it was a complete return to old school console RPG
roots, with 21st century graphics and presentation. Hmm, sounds like
was I am trying to do with Rose Of Eternity...So, I popped
the game in, and once I heard the music, I was literally brought back to
1989...
It is true that I say Final
Fantasy was the game that got me into RPG's, but Dragon
Quest 1 (it was called Dragon Warrior 1 over here in
the United States) was the 1st RPG I ever played....The
game was so simple, and yet, as a 9 year old, I was immediately
hooked. I fondly remember killing Gold Golems near this town for 3
days in order to be able to afford the pricey Broad Sword. Now, you
want to talk about old school RPG design, well this game is it! You
had to fight so hard and long just for a new piece of armor, or a weapon,
and when you got it, you felt like you were on top of the world! Ah,
the simple, elegant old school RPG designs...It was perfect. Every time
you got something new, you were just a little bit stronger that you could
kill some enemies a little easier, but once you explored more, you found
tougher enemies yet again. Simple, yet great. I have to admit,
I tire of games where you get so much stuff, so fast, that it just doesn't
mean as much. This is one of the reason why The Coming had
a very limited amount of weapons/items that you could receive. I
wanted the items that you did get to mean that much
more. Of course, some players didn't feel that way...
Anyways, back to Dragon
Quest VIII. Well, I was looking for Final Fantasy XII to
bring me back to the late 80's, early 90's, but it was Dragon Quest that
did it. The opening musical score was the same score that played when you
started Dragon Quest 1, but in full orchestral glory!
Everything from the combat, to the town music, to the story just felt old
school, yet the graphics were quite decent. Not the best, but good
enough. Unfortunately, I will have to return it today to get my
Dad's gift, but I suspect after I complete Cry The Beloved, I
will be picking it up again...
Till tomorrow... |
12/21/05
- Wednesday: NOT A LOT TODAY... |
 |
Today was not
as productive as I wanted it to be. I mean, I added a lot of
weapons/armor to the stock of a Dematolian merchant. The thing that
took so long is the fact I was creating new custom items. I also
added some new scripts that run when you enter an area for the 1st
time. I also have to remember that I am actually on
vacation, and that I don't have to work myself crazy every minute of the
day...
Well, I am off to bed
now. I know I was supposed to write this update earlier, but I got
caught up in watching the Aviator, starring Leonardo
DiCaprio...
Till tomorrow... UPDATE
- Maximus from NWVault has posted part 2 of his
report of things he learned while visiting Obsidian, the
developer of Neverwinter Night 2. This should be very
interesting to builders such as myself, as it goes into detail about the
new Toolset. Well, I am off to read this while I wait
for my breakfast to finish cooking:) |
12/20/05
- Tuesday: PRETTY GOOD DEVELOPMENT DAY... |
 |
So, today
turned out better than I expected. Funny thing is, even though
conversation implementation is the thing I hate the most about module
development, I did not mind it at all today. Perhaps I just don't
like to do it on the train ride into work...
Anyways, I knocked out
another 3 NPC's that are in Dematol, including their scripts and
quests. I began adding items to the inventory of a merchant, and it
looks like I will be spending the majority of tomorrow finishing that off.
I will then hopefully be
able to start going through all of my e-mails and begin fixing bugs.
We'll see...
Till tomorrow...
P.S. Sorry for the
short update, but I am tired as all hell. I think I will start
writing these things earlier in the day... |
12/19/05
- Monday: I CAN HEAR!!! |
 |
So, I went to
the doctor's office today, and they finally irrigated my ear. In
actuality, my ear has been feeling a lot better since Saturday, but today
just made everything complete. Well, sort of...I do have a slight inflammation
of my ear, but I was given some more ear drops and some antibiotics to
help with it. In terms of hearing though, I am perfectly fine.
