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Return To Cry The Beloved Status
1/31/06
- Tuesday: FINALLY, SOME NEW UNISON ABILITIES!!! |
 |
It has
literally been over a year since I have implemented a new Unison
Ability. Seriously...Back in December of 2004, I put the
finishing touches on Antipode, the Unison Ability used
by Lenin & Lenina. And that was the last I really touched that
code...
So, it was with great
joy that I began working on a new one between Challseus &
Aramus. In fact, I have pushed back the release date of the ALPHA
so that I can at least get this one new ability in, so that the
testers at least have some new skill to play with. As you all know,
I can't just create some generic ability. Nope! I have do get
my hands dirty and come up with some slick scripting:) I already
know what needs to be done, so perhaps I can get that done tomorrow on the
train tomorrow. The biggest issue actually will be creating the
special effects. After this one, I will think about
moving on to creating a new one between him and Clopon. I
emphasize think, because I don't want to leave the testers
hanging that long...
Till
tomorrow... |
1/30/06
- Monday: MORE POLISHING... |
 |
Not much to
write really. I successfully made it through all of the pages of
issues. I now have a big decision to make tomorrow morning.
Try to add a little more content so the ALPHA testers have
more to work with, or just give it to them now.
If I give it to them
now, I would first have to make another play through, to make sure
everything is in working order. A year ago, this would be annoying,
but since I have cut-scene skipping this year, it is so much easier (sorry
that I keep talking about cut-scene skipping, but since this is everyone's
biggest complaint with The Coming, I am so happy to have it
working). I will probably end up just giving it to the testers now,
and moving on. We'll see...
Till tomorrow... |
1/29/06
- Sunday: I JUST HAD AN EPIPHANY!!! |
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So, after a
full day of testing yesterday, I ended up with about 2-3 pages worth of
notes. This wasn't bad at all, considering I usually have 4-5.
Add in the fact that there are 3 new areas since they last ALPHA, and
I would say that I am in good shape. In general, they way I have
been proceeding has been working out great. It goes like so:
Create new areas/content/etc., and don't worry about bugs and such.
After about 1-2 weeks of adding new content, play through game a bunch of
times to find all outstanding issues. Fix issues:) Rinse
repeat. Not innovative or anything like that, but it works for
me. It will also be good for the ALPHA testers, as
they can get their updates a lot faster than before.
So, as the title of this
update suggests, I had a couple of great ideas come to me today while
listening to some music (what else is new???) that community member Hugie
was kind enough to send to me. In general, even though I
have had the story more or less written in my head for 7 years, when it
comes down to actually implementing it, things change. |
| Basically, I
know how Cry The Beloved should end. I have know for
years...However, I just came up with some new plot ideas for what should
happen before the end. These new plot lines will help
to clear up some loose ends for people, as well as make things a bit more
interesting. Over at our forums, we have a brainstorming section,
but I think I will continue to think about my new idea for a bit before
presenting it, so it doesn't get torn to shreds:)
Till tomorrow... |
1/28/06
- Saturday: ANOTHER PLAY THROUGH OF THE ALPHA... |
 |
Today, I did
one thing, and one thing only. I went through the entire ALPHA,
from start to finish. I did this about 4 times. The reason for
this was to see how the game reacts to the different choices you can make
in the beginning. These aren't major plot changing choices, but
there are still many different things that need to be checked.
I have to say, I am
really happy I got the cut-scene skipping implemented. Testing is a
cinch now that I don't have to sit through every cut-scene. Don't
get me wrong, I think they're great (hell, I should since I made them:)),
but after 40+ times, they begin to get old. Tomorrow, I will begin
to go through the various pages of notes I have, and make fixes.
Till tomorrow... |
1/27/06
- Friday: IT'S POLISH TIME!!! |
 |
As I stated a
couple of days ago, it is now time for some polishing. I already
went through some of the bugs that were listed in our forums. One
noteworthy one was anytime a cut-scene plays where the
camera is spinning around a party member (new ability, new addition to
team, etc.), the PC ends up being inside of them at the
end. This something that was a problem with The Coming,
but in all honesty, I didn't think it was a big deal. When more than
8 people complained about it, I figured out I should take 20 minutes and
knock it out.
