|

| |
Return To Cry The Beloved Status
2/28/06
- Tuesday: ANOTHER GOOD, STEADY DAY... |
 |
Today was
pretty straightforward. I continued to knock out the issues I had
collected in my notebook the other day. I feel like things are
really coming together. Usually, when I have a lot of things in this
notebook, I pass them over and think to myself, "Hmm, I don't
want to work on that. I'll come to it later...".
Well, as of late, I have
just felt the need to really starting closing out all the issues, which is
a good thing! One of these things was the simple task of creating
new level 6 blueprints for all party members. Currently, Aramus
would get to level 6 when I am done testing, yet the party members
would still be at level 5, and very much weak compared to all other
enemies. In fact, the only annoying thing is picking out which new
spells the casters get. I'm sure these will change as I do more
testing, but I am currently happy with what I picked out.
Till tomorrow... |
2/27/06
- Monday: BLESSING IN DISGUISE... |
 |
So, today was
very interesting. I ended up staying home from work, and actually
knocked out the majority of the issues I wrote down in my notebook
yesterday. I was especially happy because some of these things were
issues for the past 3-4 months that I was just too damn lazy to deal
with. For whatever reason, I had the drive today, and I didn't let
it go to waste.
One of the 2 interesting
issues was with the feat, Disarm. Now, apparantly the
way it works is, it actually knocks the weapon of the hands of the
target. This isn't really news to me, although I didn't realize that
some enemies I created had this feat by default. Anyways, for the
past few months, I have noticed that after certain sections of the game,
the weapons of some party members would be missing, and I really had no
idea why. Well, I am not sure if this is it, but it has a high
%. The funny thing was, I figured this out while I was reading he
download page for Rick Burton's Twilight. In case you
all didn't know, I regularly check the download pages of all the top 100
pages. |
| Besides
keeping me in the loop with what is the hottest things on the vault, I
pick up little tidbits just like this Disarm feat
situations. It appears a player kept losing his weapon in this
certain area, and someone pointed out that the enemies used Disarm, and
that he just had to find it on the ground.
Another issue was even
weirder. So, I have this area with cannons that will fire on you
when you are within view. Well, while I was in a totally unrelated
area (Dematol), I was shot! I had no idea why, until I
came to a realization. I was only making a check to see if the PC
was with 25 meters of the cannon. Apparantly, the method, GetDistanceBetween()
doesn't differentiate between areas. So, if the coordinates
of the cannon in one area are 80, 80, 0 and the coordinates
of the PC are 80, 60, 0, it will think the 2 objects are 20
meters from each other. A simple check to make sure the 2 objects
are in the same area fixed this.
Another accomplishment
was finally getting a new custom ability for Clopon. It
was a long time coming, and even though it is not overpowering, it comes
in handy in a tight spot. Trust, I must have tested the damn thing 6
times day!
Till tomorrow... |
2/26/06
- Sunday: I LOVE NINTENDO!!! |
 |
For all of
you old school Nintendo people, go to Gamespot
for a 20th celebration of sorts. Make sure to watch the
video. Only people who remembered knowing they would have sold their
soul for Mega Man would understand the beginning
sequence. As for the article, I read every page of it, and it
brought back some very lovely memories. Hell, I don't think I will
ever have that much fun playing games ever again...Seriously...
I once heard some game
designers talk about it, but I didn't think it was true. They
claimed that they had come to a point in their life where they just
couldn't enjoy games on the same level that they used to be able to.
Well, I sort of feel the same way, and have been for quite some time, even
before I started developing Rose Of Eternity. Oh well,
such is life...I still have my memories:)
So, I played through Cry
The Beloved again today. This time, it took about 5
hours. Again, this is very good considering I know where everything
is, AND I am not done with it. Add in the
replayability factors, and I think I have something good going right now.
|
| As always, I
had my handy notebook with me, and filled up about 3 pages. Luckily,
these are mostly 2 minute bug fixes, and nothing major. Once I take
care of all of that (I estimate 2 days), I can shoot it over to the
testers who aren't tired of testing (they know who they are), and continue
with my work.
If I may contradict
myself a bit, I did actually have fun playing one fight
sequence today in the game. I hadn't done it with Clopon yet,
but I figured it would be easy. I was wrong...It was one hell of a
fight, and I had to use every tactic I could think of, and finally came
out triumph. This battle sort of reminded me of some of the earlier
ones they had in The Coming, like when fighting the Worg
Riders in East Shinkara Forest. I might have
to tone down the damage output of the enemies involved however, because I
don't want to scare away too many people with the difficulty:)
Till tomorrow... |
2/25/06
- Saturday: VERY GOOD PROGRESS!!! |
 |
Today was a
very productive day, if I do say so myself. I did wake up a bit
later than usual, and stop development a bit earlier than usual, but I
still accomplished much. In general, even though I haven't been
talking about it, I have been setting weekly goals for myself. All
month, I have been very much on target, and as of today, I have reached my
weekly goal one day earlier. So, I guess that means I can take
tomorrow off? Yeah right...