In fact, my hearing is better than ever before! The worst part about
this entire ordeal is the fact that the doctor I went to doesn't accept
the insurance company I have. Since I had a previous bill, I ended
up just writing a check for about $460.00, which took care of
everything. Now I have to find another doctor...
So, I did not finish as
much as I wanted to today, but I still got a lot more done than I would
have had I been working. I put the finishing touches on the
conversation for a particular NPC. I then sent the last 3
conversations I was working on to Jason Melancon for
editing. |
| There is
another conversation that I started on tonight, but all I really have to
do is put in some skill checks, and whatnot. This particular NPC
will also be a merchant of some sort, so I will have to create the
inventory. Which brings me to my next dilemma...
In The Coming, weapon/armor
selection was very limited. More specifically, for example, Aramus
could only use his Sword Of Galladoran as a
weapon. Besides being less work for me as a designer, it also helped
with balancing combat. Hell, the entire way The Coming was
developed helped out with balancing the combat. Since I more or less
knew what level the player would be, as well as the items they would have,
balancing just happened to work out perfectly:)
Now, I want to expand up
this a bit, but giving the player more selection in terms of
items/weapons. Now, I don't see Aramus having a broader selection of
items, but I see this happening with Clopon, Challseus, and
any other party members he will meet. The problem is, I don't play
NWN, so I don't know what type of items players are used to getting.
If someone asked me what type of robe a level 5 wizard would have, I
wouldn't have the slightest idea... *Sighs* This
is going to be tough...
PUBLIC CRY FOR
HELP - If you have any ideas for any type of new weapons/armor for
Aramus, Clopon, or Challseus, please e-mail me at bedner@vindigo.com,
or gamecoder@optonline.net.
As you all know, I am very much open to the ideas of others.
I'm sure I will come up
with something that works, but it is always good to get the opinions of
the people who will actually be playing this game.
Now, to start brainstorming for some new item ideas...
Till tomorrow... UPDATE
- Maximus from NWVault has posted the
1st of 3 reports about Neverwinter Nights 2. As you
may recall, he visited the offices of the developer, Obsidian, about
3 weeks ago. Anyhow, to read the report, go HERE.
It is a pretty good read, although I really can't wait for part 2,
which will focus on the toolset, and the enhancements made to it... |
12/18/05
- Sunday: GOOD WAY TO START OFF A VACATION:) |
 |
So I have to
say, all in all, today was a very productive day. I finally put
the finishing touches on the conversation/scripts for the 2 NPC's I had
been working on the past couple of days. I actually thought I had
finished it last night, but as always, there was more:)
With that behind me, I
also began working on yet another conversation. Amy Laurin had
actually written this for me a couple of weeks ago, but since it wasn't
exactly urgent, I put it on the backburner. I have to say, this one
was a lot easier to implement. I won't say anything more than the
fact that this particular NPC will allow the PC to finish a quest that
couldn't be finished in The Coming...That is all...
In general, I have to
admit, I really enjoyed developing today. I know that I am on
vacation for the next 2 weeks, so I didn't have to worry about going to
work tomorrow. My
NY Giants won their game yesterday. I watched football
all day today. Had a great lunch. Now that I think about it,
nothing went wrong today. Even my ear is feeling better:) |
| I have no
doubt that I will accomplish a lot tomorrow. Well, besides going to
the doctor at 11:15 am, I will be devoting the entire day to game
development. Once I finish off the work on the current NPC I am
working with, I will take a run through the game, and write down as many
bugs as I can find. Then, I will begin to sift through all of the
e-mails I have received from my ALPHA testers. And
trust me, there is a lot. There is one bug that is sticking out in
my head as something I know I really need to take care above before the
next ALPHA. I really do look forward to spending
another fun filled day developing.
Till tomorrow... |
12/17/05
- Saturday: HOW CAN I OUT DO MY 1ST MODULE? |
 |
So, I finally
put the finishing touches on the dialogs for 2 NPC's. I have to
admit I didn't work that hard today, but I at least finished that
off. Tomorrow, I will go back into polish mode to get the next
version of the ALPHA out.