Some of you may also
remember me ranting about how I couldn't get a new track into the
game. Well, community member Hugie
of Tale
Of Mage fame was kind enough to offer to do the conversion for
me. In a nutshell, there is a weird process that needs to be
completed to get the protection off the MP3, which involves a CD burner,
or sadly, my laptop does not have one. So, thanks to Hugie for
helping me out! Till tomorrow... |
1/26/06
- Thursday: DAMN SHINY WATER BUG!!! |
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So, today
started off very frustrating, to say the least. The night before, I
was doing some testing of a new area, and everything was going good.
Well, on the train this morning, when I tried to load the area, it kept
crashing. Now, I knew that I had added some new content to the area,
as well as some scripts, but for whatever reason, the game still continued
to crash. I then took a backup version of the module from January
22nd. When I loaded it up, the game still crashed. Then, a
light bulb went off in my head. I went to the options page, and saw
that Shiny Water had somehow been enabled. Let his be
a lesson kiddies:)
Till tomorrow...
|
1/25/06
- Wednesday: BACK TO POLISHING... |
 |
Well, I am
more or less pleased with the 3 new areas I made. I was able to
knock them out very fast, but keep the same high level of quality I am
used to. I base this solely on my memory upgrade, as well as finding
out about he F9 key.
So, now that I am done
with this current iteration of building, I am going to go back into polish
mode. A bunch of bugs (about 18) have been piling up over at the
forum, and I really need to address them. They are not major, but
they still need to be addressed.
Once I finish up that, I
will surely be back in Dematol for my monthly building
there. Then, I will get to what I have not been looking forward to
in a while...Party Member AI. In general, it is really beginning to
piss me off, and I would NEVER release this game with the
current way the AI is behaving. I know I will just have to DEBUG
various fights to pinpoint what the error is, but again, I don't look
forward to it. |
| As for the
1st day of results from the poll (thank you everyone that took the time to
answer it), I have to admit I am a bit shocked. Out of 12 voters,
25% took 6 hours to complete The Coming. 16.67% took 7
hours, and another 16.7% took 8 hours. 2 people answered that they
finished it in 4 hours, and none said it took them 3 hours. My early
thoughts? I hope the people who complained the module was too short
weren't ones that took 9 hours:) Because, I am only 1 person, and to
maintain a high quality game, the length of play has to be kept to a
minimum. At any rate, the poll is already doing it's job, and I
definitely think I will be leaving it up for a couple of weeks, to collect
as much data as possible.
Here's a little
interesting thing however. I know it takes me about 3-4 hours to
complete The Coming, and I made the damn thing, so I
obviously know where everything is, and don't take the time to read the
dialog, etc. The ALPHA is currently running about 5
hours (most testers said it took them 4 hours, and I added at least
another 1-2 hours of content in the past couple of weeks). So, this
is GREAT, because there is a lot more to come. So, in
short, my promise about making Cry The Beloved longer than The
Coming looks like it is coming true!
Till tomorrow...
IMPORTANT!!! - I
would really appreciate it if anyone who has not taken the survey please
take it (can be seen in the left border). It literally takes 1 click
to finish, and the data is really interesting and important to me.
It lets me gauge how people experience my games. Thanks! |
1/24/06
- Tuesday: TRYING OUT A NEW POLLING SYSTEM... |
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So, I am
finally getting around to implementing something I should have done a
while ago: POLLS. I know very well that not all
people who play modules actually leave comments, so I thought setting easy
polls would allow me to have some questions answered. That said,
here is the 1st one:
This question is very
important for me, because I know how long it take myself to play through,
but I obviously know where everything is. In general, most people
say that The Coming was too short, but I would like a more
concrete number, hence the poll. This will go a long way in making
sure that Cry The Beloved is an adequate length. In
fact, I estimate that Cry The Beloved is about the same
length as The Coming as of now. Not bad, considering
it took half the time, and the quality of the build is better (in my
opinion anyways). |
| Now, I
haven't really thought this through all of the way, so I don't know if I
will have weekly polls, monthly polls, or just always show every single
poll. Any thoughts are welcome, although I just realized
something. I could create a poll that asks how does
the viewer like viewing the polls:) At any rate, like anything else,
I am sure it will change many times. Or perhaps, I will find that no
one even used them:) I guess we will find out.