So I finally figured out
how I wanted a particular sequence to play out. Implementing was a
piece of cake really. As of late, the design aspect has been the
hardest part. The implementation has been getting easier and easier
as times goes on, which makes sense, because in 2 months, I will have
officially been using the toolset for 2 years! 2 long years...I
really can't believe that the time has gone by so fast. It is really
scary to think that I have dedicated my mind, body, and soul to using the
toolset for the past 2 years. |
| Going
forward, things can only get better. For example, I have been
working on Cry The Beloved for about 7 months. It is
already longer, and much deeper than The Coming, which took
me 15 months to create. Heh, I remember it taking me literally 2
weeks to implement my party member death system in The Coming.
Making Whirlwind Heal was a nightmare. Now
that I have my manager system for all of my scripting systems, adding new
abilities is very seamless.
Then there's my library
of utility scripts. As it continues to grow, I just have to smile
when I am constantly using some script from my util.nss file
that I created a year ago. Add to this the fact that I will be able
to import all of my scripts to NWN2, and you can see where I am
going. When I start making modules for NWN2, I will already have a
history in using the toolset, and hopefully won't go through the same type
of growing pains I went through 2 years ago. I really feel blessed
to be where I am. I can still remember getting my 1st script to
actually work. It was the script that would have the guards in town
use torches at night time, and make them put them away during the
day. Now, it seems silly to me to spend so much time on such a
trivial thing, but it really was a good way of getting used to
NWScript. Okay, enough memories from me:)
Tomorrow, I will put the
finishing touches on the sequence I created, and wipe my hands clean of
it. I will then yet again go through the module, but this time, pick
out every little thing. I want to spend this entire
week fixing little bugs/issues, and finally hand off the next version of
the ALPHA to the testers (yeah, I know I promised it last
week...). As a general note, going through the module is getting to
be a bigger task than it used to be. I used to be able to whiz
through The Coming in 3 hours (hey, I made the game, I know
all of the loopholes:)). Going through Cry The Beloved has
been taking like 5-6 hours, and that is without doing everything...I need
to come up with a new method of testing...
Till tomorrow... |
2/24/06
- Friday: NOT MUCH TODAY... |
 |
So, I didn't
get that much done today. I started some minor dialogs, but that was
it. Well, I did do a little scripting, but I don't remember anything
significant. In general, on days where I don't see a lot of new
content created, I feel like I didn't do anything. This isn't always
true, but I still feel that way just the same.
I am at a stopping point
right now, because I am not exactly positive on how I want to
continue. In my head, I know how this sequence should play out, but
I need a little more time to design how it actually will work. It is
times like this when I should just think of something that needs to be
scripted, and do that. When all else fails, there is always some
scripts to write:)
Till tomorrow... |
2/23/06
- Thursday: EXPERIENCE POINTS PART II... |
 |
Today was a
pretty good day, development wise. I ended up adding more placeables
to one area I created 2 days ago, and more or less finished up creating
another area today. I also was able to create the cut-scene that
will run when the player enters this place for the 1st time. Again,
this was one of those cut-scenes that I have had in my head for many years
now. When it came down to actually implementing it however, as
always, things changed. First off, it is a lot shorter than I
originally wanted to do. When it came down to it, I felt as if I
could get the effect I wanted, without keeping it drag on and on.
This cut-scene really introduces the player to another one of the main
characters of the story, and in general, it should make a really big
impact on them. Now, technically speaking, the cut-scene isn't 100%
done. I have to handle the destruction of used objects, and the
movements of all key people to their respective end points. However,
the hard part is all done. Hopefully, I can finish that up on the
train ride tomorrow morning. |
| So, the other
day, I talked about lowering the amount of XP the player gets. Well,
there was another reason for this that I forgot to talk about... Side
quests...What I mean is, if I kept the XP rate the way it was, just going
and doing a quest in some dungeon could possibly give the player enough XP
to gain a level. As things are a bit less linear, this could lead to
issues with balancing. I have to keep things in mind, such as what
if the player goes to Dungeon A before Dungeon B. With the old XP
rate, they might gain a level after completing Dungeon A, making some of
the stuff in Dungeon B seem to easy. Then again, they could have
finished Dungeon B 1st, making Dungeon A easier. It's not a big deal
with this minor example, but when you start factoring in a lot of other
quests/areas, things could get annoying.
Now, if I stick to a low
XP rate, the player might not gain a level until after completing
Dungeon A & Dungeon B. With this, I will can predict what types
of abilities (that are level based) that the player will have.
Again, it isn't a big deal, but it is just another reason why I want to go
with a low XP rate.
In general, things are
coming along quite good, and fast. I did not expect to finish the
current cut-scene I worked on today until Sunday, so I am ahead of the
game a bit. Once I finish up another area, I will yet again be back
to Dematol for some more building. This really just includes new
NPC's and their respective dialogs. There is also another side quest
that I really wanted to work on, and since I haven't been worked on
anything Dematol related in quite some time, I think I might try to knock
that out by the middle of next week. We'll see.
Till tomorrow...
|
2/22/06
- Wednesday: I THINK I UNDERSTAND NOW... |
 |
Today was
very productive, if I do say so myself. In the morning, I added a
new NPC, with full dialog, and scripts intact. I was proud of
myself, because it all came to me literally as I was getting on the
train. At work, I actually got a chance to do some development as
well. It was nothing major, but I started adding placeables,
visuals, and sound effects to an area that I created many months
ago. This area really needed to be fleshed out, and I am glad I was
able to start that at work. On the train ride home, I again went to
work on adding more content to the area I started working on at the
office. I would say it's about 90% done now. So again, no
major developments today, but I successfully started fleshing the game out
a bit more.