Which brings me to my
next point...How can I out do The Coming. I probably
ask myself this question about 4 times a day. One of the 1st things
I do every morning is check the download page for The
Coming. This sounds very crazy, but I always bring up the
stats page, where I can see all of the votes I have received, along with
the comments. Then, I close my laptop and get ready for work.
The first thing I do
when I get on the train is read through the comments. Now, I don't
ever read through all of them, but I mainly re-read through the long,
detailed ones. It helps me remember what people loved about The
Coming, and what they didn't. |
| So, what are
some of the things people didn't like? Well, lets start with the
obvious...Long cut-scenes that only have character dialog. Well, I
have nipped that in the bud, so to speak. Don't get me wrong, there
are still cut-scenes, but when only dialog is involved, I now use the
standard NWN dialog system.
Lets see, what else...Oh
yeah, the overall beginning of the game. So, some have criticized
the overall simplicity of the beginning quests in Aribine. Many
feel that game didn't really start getting good until the 1st boss fight
in South Shinkara Forest when Aramus & Clopon fought
the goblins. More specifically, many have said that the story is the
strongest part of the game, and that I should have focused on that
more. Well, first off, the amount of story, and how it is presented
has definitely been kicked up a notch in Cry The Beloved. At
times, I feel like people may get confused with all of the various people,
and their back stories. We will see...As for quests, well, they are
not going away. However, more time has been put into
the design of them, so it won't be simple fetch quests where you only have
1 dialog option. Hell, it didn't take me 4 days to create the
dialogs/quests for 2 NPC's for nothing:)
As a brief aside, I just
want to mention the story again. Some people said that it was too
simple, and that it didn't really go anywhere. Well, some people how
to bear in mind that this game is the 1st in a series.
You can't get all of the story in a 6 hour game:) I understand
people would want to have a more complete game, so they feel like they
accomplished something, but as I always say, I am definitely a quality
over quantity guy. I wasn't going to have a
lot of sub-par content just to make the game longer...Okay, enough about
that...
So, another thing that
was mentioned (not as much really) was how much hack and slash there was,
as well as the re-spawning. Well, I already took care of the
re-spawning issue in a previous update to The Coming. As
for the hack and slash, well, I have to be honest. Contrary to
popular belief, the part of the game I really wanted folks to like the
most was the fighting. I wanted people to love the combat, and feel
as if they needed to use strategy. I was trying to get back to the complexity
of Baulder's Gate 2. So, the combat is not going
anywhere. What I can say is that more of it will be
plot related, and not just put there to add extra hours to the game.
Plus, The Coming was labeled heavy on hack & slash, but
I suspect anyone who complained about it didn't read the module
description:) That is, unless my understanding of heavy hack and
slash is wrong...
Okay, now that all of
the bad stuff is out of the way, what about the good stuff? Well,
first and foremost, everyone more or less agreed that the music selection
was top notch. As expected, this is not going to change. I
have mentioned this many times, but the overall music in Cry The
Beloved is really going to surpass The Coming. After
getting a suggestion from an ALPHA tester, I am also trying
to stay away from older tracks that have that MIDI sound to them (i.e.
tracks from Final Fantasy VI).
Next would be custom
content (i.e. Last Resorts). Well, if you have been reading these
updates, you know that I have been driving myself crazy making the current
systems more robust, while adding new ones. There will be many new
enemies to fight, and they all have to have new, unique Last
Resorts. In The Coming, the player got a taste
of Unison Abilities towards the end of the game. Now,
there will be multiple ones for different combinations between the party
members and PC. I will also be continuing the theme of creating
unique items, like the Wand Of Power Challseus used in his
quest, which would push enemies away 10 meters, and deal damage as well.