Okay, back to
business. So, as you may or may not know, I went through The
Coming over the weekend. Lets just say that I had a very
good time:) So, besides looking for things wrong, I was also trying
to get a feel for what was magical in The
Coming. I wanted to know what made it special, so I could
easily transfer it to Cry The Beloved. In all actuality,
the part I had the most fun with was the combat. I guess it makes
sense, because the core of development went towards that part. For
example, it was very fun to be fighting in North Shinkara Forest, where
those goblins could activate a Last Resort and kill you
quite fast. I almost forgot about the Rose Of Courage (this
will entice enemies to attack Aramus), but once I remembered, I loved the
strategy of using it. I am not sure why, but it seems like combat
with 2 party members was more interesting than with 3. That might be
due to the fact that once meet Challseus, you would have
already gotten your 1st Last Resort, as well as some other
items, making the combat a bit easier. I guess what I am trying to
say through this rambling is, I want to have that same feeling when I play
Cry The Beloved. It's almost there, but I will
definitely have to tweak the current monsters I have created, possibly
making them tougher (unless my ALPHA testers tell me the game is already
tough enough:)).
The point in development
I am at right now is going to be quite interesting to say the least.
I have more or less finished up the placeholder dialog, as well as a short
intro cut-scene. Once I implement the skipping functionality for all
of the cut-scenes I have created over the past week, I will begin the
creation of a new area, as well as a host of new/old enemies. I also
have to come up with a new Unison Ability for Aramus/Clopon,
Aramus/Challseus, etc. I don't want to ruin too much, but lets just
say this new area will add a sense of replayability to the game, and that
is always good. In essence, this sequence has been a long time
coming...
On the forum front,
things have slowed down a bit, but it makes sense, as no one really has
many new bugs to report. New ideas continue to be developed
however, and I imagine once I get the new ALPHA out, things will pick up
again. Well, off to sleep now. I am responsible for pushing
out new server code tomorrow morning, so I have to be up very early:(
Till tomorrow |
1/23/06
- Monday: I HAVE FOUND THE PERFECT MUSIC TRACK!!! |
 |
So, today, I
worked on a bit of dialog for the new sequence that I have been working on
for the past couple of days. I am doing more or less the general
framework for it. I am sure that once some of the writers take a
look at it, they will rip it to shreds, and make it better. However,
at least they will know what I am trying to say in the conversation, and
how I want it to be:)
So, at work today, I was
listening to some music (what else is new) via iTunes. In the latest
version of iTunes, they have added a new Mini Music Store at
the bottom. Essentially, whenever you are connected to the internet,
if you are playing some music that iTunes knows about, it will display
other works by the artist that you can purchase. Anyway, I was
listening to a track, and saw an album I totally forgot about come
up. I immediately began searching through the tracks to find the one
which I know I would love. After purchasing it, I probably had it on
repeat for damn near 6 hours! |
| I won't
spoil what the track is, or who it will be for, but rest assured, I think
people will really like it. I have already come up with 2-3
scenarios in my head just by simply listening to it. The only
problem is getting it into the game. Currently, the track is 4:02
minutes, but it loops twice. Normally, I would just edit the track,
cut out half of it, compress it even further, and convert it into a BMU.
The problem is, when you buy a song from Apple, it
has all of this protected crap on it which makes it difficult to do anything
with it. So, I will have to try to get the track another
way. Damn you Apple!
Till tomorrow... |
1/22/06
- Sunday: DAY OF RELAXATION... |
 |
My apologies,
but this will be a short update, as I have a splitting headache.