So, when I was
developing The Coming, there were events that I wanted to be
*secret*, but when it came down to implementing, I ended up making it
something anyone who played the game would see. In
general, I was always scared that someone would only play the game once,
and miss something that I had a lot of pride in making. |
| After the
release of The Coming, I started finding out that people
were indeed playing through the game more than once. I was honestly
quite flabbergasted, to tell the truth. This time around, I am
anticipating that people will play through it multiple times, so I have
been coming up with a lot of side quests that people will only find if
they explore every nook and cranny of the game. Now, this is not
something new to RPG's, but it is definitely something new
with Rose Of Eternity. It was obviously something I
should have done the first time, but well, I guess we all learn our
lessons:)
Finally, I think I have
come to a decision on what I want to show in the opening sequence of the
game. Now, I have known for the past 6-7 months that it has to be
something that will be a lot better than the current intro you see when
you play The Coming. In fact, I had an idea for the
past 5-6 months, but lately, I have been moving towards a new one. I
currently have the music picked out, so all that is left is actually
getting around to implementing it. Honestly, it is something that I
would want to put my all into, since this cut-scene will set the tone for
the rest of the game. As always, my philosophy is, I have to hook
the player in the beginning, and hopefully, not let them go until the
ending credits. That said, I think I will work on it while I am in San
Jose. I anticipate that just being around people in the game
industry will give me TONS of motivation that
week. And, if I win the award, whatever I create the next day
will probably be the best thing I have ever created:) Here's
hoping...
Till tomorrow...
Till tomorrow... |
2/21/06
- Tuesday: WHAT TO DO NEXT??? |
 |
So, I was
able to run through the entire game today on the train ride into, and out
of work. Now, I didn't read through all the dialog and check for
typos, or sit through each and every cut-scene. Well, I did sit
through some cut-scenes, and that was because I hadn't seem them in a
couple of months, so it still felt a bit new. Essentially, I wanted
to make sure the game was playable from start to finish, with no game
breaking bugs. And, it is a good thing I did this, because as soon
as I got to the new areas I created, things broke down.
Long story short, some
variable that is supposed to control conversations wasn't set, so when I
talked to a specific NPC, that should have started a cut-scene, nothing
happened. I wasn't really surprised, and wasn't that mad that I
spent 4 hours of my time rushing through the game. Maybe because I
am just used to it now.
One thing that I did
pick up on however was the fact that some enemies are just too
damn hard. Seriously...I had the difficulty on easy to speed things
up, and a certain party member must have died at least 3 times in one
area. Add in the fact that I am the damn creator of
the game, and that is a big sign I need to change things up a bit. |
| When I am
faced with these decisions, there are always 2 ways I can approach
them. One is to make the enemy easier. Then other, to make the
party member stronger. In this case, I think I may need to simply
make the enemies a bit weaker, perhaps even slow them down. Lately,
I have been staying away from making the party members too strong.
In my opinion, that is something that I think should be earned, albeit
very slowly over the course of the game. From my personal
experience, getting too strong too fast makes it so that when I gain
another level, I think, "Wow, I gained another level...Big
deal...I am sure I will gain another one in a few hours...".
I don't think this was
too much of a problem in The Coming. I believe most
people finished the game very close to level 4, or a bit over (hmm,
perhaps I should a poll...). In Cry The Beloved however,
it seems that the XP rate has been the same, if not faster, and that is
something I am changing. I am not sure how DnD is (I
will check my handy guide later tonight), but in console games, the higher
you were in level, the longer it took to gain another level. In this
one area lone, some monsters were giving 196 XP a pop, and you fought at
least 10 of them. So, as I was testing today, I made a note about
all enemies that I feel were giving out too much XP, and made a note to
lower their CR. Speaking of CR, this
just doesn't work with me at all. I adjust it only to change XP
payout, but the way my enemies are made, it is hard to measure their
strength through the DnD system. So, someone might
check the CR of an enemy, and see that it is low (because I
don't want it to give out that much XP), but end up getting their ass
handed to them if they choose to fight it. No one has complained so
far about it in The Coming, so I won't worry about it too
much...
Finally, I have to start
making some decisions on how to further implement the various custom
abilities (Last Resorts, Unison Abilities, etc.).
Again, I don't want to overwhelm the player and give them too much to
choose from. Then again, I want to still have a lot of new
content. One thing I am STAYING away from is giving
somebody a new ability just for the hell of it. For one, it has to
make sense within the context of who is using it. Secondly, it has to have
a real custom effect that makes it unique. In other words, I won't
give someone 2 Last Resorts, where one deals fire damage,
and the other, ice damage. It's hard to put in words, but everyone
really has to be unique. Fortunately, over at the forums, we have at
least 50+ new ideas for special abilities. So, if things get less
hectic at work this week, I should be able to sift through all of them,
and choose what will/won't work. The
same thing goes for special items. I want the player to feel as if
they really accomplished something when they get a new magic
item/weapon. I want it to be so special, that I can create a nice
shiny moment, like when Aramus gets his Left Ring Of
Galladoran in The Coming. As always, I really
just have to walk that fine line. Till
tomorrow... |
2/20/06
- Monday: THE REAL DUNGEON & DRAGONS... |
 |
In terms of
development, I again got a lot of stuff done. I went through this
new area I created various times with various party members.