Also, I have been taking
great care with area design. Keeping with the trends of The
Coming, I will not be using overall large areas for no
reason. In fact, when I get a final design of what should be in an
area, I begin to resize it to a smaller size, since there is no point in
having open space for no reason. Besides keeping the module size and
load time down, it is also easier on my part when developing:)
There is more good
stuff, but I am too tired to keep writing...All in all, once I get rid of
things people didn't like in The Coming, and expand on the
things they did like, I know Cry The Beloved will be the
superior game. How it will be received by the community is another
story, so I won't go there tonight...
The points I listed
above are the major things that people pointed out when voting. Do
you disagree? Do you think there are other things wrong with the
game? Are there things you liked? Well, dammit, get out there
and vote
(man, I really sound like some politician) at the page you download The
Coming from, and let your voice be heard:)
Till tomorrow... |
12/16/05
- Friday: PETER JACKSON DOES IT AGAIN!!! |
 |
So, in order
to stir up worker morale, the technology department had a pizza party for
us, and the entire company was bought tickets to see King
Kong. I originally was supposed to have today off, but when
I found out that we were essentially having a free day, I
switched my days up:)
Before all of that
however, I had to say goodbye to a very special person. It was the
last day for the director of my team. Besides being a great
programmer and manager, she was a great person. She
kept a lot of the office politic nonsense from us, and allowed us to come
in and do what we wanted to do: Program. She was a
very strong and independent person, and she fought a lot for the rights of
her workers. Hell, I didn't get a vacation until January 5th all by
myself:)
In fact, she did one
last thing for me that I will never forget. She fought hard for me
to get a decent raise. I will not post real numbers, but lets just
say that she took care of me. I really feel like all the hard work I
did the past year is starting to have results... |
I do not have permission to use this person's name, but she knows who she
is. Thank you...
So, like I mentioned
before, we all went to see King Kong today. No it
wasn't the greatest movie of all time, but it was damn good. It
reminded me of why I go to the movies. It literally had everything,
from romance, to comedy, to action, to suspense, etc. I never heard
of Peter Jackson until The Lord Of The Rings, but
as far as I am concerned, he has the Midas touch (bear in mind I have
never seen any of his older movies). It was definitely a good way to
spend my last day before my holiday vacation...
Concerning my ear, I
have just learned to deal with it. I just really can't wait till
Monday when the doctor irrigates my ear. You never really appreciate
your hearing until you lose it...The one funny thing was attempting to
interact with people at the office today. Since the issue is in my
left ear, anytime anyone called my name while standing to the left of me,
I couldn't hear them at all:) I am sure I looked very funny turning
my right ear to face people when they talked to me:) Everyone is
pretty cool at the office, so everyone was understanding. I only had
to deal with a few jokes here and there, although I hag to admit I
couldn't hear most of them. I just nodded my head and smiled:)
Anyways, I did a bit of
work on Cry The Beloved this morning. I was still
dealing with all of the scripts of a certain conversation. I was making headway, but since I
was still not quite myself, I could only work
on it for about 45 minutes before passing out on the train. On the
ride home, I just about finished up the scripts, and I am proud to say
they actually worked as expected. I will test all possible branches
of the conversations tomorrow morning, and move on to yet another
conversation I forgot I needed to finish... Till
tomorrow... |
12/15/05
- Thursday: I REALLY, REALLY CAN'T WIN... |
 |
Sigh...I have
an ear infection, and I can't hear anything out of my left ear...It is
very uncomfortable...I am not liking life at this moment...I mean, I just
got over some of the worst headaches I ever had, and now this. I
went to the doctor, and they gave me some drops that I am supposed to put
in my ear 3 times a day. I will be returning to the doctor on
Monday, and hopefully, everything will be better...