Essentially, in the morning, I went through about 90% of The
Coming. It was interesting, to say the least, because it had
been so long since I actually played through from beginning to near
end. It may sound corny, but it really feels good to play through
something I was working on close to 2 years ago:)
Anyways, I did not get
that much development on Cry The Beloved, as I decided to
just take a day for myself. Instead, I watched some of the playoffs,
and about 3 episodes of 24. Besides that, I didn't do
much. I am now going to go to sleep a bit earlier, so I can feel
refreshed for the week.
Till tomorrow... |
1/21/06
- Saturday: VERY PRODUCTIVE DAY!!! |
 |
I definitely
had a fun filled day of development today. I was not bothered by a
lot of real world distractions, besides getting a haircut, watching a
little of the History Channel, and replying to a very
interesting thread
over at the Bioware Modules Forum.
So, I probably haven't
mentioned it, but I have been working on a new cut-scene. So you are
thinking, "So, who cares...You are always working on a new
cut-scene. Speaking of which, stop!" Well, I have
to say, I am very pleased with the results of this cut-scenes. There
are a bunch of scenes I have envisioned over the years, and I have had the
opportunity to implement them in Cry The Beloved. This
one in particular came out very good, and I think this might
be one that people don't want to skip until they have seen
it more than 3-4 times:) I am usually not cocky about things, but I
really do love this new cut-scene. And yes, I am still
following my new formula. As soon as there is a lot of dialog in it,
I switch to the standard NWN dialog screen (are you people happy now!)
:):) |
| I just have
to finish up some of the placeholder dialog, implement the skipping
functionality for it, and I can wipes my hands clean of the
situation. As I mentioned earlier, development has definitely sped
up. One thing that has helped is my increase in system memory, from
256 MB to 1.2 G. Another thing (I think I have already mentioned
this) is the fact that I have found out about hitting the F9 key while
working in the toolset. For those of you who don't know, doing this
will quick launch the game, without you having to select anything.
The only bad thing is that it automatically loads the 1st character in
your local vault directory. I got around this by deleting all
characters from there, except for the Aramus/Challseus ones.
The next thing on my
plate is implementing some new Unison Abilities for
Aramus/Clopon, Aramus/Challseus, etc. This definitely long overdue,
and I have to take extra care with it. I don't want anything
overpowering, yet the player has to feel cool when they get
it to work. Again, another one of those fine lines I have to walk
carefully...I have had some ideas in my head for the past couple of months
now, but I got some really good suggestions from some posts at the Cry
The Beloved forum, which I think I will implement.
Speaking of which,
things are going pretty well there. A lot of bugs have been
documented there, and it will be so much easier to check back there for
other bugs when I go into polishing mode again (hopefully, in 2
weeks). One particular part that I like is the Character
Development forum. Here, everyone can debate about the
story, life, and future of various characters from Rose Of Eternity,
such as Castias, Kain, or Adelas. I already
have some foundation stories, but it always hopes to get other
perspectives. In and all, I am glad it was set-up. It may not
get all of the traffic in the world, but it's all good:)
Well, I'm off to do
something I didn't think I would do for a LONG time...Replay
The Coming...There are 3 reasons I am about to do
this. One is, see if the current party member AI issues I am getting
exist in it. That will tell me something broke when I updated to
1.66 (yeah, it was that long ago I played it). The 2nd reason is
because I want a fresh Aramus, exported from The Coming, which
has everything. I want to be able to balance Cry
The Beloved using the best possible character that would be
available, and then work my way down from there. The 3rd is quite
simple. I want to remember what annoyed me about The Coming, and
make sure I don't repeat it in Cry The Beloved (and I am not
talking about inescapable cut-scenes:))
Till tomorrow... |
1/20/06
- Friday: SOMETIMES, I HAVE SOME GOOD LUCK... |
 |
So, I woke up
this morning feeling a lot better about last night. When I attempted
to go to work today, there were some train delays. I e-mailed my
boss, and miraculously, he told me to just stay home! I was so very
very happy.