Everything seems to be working fine. I now just need to go through
it from beginning to end. The reason for that is to get another
version of the ALPHA ready for the testers. I know I
just released one a few weeks ago, but the changes in this version are substantial
enough, in my opinion. Luckily for me, I won't be doing a run
through checking for bugs and such. I will do enough just to make
sure there are no show stopping bugs, and that the tester will be able to
get to the new areas I created with no problems.
So, just to refer to the
title of this update for a minute, I have been leafing through my new Advanced
Dungeons & Dragons 2nd Edition: Dungeon Master's Guide. In
retrospect, I might have found the wrong community to instill my type of
RPG on... |
| Just by
reading the beginnings of a lot of the major chapters, I am learning that
a lot of the common terms and ideas I have been slowly learning are in
there, word for word. For instance, the concept of a henchman is in
there. I honestly just through it was something Bioware came
up with because they didn't want to implement full party control. I
did not realize this concept of a henchman is something that DnD players
have grown up with. This may sound silly to anyone else, but hey,
remember, I am not from your world.
My plan is to continue
to read through this book, but not because I want to change who I am, and
what Rose Of Eternity is. I want to better understand
the people who will play my game. I want to know the common things
that tick them off. Now, I will never compromise my beliefs in how I
want my game to turn out, but if I knew the very easy concept that giving Aramus
an intelligence of 8 would make him retarded in DnD
terms, I wouldn't have done it. This is just a small
example, but it is the type of thing I want to learn more about.
Till tomorrow... |
2/19/06
- Sunday: HA-DOU-KEN!!! |
 |
So, what does
the title of this update mean? What is HA-DOU-KEN, you
ask? Well, it is only what Ryu would say after
shooting a fireball at someone, most likely Ken. Okay,
am I still rambling, and not making sense?
Well, I am talking about
a game called Street Fighter 2. It was the most
popular arcade game of the early 90's, and spawned the entire fighting
game craze we have today. Mere words cannot express my feelings for
this game. Yes, RPG's are my true heart when it comes to video
games, but fighting games are a close 2nd. I have so many fond memories
of going to the arcade as a kid, and wasting tons of money over many
hours. It felt so good being 11-13 years old, beating some 20 year
old. The thrill of having 20 people watching you was so good.
Perhaps it is the same thrill kids get when they play Dance Dance
Revolution, and a crowd is watching them.
|
| Yes folks, I
was obsessed with Street Fighter 2 for a long time.
When I say a long time, I mean from 1991-1997. Before
it came out on the SNES back in 1991, I was immediately
hooked upon the couple of times I played it in the arcades. That
summer, before it came out, I bought any & every magazine
that had something about it. I memorized all of the different combos
from a Gamepro magazine. By the time I received it for
my birthday in 1991, I was the only kid in my neighborhood that could
perform Dragon Punches with Ryu, and Spinning
Pile Drivers with Zangief. I knew the little
subtle differences between the arcade and home editions, like the extra
but of animation the arcade had when Ryu walked backwards,
or the extra set of pilots in orange in Guile's level.
Then, there was the
music. ***Drools*** The music was one of the best
parts of it. I mean, the developers just got everything right.
I remember being upset when the Genesis version of it came
out, as I was a Nintendo fan boy at the time (still
am!!!). Anyways, for whatever reason, even though the SNES had
better sound capabilities than the Genesis, the Genesis
was able to get the exact soundtrack from the arcade, whereas the SNES
had a slight remix. Well, let me tell you, I traded systems
with a friend for a week, just to listen to the music. They even had
a section in the options where you could listen to the music. It was
awesome.
People, Street
Fighter 2 was one of the best, and most memorable games of my
entire life. I just don't know how else to say it. I have now
found a reason to get back in the next generation of consoles. XBOX
360 is releasing Street
Fighter 2: Hyper Fighting Edition, which will have online
play. There are already thousands of people forming clans,
getting ready to try to be the best team. It would be so cool if
after a hard night of work, or game development, I could pop the game in,
and play tons of real players anywhere in the world.
You see, the story I just told you could be repeated by thousands of
people around the world. Now, we will have a chance to relive the
best times of our lives, only now, from the comfort of our homes. In
fact, the only reason I have not bought even fighting games is because I
don't have any brothers/sisters, or anyone to play with. Now that
they are finally getting this online thing working, all of that will
change.
So in short, I am buying
an XBOX 360 in the coming months, not for Halo 3 (couldn't
really give a damn about this series), but for Street Fighter 2:
Hyper Fighting Edition.
Till tomorrow...
P.S. I did a LOT of
development today. Unfortunately, it was stuff I can't talk about...
|
2/18/06
- Saturday: WHAT A LONG DAY!!! |
 |
Well, I am
definitely getting better. For the 1st half of the time I spent
developing today, I didn't have the TV on. I was really able to
focus today, and accomplish a lot. First and foremost, I put to use
some custom content a certain Hall Of Famer. As
always, I can't go into great detail, but the funny thing is, I actually
received this work from him back in September. Back then, I
knew what I would use it for, and I finally got around to getting it
in. I have to say, I am very much pleased with the results, and I
think many of the regular NWN players will be shocked when they see
it.