I did however do some
work on some conversations today...Again, I hate doing it, more or less
because they are all a lot more complicated than in The Coming, as
there are different dialogue options, various quests, skill checks,
etc. Popular to contrary belief, I actually do like module
designing...Just not this aspect...If I feel better tomorrow on the train
ride into work, I will hopefully finish it off. And yes, Amy, the
conversation I am working on still has to do with Kavor &
Bruos:)
Till tomorrow... |
12/14/05
- Wednesday: SLIGHT CHANGE OF PLANS... |
 |
So,
initially, my master plan was to be on vacation from tomorrow till January
3rd. Well apparantly, Friday at the office will go something like
this: Come into work at 10:00. Have pizza party from 12:00pm -
2:00 pm. Leave office at 3:00pm to go watch King Kong down
on 34th street. Essentially, Friday is a free day, so why in the
hell would I spend a vacation day on it? :)
That said, I decided to
work for the rest of the week, and not officially start my vacation until
next Monday. And since I am losing out on 2 days this week, I will
just tack those 2 days on at the end of my vacation, so instead of coming
back January 3rd, I will come back January 5th. Very nice plan if I
do say so myself...
So, on the train ride
this morning, I continued working on the conversation files for some
NPC's. As I mentioned before, this work is not hard at all, just
tedious, and boring... |
| After work,
we took out the director of my department for some drinks, since her last
day is on Friday. So, stupid me goes into the bar and orders a drink
thinking, "My company is too cheap to be paying for
drinks...". Right as I was about to finish my 1st
drink, I was informed that my company wasn't that cheap...
So obviously, on the
train ride home, I was a little tipsy. And I definitely learned from
my prior mistakes, so I didn't try to write any scripts tonight:)
Who knows what they would have turned out like the next morning when I was
in the right state of mind. So, that left only one thing to really
work on...Conversations...Joy...
Till tomorrow... |
12/13/05
- Tuesday: BACK TO DEMATOL I GO... |
 |
As the title
suggest, I am back in Dematol for development yet again:(
Thank god in Rose Of Eternity - Chapter 3, there is no major
town!
Seriously though, when I
first began to design this game/story, my imagination knew no
limits. So, for the past 6 1/2 years or so, I have envisioned the
way Dematol is, and how the story revolves around it.
Now that I actually have to implement it, I wish I didn't think so grandly
back then...
So, I will be
honest. The Dematol that I envisioned isn't directly
translating to NWN, so many things had to be cut. But
even what is in there is just plain annoying to create. That thing
is, NPC's and their dialogs. It is just so boring and repetitive to
implement, but it is just something that has to be done. Oh, I can't
wait for the days that I can move on... |
| So, on the
train ride home today, I finally added in some new dialogs that Amy
Laurin wrote for me back when I was on vacation last month.
I just have to make some minor additions (mostly script related stuff),
and then send it to Jason Melancon. While I wait for
the edits, I will begin to create some more conversation requirements, and
send them out to the writers. Hopefully, I can do this by the end of the
week...
In general, I am in a
weird annoying situation, because there is so much to do, that my head is
literally spinning out of control (hence my headaches...). For
example, when developing The Coming, everything was
developed more of less in chronological order. What that means is
that when I was implementing North Shinkara Forest, all I
had to worry about was that, and nothing else. For Cry The
Beloved, since there are more people involved in the development,
I am adding things all over the place! Eventually, I will get to
develop some linear parts of Cry The Beloved, and my head
won't spin as much:) Well, of to sleep.
Till tomorrow... |
12/12/05
- Monday: MY NWVAULT INTERVIEW IS UP!!! |
 |
Hello
all. Sorry for the late update (I am posting this on Tuesday
morning), but I just couldn't stay awake last night...