Once I got back home,
after checking some work e-mail, and checking with my boss what I was
supposed to do, I did some coding for a project I worked on 3-4 weeks
ago. Once I was finished with that, I really didn't have anything
else to do, so I began to work on the game again. After a couple of
hours, I had to stop again for about 40 minutes to call into work for a
conference. After the conference call, I of course went back to
developing.
Everything at the new
forum is coming along very good as well. There have been so many
posts, it is difficult to sift through them. I tried my best to
answer as many questions today, but I know that I am going to have to take
at least 2-3 hours tomorrow morning to answer everything.
Till tomorrow... |
1/19/06
- Thursday: I REALLY, REALLY, REALLY NEED TO LEARN HOW NOT TO CARE
ANYMORE... |
 |
Yes people,
it's my bi-weekly I am so damn pissed at the world because someone who OBVIOUSLY
should have played my module, DID play my module,
and then dropped a vote of 5 on it. He/she even stated in their
comment that they don't like console style RPG's, or Japanese style
RPG's. Now, I really feel like this person wasn't a troll, but I
can't keep my feelings inside anymore.
For the past few months,
every 10-15 votes I receive, I get a vote of 5 or less from people that
attempted to play a module that obviously was not something they should
have tried. I just don't know what to do, except find ways to stop
giving a damn...
I mean, ever since I
have been getting more exposure (IGF Modding Competition, Interview,
etc.), my rating has actually been going down. Here's an interesting
stat. Some modules that are rated lower than mine have never
received a vote lower than 9. No vote lower than 9! |
| Sigh...I
just don't know. Sorry for the rant, but it just pisses me off so
bad. I am literally scared every time I go to my download page,
because I now expect to get votes of 5 or lower...The only thing that I
can think of is to just get it through my thick head that I will continue
to get low votes, because my module is not the standard NWN module, and
since it is highly rated, I have a higher chance of getting a lower vote
from someone who the module is not for...It's sad, but true...
Actually, I am starting
to understand how famed module author Rick Burton feels.
Since his modules are so beloved by so many people, he endured so many low
votes from people expecting too much, or just trying to bring him
down. At one point, he essentially said "screw the
community", and stopped posting for a while (this was before he got
hired by Bioware). I am not comparing myself to him in anyway, but
mentally, I feel like I can really understand how he felt.
I wish it could just
roll off my shoulder, like some other module authors (whose name will
remain anonymous), but it is just so damn hard. There is no logical reason
why I should be pissed at these votes...I...just have nothing to say
anymore...Perhaps this will give me the reason to really strive to stop
caring what people think. Once I get like that, my NWN life should
be easier for me...
Till tomorrrow...
EDIT: I actually
accomplished a lot of stuff today, and was looking forward to writing this
update, but I will just wait until I simmer down... |
1/18/06
- Wednesday: I'M ON A ROLL!!! |
 |
Well, I just
have to give myself a pat on the back, because I have been consistently
getting a lot of work done every day for the past week or so. In
fact, I probably finished more this past week then when I was on vacation.
On the train ride into
work, I created the boss fight, and interestingly enough, it just worked,
with no problems:) On the train ride home, I began to work on the
next area. I have successfully added a new custom track for this
area, as well as some nifty CEP placeables that will make the area seem
more authentic.
The reason I have been
flying through the creation of these areas is because I'm not just sitting
there and adding every detail now. I have other people depending on
updates to the ALPHA, so I had to change how I
develop. Once I get stuff that works, adding in other stuff, such as
full edited conversations, can be done later. |
| I do want to
talk about one thing however. There is a discussion over at the NW
Modules Forum about what setting people like to play modules
in (i.e. Forgotten Realms). Well, I just have to say,
people are really passionate about this stuff. The thread just
popped up yesterday, and it is already at 8 pages! After reading
through it, I have come to realize that I really have nothing to add at
all. I guess I am just not in the right frame of mind to care about
these worlds, and how rich they are in detail. It is all very
foreign to me, and as I never played PnP DnD, I guess I will never
understand it. With the way people feel about DnD in general, I am
amazed I am even able to make a module that people play!