Getting the content
itself working was not as easy as I had original anticipated, but since I
had a long time to work with it, it finally came out okay. As
always, lots of tricky scripting was involved. In general, I am
about to put the finishing touches on the current segment of the module I
have been working on for the past 10 days. I just have to fiddle
around with some dialogs, adjust some stats on a boss, and I can wipe my
hands clean of the entire phase. |
| So, as you
all know, I am a finalist in the 2006 Independent Games Festival, which
will be held at this year's Game Developer's Conference in
San Jose. Well, for those that don't know, I live in New York.
More specifically, San Jose is a very long way from me. Now, when I
went to Toronto on business this past fall, I took the train for 2
reasons. One was, it was very relaxing, and gave me a lot of time to
get some development done. The other reason was, simply put, I am
scared to death to fly...
Now, I don't really know
why I am scared. Granted, I haven't been on a plane is damn near 10
years, but that isn't any reason why I should be nervous. Anyways, I
attempted to see how long it would take by train. Boy, I can tell
you I was very pissed off to see 70 HOURS! Damn near 3
days to get to San Jose? At this point, I realized I would HAVE
to take a plane. Well, at least I have a month to worry
about it now:)
Till tomorrow... |
2/17/06
- Friday: I THINK I OWE AN EXPLANATION... |
 |
So, anyone
following these updates for the past few days (anyone still out there???)
must have noticed how short they have been. So, I thought I should
give an explanation.
First and foremost,
things at my company are continuing to change. I am now officially
the last programmer from the old company. This has pros and
cons. The pros are that I received a very generous bonus and raise,
as the company no doubt wants to make sure they still have people on the
team that know some of the system. The cons are that every little
problem someone has will not come to me. For example, whenever QA
had an issue, they would go to Jesse (he was the last to quit). So,
he was our buffer, so to speak, from all of the annoying people.
Well, it appears that I am now that buffer. Yeah, responsibility is
a good thing, and it can lead to my advancement in the company, but let's
not forget my ultimate goal. Get a job in the game industry...All of
that said, I will just have to deal with it. I know I will get used
to it, it will just take some time. |
| At any rate,
the reason my updates have been so short is that I just can't find the
time to write the damn things every night. By the time I have been
getting home, I am too tired to do anything but sleep. I anticipate
things will get better as I go through this transition period.
Having this next Monday off from work because of President's Day will
definitely help the situation.
Till tomorrow... |
2/16/06
- Thursday: EVEN MORE DIALOG... |
 |
Hmm, let's
see what I did...Oh yeah, more dialog crap...Sigh...Even worse, the only
time I got to develop was on the train in the morning, as a lot of my
co-workers and I went out for drinks to celebrate yet another person
quitting...
Till tomorrow... |
2/15/06
- Wednesday: MORE DIALOG... |
 |
As I have
been doing for the past few days, I again implemented a bunch of
conversations. In general, I think it is decent, but it might get
redone at some other time. In fact, a lot of the times I am writing
dialogs, I know in the back of my head that it will get revisited once the
module is in BETA, and all I am worrying about is polishing.
Tomorrow, I will start
the scripting of a new event that occurs. I don't expect it to be
difficult, so I might be able to start on another boss fight, and in
particular, the custom special abilities they will have. Again, I
don't expect it to be difficult, just time consuming.
Till tomorrow... |
2/14/06
- Tuesday: I AM SO STUPID... |
 |
I really have
nothing to say. I left my laptop charger at work, therefore, I
couldn't do any development. Furthermore, since I had no power for
my laptop, I am just writing this update on Wednesday, 2-15-2006.
All of that said, I
don't have anything new to report. Sorry.
Till tomorrow... |
2/13/06
- Monday: THIS COMMUNITY REALLY IMPRESSES ME... |
 |
So, I wanted
to talk about something that happened a while back, but I wanted to have
the permission of the person that it involved 1st. At any rate, a
while back, a man named Todd, and his son named Cameron
joined the team as ALPHA testers. They were
one of the 1st set of steady testers, and for whatever reason, had no
qualms about going through Cry The Beloved countless times.
Well, as everyone knows,
I no about .0001% about DnD, so I am always asking lots of questions, and
in general, trying to understand how 90% of the people who play my games
think. Well, Todd was hinting at one time that I had a
"gift" that should be arriving in the mail. When I finally
got the "gift", I was amazed to find a Advanced Dungeon
& Dragons Guide:) Now, perhaps everyone else out there
is used to this, but I have never seen anything like this. This book
is HUGE, and I honestly don't ever think I will be able to
soak in all that knowledge...Well, I would just like to publicly thank Todd
& Cameron for everything they have done for me. You guys
are the best:)
Till tomorrow...
|
2/12/06
- Sunday: ANOTHER GOOD, STEADY DAY... |
 |
Seeing as we
head a severe blizzard here in New York, it gave me the perfect excuse to
sit home, and develop all day:) Now, any other time, I would attempt
to work all day, but sit around and watch the History Channel.
Today, I was strong, and actually kept the TV off, which I have to
tell you, was very difficult.
As I have been
mentioning for the past months, it has been increasingly more difficult to
talk about what I have worked on, without giving away any spoilers.
Hell, even my screenshot selection takes a bit longer now:) So, here
goes my very vague update...
I implemented a new boss
fight, along with some new music, a short cut scene (short as in 10
seconds), and some dialog. Once I am done with that, I will start
working on some conversations, which will really move the
plot along. I don't actually want to write the
conversations cough*writers*cough, but we'll see.