First things
first. My first NWVault Interview has been posted at
the Vault. I do have to admit I was a little disappointed in getting
a somewhat generic questionnaire for it. I think all interviewers
assume the person who created the module is from a DnD background, and I
am obviously not...So questions like "What are your favorite
race/class builds" just don't fit me. That said, I
still think it came out very well, and it will also give some people an
idea of what goes on in my head. Although, anyone who has been
reading these updates already has a good idea of how I am:)
So, as you can see to
your left, I received another preliminary sketch of Clopon from
our new artist, Olaia Ferrando. Things are coming
along nicely, and I can't wait to see it in color! It is quite interesting
to have back and forths with an artist, as it is a first for me. I
never thought I would have to describe in detail what Clopon really
looks like, as her model in NWN would never do her
justice...It was also quite interesting that Olaia wanted to
create art for Clopon first, as that was her favorite
character. In fact, I have received many e-mails from many people
telling me that Clopon is the party member they love to
hate:) When coming up with her personality, I didn't think she would
end up being this loved/hated...
So what else is going on
in my life...Oh yeah, I received my first review at work yesterday.
For once in my life, I went into a situation not worrying about
anything. I was very confident going in, and everything turned out
fine. For some background info, I started working with the company, Vindigo,
in September 2004. Around March 2005, I had my 6 month
review. It was not good...I wasn't really picking things up as fast
as I could have, and I just didn't seem focused...Yeah, you can chalk up
all of that unfocused energy at work to Rose Of Eternity:) Anyway,
after that initial review, I really turned things around. I went
from being that Junior Software Engineer who couldn't figure out things on
his own to being a Mid-Level Software Engineer who was constantly helping
others. Also, apparantly, my communication skills are
excellent. I personally get nervous when I have to explain things to
different people, but I guess I am good at it:) Lastly, ever since
our merger with the major mobile company, Zingy, I have
transitioned very easily. In fact, I was told that out of all Vindigo
employees, the transition was noticeably easiest with me.
Basically, the average age of a Vindigo employee was around
35. At Zingy, it was like 25, so naturally, being 25
myself, I made a lot of friends very fast. So, I have nothing to
complain about concerning work. That is until I find out how much my
raise is...
|
| Okay, on to
subject that folks who read these updates really care about:) So
yesterday, I briefly mentioned that I finished up the cut-scene I had been
working on the past week, after solving a very annoying issue. So,
the problem was, at a certain point in the cut-scene, everything would
freeze. Well, the camera movements would continue, but any actor
that was supposed to move or say anything didn't do anything at all.
I really had NO idea what was going on, and since I was very
tired, I did not come up with a solution that fast. I will not go
into the details, but it was one of the most weirdest, and obscure bugs I
ever encountered...To this day, I still don't know why the issue even
occurred...
Well, I have to be
honest, I am very disappointed in myself in terms of where I am with
development. I mean, it took me a week to finish 1 cut-scene!
Granted, this is the most complicated cut-scene I have created for Cry
The Beloved, but I really should have knocked it out on Thursday
or Friday. I think the fact that I know I have a vacation coming up
has deterred me from working to my fullest. Mentally, I am thinking "Why
kill yourself trying to finish this now? You are about to be off
from work for 2-3 weeks, when you can really put your all into
development...". Perhaps it IS best that
I just wait until Thursday morning before I start getting into heavy
development
again..................................................................Oh
the hell with it, you and I both know that won't happen:)
So, after 6 paragraphs
of "Blah blah blah blah", here is my update for
the day:) I ran through the entire module to make sure the 2 new
cut-scene I created run as expected. For some odd reason, they both
worked fine:) At this point, I am ready to take another stab at
completing the main part of Dematol. There are many
placeholder dialogs on various NPC's in Dematol that do
nothing. I know this must have been pissing off the ALPHA testers,
so I need to clean those up. I just don't want to spend anymore time
on mundane tasks such as that:) So instead, naturally, I turned to
scripting, as I never have a problem with that. So, NWN has a set of
scripts, ActionEquipMostDamagingMelee,
ActionEquipMostDamagingRanged, ActionEquipMostEfficientArmor. Now,
I don't believe these functions are broken, but they do not do what I
need.