I was thinking about it
the other night. I have around 7800 downloads...My module, as you
all know, requires a pre-made character, and is not a typical NWN
module. Yeah, yeah, we all know that. I just sometimes wonder
how many more downloads I would have gotten if people were able to create ANY
class/race they wanted to. I wonder how many more I would
get it is was set in the Forgotten Realms. Now, I am
not about to change what I am doing, but I just sit back and wonder about
it sometimes...
Till tomorrow... |
1/17/06
- Tuesday: CATCHING UP AT THE ALPHA FORUM... |
 |
So, today was
a little interesting, to say the least. I put the finishing touches
on the design of the current area I am working on. For those that
have been paying attention, I essentially finished up the design of 2 new
areas in one week. That might not seem like much, but you have to
take into consideration the fact that I designed 4 new custom enemies, 1
of which is a boss, 3 of which that have new custom abilities. In
fact, I am creating the boss sequence right now. Lets just say that
I am an avid listener to what people want, and I have seen many times that
people like the ability to deal with conflicts in a peaceful way.
This concept is totally foreign to me (never had the chance to NOT
fight an enemy in a console RPG), but I think I might use it
regarding the boss fight I am about to script.
Everything I did today
was done on the train. For whatever reason, I have been able to stay
awake on the train. Sadly however, something is wrong with my
battery for my laptop. It just doesn't last as long. Maybe
after a while, the battery won't recharge to its full potential.
This being my 1st laptop, I wouldn't know. |
| The reason
why I did not get any development done was because I had many topics
to reply to in the new ALPHA forum. Yesterday, I
posted that it might take some time for things to get moving. Well,
I was WRONG. There were about 9-10 new topics that
were started yesterday. Unfortunately, I was tied up at work,
because we have a company meeting from 10:00am - 11:00am, a planning
meeting from 3:00pm - 4:00 pm, and a workshop from 4:30 pm - 5:30
pm. In between the meetings, I was working with a new programmer in
the group, and of course playing a little foosball. Damn I really
love that game...There is so much strategy that you pick up over the
months...Anyway, I usually do my forum posting at work, and since I didn't
have a chance, I had to do it at home. Not that I had any problem
with it though. On the contrary, I was VERY pleased to
see people getting involved so early. We have a couple interesting
threads going. One is about the Aramus' Last Resorts, and
how it is difficult to determine when it can be used. After some
discussion, it has turned out that I made an assumption that I shouldn't
have...The exact moment when Aramus' life
drops below the target %, he can use it. However, due
to a heartbeat script I am running, the prompt might show up a couple
seconds after it is ready. So, I made the assumption people would
know they don't have to wait for the confirmation. I of course new
this because I wrote the damn thing, but I am now finding out it wasn't as
clear to everyone else. We have a couple of solutions on the plate,
and I will confirm them with everyone on the forum Wednesday at work,
assuming I have the time. Another thing I did was set up the links
for all of the ALPHA downloads at one place in a
"Downloads" forum. Now, it probably makes a lot of sense
to do this earlier, but I have been so damn busy, that even taking on easy
tasks is an issue. Oh well, it's done now! All in all, as long
as people still give a damn about Cry The Beloved, this
forum is really going to be great.
Finally, as a funny
aside, not sure how it is in the rest of the world, but in New York,
McDonald's is having a promotion till the end of January, where
you can get a 6 piece Chicken McNugget for $1. I work with a lot of
people who will go anywhere when there is a sale. So, about 5 of us
walk down 7th Avenue towards a McDonald's, and the place is
packed like hell. Anyway, once in line, someone asked me what I was
going to get, and I said "I'm getting 3 six piece McNuggets,
why else would I be here?". Then, some lady in front of
me turned around and said that was her reason to. Then, someone
said the offer wasn't good in Manhattan. So,
about 8 of us (not my friends, just strangers who wanted their damn
Chicken McNuggets) asked the manager, and they said the deal doesn't start
until Wednesday, even though all commercials said it started on
Tuesday. At any rate, once that info got out, I thought there was
going to be a riot. You know how it is when you get a mob of people
with similar feelings towards something? That mob mentality
thing? Well, I was in it. I thought they were going to hop
over the counters and just steal as many Chicken McNuggets as they could
find:) It was crazy. People were yelling, and eventually,
about 75% of the people left, saying they were going to Burger King.