Till tomorrow... |
2/11/06
- Saturday: PRETTY GOOD DAY... |
 |
Nothing spectacular
happened today, but I did get a bunch of stuff done. First and
foremost, I completed the entire layout of the new area, right down to the
transitions. I even added a lot of CEP placeables.
I also took the 2 new enemies I created, and mixed them throughout to make
some pretty interesting combat situations. Being the perfectionist I
am, I must have played through this area at least 16 different times
today, just to make sure the balancing was just right. Of course,
the ALPHA testers will be the judge of that:)
I also created 2 new
custom items that I have been thinking of doing for quite some time.
As always, there were some tricky scripts attached to them, and I have to
admit, I had to ask a question or 2 at the Bioware Scripting Forums.
Oh well, can't figure out everything on my own:) Lastly, I put in
the new custom music for the area. Barring whatever issues come up
during polish time, this area is now complete.
Till tomorrow... |
2/10/06
- Friday: NOT A LAZY DAY!!! |
 |
So, last
night, if you read my update, I said I wasn't feeling too particularly
inspired. Well, after making the update, I watched the trailer for Neverwinter
Nights 2. Lets just say that I was inspired big time right
after watching it. Besides imagining what I could do with
the new toolset, it gave me the urge to try to really wrap up Cry
The Beloved, as at the end of the trailer, it says it is coming
out in Spring 2006. Yeah, time does fly when you're having fun...
Anyways, I made the
finishing touches on the 2 new enemies today. I even more or less
finished the layout of the new area. All I have to do now is get the
right music in, and it should be more or less complete.
Till tomorrow...
|
2/9/06
- Thursday: LAZY DAY... |
 |
I cannot say
it any other way. Today was a very lazy day for me. More
specifically, I just didn't want to really work on the game today. I
didn't feel inspired, or anything like that. Now, don't get
scared...I am not giving up on the module, but about couple of
months, I go through a couple of days where I just don't want to do
anything.
I have to admit that the
first couple of times this happened to me, I was scared that I was losing
my drive. Fortunately, it has happened enough times for me to
realize that this feeling will simply pass.
However, I did find a
new track that I can use as the main theme for a particular character in
the game. I probably won't convert it until I need it, as I may find
something else later.
Till tomorrow... |
2/8/06
- Wednesday: FRUSTRATING REALIZATION... |
 |
Everyday at
work that passes makes me realize one thing. I really I am not a
technical person. For instance, I will walk in the room, and people
in my office will be talking about the latest rendering technology, or
some new company that Google bought. Is is readily becoming apparent
to me that I just don't give a damn. I just don't fit the mold of
the stereotypical programmer. I simply don't care. I am also
not that good either...
Now, some of you maybe
be wondering how I could say I am not that good, but it is true.
Yes, I have scripted some things for Rose Of Eternity that
still to this day make me smile. But if a conversation comes up
about what is the best technology to use to properly scale line drawn
images so that the lines don't break up, I have no clue, nor do I care
(this is an actual project I am working on).
Which brings me to my
next point. Anytime someone at work finds out what I do, I either
get 1 of 2 reactions: |
| The first
is, "Oh, you make modules? Big deal...". Some
people really don't know what the NWN community is all about, and if they
don't, then it is very hard to explain it to them. They simply don't
care. The 2nd reaction is actually the more annoying, though I can't
blame the person for saying it. It is, "Wow, what
technology did you use? How do you render the cape on that guy's
back?". When they find out that the toolset handles all
of that for you, I get the "Oh, so you just paint enemies in an
area". Sigh, some people just really don't know how
serious this NWN thing is...
I guess the point to all
of this ranting is, I really need to be in an environment surrounded by
people who like video games. Don't get me wrong, I love to
program. Long term however, well, I don't know if I could make
it. If there is one thing I wish I could just scream out loud, it
would be (excuse the following curses...), "I am not a Video
Game Programmer goddammit, I am a Video Game Designer". I
guess in the field I am in, they wouldn't care anyways...
...And don't get me
started on the haters who don't think I have a chance in hell of achieving
my dreams (yeah, you know who you all are). Well, in fact, I won't
get started on it, as my blood pressure is rising by the second.
Till tomorrow.. |
2/7/06
- Tuesday: THE ART KEEPS COMING!!! |
 |
...And so
begins development on some new areas. These new areas will of course
incorporate yet more custom enemies, custom abilities, etc. You
know, the usual:)
As always, I have had
ideas in my mind for quite a while regarding what enemies I wanted to
create. Well, on the train ride this morning, I began to bring those
ideas to life. It is always interesting when I am creating new
enemies, as I am always trying to come up with things that are unique, so
much to the point, where people will know they haven't seen it in a game
before.
By the end of the train
ride, I had successfully created 1 new custom enemy, although I didn't
refine everything, like the CR, and other such stats. But, it was a
beginning:) On the train ride home, I began to work on another
custom enemy that would accompany the 1st one I created in the
morning. Sadly, sleep overtook me, and I did not get as much done as
I wanted to...
After eating dinner at
home, I got back to work trying to finish up the 2nd enemy. Once I
was happy with what I had, I began to go through my rigorous testing,
which essentially comes down to fighting different combinations of the
enemy, over and over again, until I felt like things were balanced.
I didn't do it too much however, because I know tomorrow, I will be adding
a Unison Ability for these 2 enemies.