For instance, when a
party member levels up, I destroy the current party member, and spawn in a
higher level one. Nothing fancy really. After the new one is
spawned, I call the above functions to have them equip their items
again. Unfortunately, there is nothing for shield, so the user has
to manually open the inventory and explicitly equip the shield. To
me, this is silly. Another example is for a melee character that
duel wields and uses a bow. If they are using their bow, and you
call ActionEquipMostDamagingMelee, from
my experience, they will not ALWAYS equip both
weapons. Finally, I have a lot of custom items with attributes that
the NWN engine doesn't really know anything about (i.e. Illumination).
So basically, I am overriding these methods for each possible party
member. So depending on which party member calls the method,
different items that I KNOW (Which are hard coded into the
scripts) are the most optimal to them will be equipped, not the ones that
the NWN Engine THINKS are optimal...Interestingly enough, as
I am writing this, I have just realized another way I can utilize these
new overriding methods...Wow, expressing my ideas really does benefit
me. More on the idea I just came up with in the coming
days...
Everything I just stated
above is unfortunately the things I have to go through, seeing as
everything I do is custom. If I was just using the standard
items/weapons from NWN, I wouldn't be running into this problem. One
more thing. Even though creating these scripts is very easy, I only
finished about 50% of them today. And now that I am somehow better
at managing what is high/low priority, I will put this on the
backburner. You see, it isn't needed, and is something I can do very
easily in isolation. Getting Dematol up and ready for
the next ALPHA is priority, so I will continue on that
first. See, I am learning something:)
Till tomorrow... |
12/11/05
- Sunday: TIRED... |
 |
I will keep
this short, as I am feeling very fatigued. I finished the cut-scene,
after a very figuring out a very annoying issue that I will talk about tomorrow...Lets
just say that today was a very annoying day for development.
I have good feelings
however, because my vacation starts this Thursday. Then, I can
really focus on what I am doing.
Till tomorrow.
P.S. Sorry for the
short updates lately, but at the end of everyday, I have just been too
tired to write anything else...I hope to be back to longer ones tomorrow,
because dammit, I have a lot to talk about:) |
12/10/05
- Saturday: ALMOST THERE... |
 |
As the title
suggest, I am almost finished with this cut-scene. So, first and
foremost, I have to say that this is probably the longest cut-scene of the
module thus far. While watching it, it doesn't seem too long (and I
would know, since I must have watched it over 100 times), but it is in
fact quite long...
I totally think it is
appropriate, as when the player gets to this particular point in the game,
they would have gone through a lot, so they deserve to kick back and watch
a nice cut-scene that continues the plot of some of the other characters
in the story. Plus, if they do not want to watch it, they can just
skip it:) Ah, the beauty of cut-scene skipping.
So tomorrow, I will be
getting up very early to put the finishing touches on the cut-scene.
All the really remains is the clean up scripts, and trust me, there are a
lot of placeables, NPC's, to destroy after the cut-scene. Till
tomorrow... |
12/09/05
- Friday: LITTLE BIT OF CUT-SCENE WORK... |
 |
In order to
keep my health in check, I did not do much development on the train ride
into work. It seemed to work, because I did not get any headaches of
any kind at work today. The little work that I did involved the same
particular cut-scene I should have finished on Monday:( Obviously,
because of my health, I couldn't put that much into finishing
it.
The other issue is the
fact that this cut-scene is a bit more complex than the normal ones I can
crank out in a couple of hours. It is mostly due to the fact that
there are multiple actors/actresses in it, who all move in their own
directions. Not overly complex, but a lot more annoying than
creating an atmospheric cut-scene that pans around a town... Tomorrow,
I hope to begin my resurgence into full force module development. I
have used my sickness as an excuse far too long:) Till
tomorrow... |
12/08/05
- Thursday: MY HEALTH IS GETTING BETTER... |
 |
So, on the
train ride this morning, while I was writing yesterday's update, I
surprisingly didn't feel dizzy at all. Not a hint of a
headache! It was great. | |