So, did I get mad at the
manager you ask? Hell no...Know why? I worked at McDonald's
for 4 years. In fact, it was my very 1st job when I was only
15 years old. So, I can definitely relate. Not sure why I am
about to write this down, but I guess talking about McDonald's is
making me reminisce. When I graduated from High School, I had a
scholarship to a college up north from me. I turned it down, to
become a manager at McDonald's. At the time, I was
thinking, "Wow, a real manager. I can put this on my
resume". I know better now...And that is all I have to
say about that...
Till tomorrow... |
1/16/06
- Monday: HAPPY MARTIN LUTHER KING JR. DAY!!! |
 |
First off,
happy Martin Luther King Jr. Day! It does not need to
be said why we actually have this day off (in U.S.A. that is). The
man and his family have my utmost respect...
So, I did not get that
much done development wise today. I mean, I did create the blueprint
for a new creature, but I did not actually test fighting them yet.
Once I do have this enemy completed, I will be able to move
on with the new area I am creating, and get on to the next story portion
of the game. In fact, I designed the boss 4 days ago, so all in all,
things seem to be moving quite quick, as expected.
I do have some more good
news. A special forum has been created for all people taking part in
the development of Cry The Beloved. In this forum,
people can report specific bugs, where they found them, and how to
reproduce them. It really streamlines the process, as now I only
have to see 1 bug report, instead of multiple ones. It is also
better that more people can get involved in the discussions about them. |
| Another part
that I just added earlier this afternoon is a place where we can
brainstorm about ideas, such as new Last Resorts, or new
types of weapons. Getting multiple people in on the effort is key,
as this was how myself and my co-writer Brian Rhodes worked.
I would come up with a good idea, and he would make it better.
Simple, yet effective:)
As of now, this forum is
only open to whoever is working on Cry The Beloved, but I
hope to have other categories that anyone can post in.
An example of this would be making the Brainstorming category
public, so everyone could have a say in it. I think that it will be
quiet for a while, but once more people start posting, activity might pick
up. I am really trying to make this a community effort, so it would
be very cool if this forum thing really works out. In fact,
hopefully tomorrow, I can spend some time creating some more topics that
people can post in.
Till tomorrow... |
1/15/06
- Sunday: I AM A FINALIST IN THE GAMASUTRA - IGF MODDING
COMPETITION!!! |
 |
Well, the
title says it all. I am a finalist in the Gamasutra
- IGF Modding Competition. The other nominees are
Scotok's Bitter
Harvest, enoa4's Hythium
II: The Halls Of Kilgrim, Mad Wombat's Runes
Of Blood, and The Guildhall at SMU's The
Hunt.
To say that I am
extremely pleased would be an understatement:) I am ecstatic!
Just for some background, I found out about this little competition back
in mid-August. For those that don't know, I released The
Coming on July 6th (I will NEVER forget that
date...). So, when I heard about the competition, it was a no
brainer to submit it. I had already done all of the hard work, so
why not? However, about 3 weeks before the deadline, I decided to
make some last minute changes to the module. One was adding more
type of upgrades (Illuminate, Elicit, etc.). Another
was attempting to implement cut-scene skipping (yeah, we all know how that
turned out...). I vividly remember some people complaining that it
was taking time away from Cry The Beloved, but I knew it was
just something that I had to do. |
| Once I had
it submitted, I sort of forgot about it. At the time, I really had
no idea what my chances were, and who the judges were. The way I
looked it was, if the judges were looking for the best DnD game
made with the Aurora Engine, then I wouldn't win. However, if they
were looking for the best RPG made with the Aurora Engine, I
figured my shots were better. I still don't know who the judges
were, but I believe they will release the names soon.