This will mark the 1st
time (that I can remember that is...) that the player will face enemies
that perform Unison Abilities. Hopefully, this will
spice up the combat a bit, and make things more interesting.
Once I am done with
these 2 enemies, I think I will continue the layout work of the new area,
by adding placeables, and making it large enough to seem vast, but small
enough so it doesn't slow down the game play. As always, it is a
fine line I am treading.
Lastly, to your left,
you will see another sketch of Aramus. It's funny,
because this is how I always envisioned Aramus, yet it was
always so hard for me to explain it to people. I mean, the NWN model
could never do him justice:) So, just like Bruno did
with Kain, Olaia really took my descriptions, and made them
come to life.
So, just to bring
everyone up to speed, we now have concept art for Aramus, Clopon,
& Kain. I hope I can someday get some work of Challseus,
and possibly Castias...
Till tomorrow...
|
2/6/06
- Monday: MORE CONCEPT ART!!! |
 |
Well, I have
to say, I am a very lucky man. One day after I get some wonderful
artwork for Kain, which was done by Bruno Hübscher, Olaia
Ferrando, another artists that did concept art of Clopon, e-mails
me with some new stuff. As always, I am constantly amazed at the
stuff people produce in this community. And for free! The best
I can do regarding artwork is some simple stick figures:) How people
such as Olaia & Bruno can do this is beyond
belief. So, I just want to give a public thank you to them!
It's so funny, because
on the train ride into work this morning, I began to put together a new Concept
Art page. I stopped about half way through, as I didn't
think I had enough. Well, factor in the stuff that Olaia just
sent me, and I think I can finally give it a go. I am not sure what
the format will be, but I think Bruno's & Olaia's beautiful
work should be known to the public. If I get their permission, I
will also provide links to their respective website where they host more
of their work.
Needless to say, the
picture to the left is of Aramus. On this sketch, and
the other ones she sent me, there were various sword models used, to get
an idea of what we can make the Sword Of Galladoran look
like. Right now, I like the one that is shown in the bottom
picture. As this is all concept stuff that probably took her 30
minutes to do, I am sure the final product will have changed a bit. *Shrug*
I am no art critic, but this stuff already looks good. In
fact, every time I think something already looks good, the
artists goes and makes it look 5 times as good:) So, who knows what
we will get out of this...
Finally, I want to talk
about a poll I set up a couple of weeks ago. Basically, I wanted to
gauge how long it took people to complete The Coming. I
have to admit that I thought more people would have voted by now (there
are only 47...), but from those that did, it seems that (at the moment), 34%
finished it in 5 hours. That number actually seems about
right, although with only 47 votes, I would need a lot more to have a more
concrete analysis. You can view the results here.
If you want to vote *cough*cough*, you can find the
poll along the left border of the website. In fact, if you are
reading this update on Tuesday, 2/7/2005, you can most likely see it as
you are reading this:)
Well, tomorrow, I hope
to get back into the swing of things, as I more or less took today
off. I mean, I did create a new area, and fiddle with some new
music, but I didn't do anything substantial.
Till tomorrow... |
2/5/06
- Sunday: ALPHA V0.40 IS OFFICIALLY RELEASED!!! |
 |
Well, I can
finally breathe a sigh of relief, as I successfully have another ALPHA
release under my belt. Besides on little issue where a file
was incorrect (which I just fixed a minute ago), the upload went
smoothly. I even took the time to write out all of the changes I
made (well, most of them), as well as some other things, in a sort of
quasi-release notes post. I am not sure how often people visit the
forum, but next time they do, they will see the new
version. As I am too tired, and about to fall asleep, I will e-mail
them personally tomorrow morning at work.
So, I have to admit, I
did not do much today. It took a while to package up all of the
files for the ALPHA, so that's what I did in the
morning. In the afternoon, I went out for Super Bowl parties, and I
didn't get back until 10:00 pm. Speaking of which, I did want the Seattle
Seahawks to beat the Pittsburgh Steelers, but oh
well...
While I packaged up the ALPHA
however, I was as always, listening to some music. So, I
have a couple pieces by a particular author, and I went searching on
iTunes for other tracks from the same soundtrack. Well, even though
I couldn't find the original, I found a new version that was recorded in
2000, by a different orchestra. After listening to a few tracks, I
thought, "What the hell, it's only $9.99. I'll just buy
the damn thing...". I have to say that I am very
impressed by the reworking of a few tracks, and as usual, while listening
to a particular piece, I came up with a new scenario in my head. It
already works perfectly with the area I will be creating this coming
week. I'm sure I will have to think it out a bit more, but I think
the players will like it.
Finally, as you can see
to your left, I have some concept art of Kain, the leader of
the Ministry Of Justice. So, on Thursday, a very nice
gentleman sent me an e-mail inquiring about my need for artists. He
gave me a link to some of his prior work, and I saw a picture that
reminded me of Kain. In the picture, the figure was
sitting on a horse, and didn't have a sword, yet the dark black hood
immediately made me think of Kain. So, when I replied
to him, I told him that it would be cool if he could do a sketch of Kain.
Interestingly enough, he had never even played The Coming, so
all he had to go by was a picture on the Cast
page of this website. I was amazed at how fast he came up
with this, and I really cannot wait until I get more versions. In
fact, he said there were about 3 more versions he had to show me, so I am
awaiting them with bated breath:)
Till tomorrow... |
2/4/06
- Saturday: VERY LONG DAY... |
 |
Today was a
very long day, where I actually focused about 95% of the time. I
took advantage of the time I had, and did some things I had wanted to do
for a long time. First and foremost, I had almost 100 scripts to
clean up/delete. You see, when I started working on Cry The
Beloved, I simply took the same module file I used for The
Coming, and began adding to it. I did this for a couple of
reasons. One, I wanted to be able to refer to previously written
scripts. Another was because I was going to use a lot of the same
enemy/item blueprints, and I didn't feel like importing them.
Well, as the module has
been getting bigger, I have been realizing that I need to get rid of some
excess stuff. So, I spent about an hour just deleting old scripts I
didn't need, as well as some other blueprints and such. I also finally
put the finishing touches on ALPHA V0.40. As I
had previously mentioned, this release has 3 additional areas, as well as
new enemies, abilities, etc. In other words, I really need to get it
to the testers. I will hopefully either upload it tonight, or
tomorrow morning, depending on how tired I am...
Till tomorrow... |
 |
So, this
morning, I had an idea of what I wanted to do. I wanted to implement
the last custom system. Yeah, that's right...The last
system...Anyways, I knew what needed to be done, and I got a lot
of opinions from people on the forums. All that was left was to do
the actual work.
Well, by the time I
arrived at Grand Central Station in Manhattan, I
had already written about half of the new system! I was really
surprised at how fast it came out. In my head, I was thinking "Sigh,
now I have to spend another couple of days writing yet another new
system." So, as you can imagine, I was quite pleased
with my results. It only got better later in the day.
On the train ride home,
I more or less finished the system. When I got home, I
put the finishing touches, and went to sleep, very happy. All in
all, it was a very productive day.
Till tomorrow... |
2/2/06
- Thursday: MONTHLY STATUS REPORT... |
 |
So, lets talk
about what I have accomplished so far. First and foremost, I wanted
to have more done, but in the back of my head, I knew other things would
come up, that would slow me down. Nevertheless, I am confident I can
get Cry The Beloved out before no one even cares anymore...
So, at this point, Cry
The Beloved is longer than The Coming. This is
a good thing. In my eyes, the pacing of the current parts is very
good, with a nice mixture of story telling (SKIPABLE) cut-scene, combat,
etc. I am definitely pushing my own boundaries, as I am doing stuff
I would have never imagined possible with The Coming.
As far as the main
characters go, their own stories are slowly being discovered as the game
goes on. At this point, all the party members have their own story
(even if a little at this point), and 2 NPC's have branched out stories as
well. |
| As I
mentioned earlier this week, I just put in my 1st new Unison Ability
in over a year. That said, the fighting system continues to
grow, and I will definitely be focusing the majority of my time on it in
the coming weeks. I will be creating new Unison Abilities,
Last Resorts, and other special abilities for other systems the
general public does not know about. At times, it seems daunting...I
mean, I don't want to overwhelm the player with too many options. I
have to walk that fine line of trying to keep everything balanced.
In other words, don't expect to see Aramus receive 10 new Last
Resorts...I will not just make a new ability for the sake of
making a new ability....
Moving on...At the
current point in the story, the player has a choice to make, which will at
the very least add to the replayability of the game. This choice is
not the biggest choice in the world (hopefully more of those will come),
but it will be something the player will think about for at least 4-5
minutes (I hope:)). In general, I can't wait to get the feedback of the ALPHA
testers when I finally get it fully implemented.
At some point, I will
have to go back to Dematol (yet again) to do some more touch
of work. I mean, I haven't touched a conversation in ages, or even
asked Jason to edit anything. Perhaps he needed a
break:) However, I think for the time being, I will exclusively
focus on getting the new abilities and combat area into the game.
Then, I have some of the climax type cut-scenes to think about. It
is almost getting to that point where I will need to create a trailer for
the game, as well as compiling a whole set of screenshots (although for
screenshots, I guess I could use the ones I post here with everyday!).
I have to admit, things
get very tough to juggle, but as everything always works out, I will just
try not to worry about it:)
Till tomorrow... |
2/1/06
- Wednesday: ANOTHER MONTH... |
 |
So, another
month has gone by. Interestingly enough however, this might have
been my most productive month yet. In as little as 3 weeks or so, I
added 3 new areas, as well as made major changes to 2 other ones. I
added a lot of dialog, and the story itself is really picking up
now. I had been worried last fall with how I wanted to represent it,
but things just seemed to work out.
Again, some people might
not think that everything I did was a lot, but they must remember, I am
very meticulous when creating things, as I am definitely a quality over
quantity guy (yeah I know, I sound like a broken record...)
I actually had a chance
to surprise myself today. On the train ride into work, I totally
designed, AND implemented a new Unison Ability. I
am really surprised that everything just seemed to come together, but hey,
I'm not complaining:) |
| Also, for
those that don't know, I was interviewed by Bioware Community
Manager, Jay Watamaniuk. You can find the interview here.
So, I usually write out a long update, describing what I plan to
do and whatnot for the next month, but I am very, very tired. I
changed my schedule a bit, so I am getting up at 4:50 am, and getting into
the office by 8:00 am, which allows me to leave at 4:30 pm, getting me
home at 7:00pm. So, in short, I need to go to bed NOW:) I
will write what I should have written today, tomorrow.
Till tomorrow... |
|