So, now that I am a
finalist, I have to prepare for my trip to San Jose,
California. If you want to know all the details, just read
the link I posted in the 1st paragraph. Essentially, I will have to
demo the module in front of people at a booth for 2-3 days. The
funny thing is, my company (Zingy) will be at the conference
as well. What a weird coincidence that I have been begging my
company to send me, and now I have a reason to go. It would be cool
if I even had a booth next to my company's:) Anyways, showing the
game should be easy. I can just start off with the trailer, and then
have some pre-saved games of certain areas where they people can see the
combat in the game, most likely in North Shinkara Forest. I
can even use this time to premier Cry The Beloved:)
So, what I am about to
say will probably shock 95% of you...I will NOT be that
upset if I don't win the competition. I am looking deeper into
things. By this time, everyone knows I want a job in the game
industry. Well, I will be SURROUNDED by people from
the industry the entire time I will be there. This will be my chance
to do meet and greets with them, explain to them my passion for video
games, and see what they can do for me. So, in other words, this is
just another opportunity to get my name out in the public eye. I
have to strike while the iron's hot, and this is the time. I will
have to do a lot of research on all of the important people that will be
there, and see how I can approach them. Yes, I will be that annoying
guy running everywhere with my laptop:) I am literally willing to do
anything, and that includes annoying the hell out of people:) Now, I
know there are a lot of skeptics out there that say the chances are slim
to none, and that I shouldn't waste my time. Well, they are right
about one thing...The chances are slim to none.
However, my feeling is, you will never get anywhere in life by sitting
back and thinking everything is impossible.
You know, it's
funny. I was just talking to both my Father & Mother, and they
were telling me how they used to worry about me as a kid because all I did
was play Nintendo. Kids used to tease me in school
because all I ever talked about was video games. I had every issue
of Nintendo Power, and knew all of the secrets to every
game, including the infamous Konami code (Up, Up, Down,
Down, Left, Right, Left, Right, B, A, Start). I actually came up
with my own designs for bosses for the Mega Man series.
I brought my Super Nintendo EVERYWHERE I went, including to
my grandparents apartment in Brooklyn, New York, and
my other grandparent's house in Chicago, Illinois.
I used to hum the music to Final Fantasy 4 & Actraiser while
I studied. I daydreamed about the opera scene of Final Fantasy
6 while in church. I skipped football practice and had to
run for 30 minutes straight, just so I could be the 1st one to get a Nintendo
64 along with Mario 64. I drove around for 5
hours and went to over 16 stores with my co-writer, Brian Rhodes just
to be able to get a copy of The Legend Of Zelda: The Ocarina Of
Time. I mentally developed what would become Rose Of
Eternity for 7 long years. And you know what? I am DAMN
PROUD OF IT! I would never be where I am today if it wasn't
for my prior actions that some would have classified "uncool"
back in my high school days. Sitting back, reflecting about all of
this really makes me feel good. They are such great memories, and
hopefully, 18 years from now, I will look upon this period of my life the
same way...
Till tomorrow... |
1/14/06
- Saturday: DAMN AI... |
 |
So, even
though I added an extra layer of functionality to the party members of Cry
The Beloved, something else has happened, where they are not
making the correct decisions in combat. Some of my ALPHA testers
pointed out that in combat, the casters wouldn't always cast their spells
correctly. I have confirmed that sometimes a caster will begin
casting their spell, and then in the middle of doing so, will stop, and
sit in their combat stance for a couple of seconds, and then attempt to
cast again. I might have narrowed down the issue last night, but it
is undoubtedly something that I did when I added that extra layer of AI:(
On a more positive note,
I have been listening to the music for Hitoshi Sakimoto lately.
He is well known for the music he composed for Final Fantasy
Tactics. I in fact used 4 of his pieces in The Coming,
and I think I will make more use of him in Cry The
Beloved. There is just something delightfully different
about his music that I really like. |
| Finally, due
to popular demand, I have decided to make use of another track. This
track was played during the cut-scene where the player was 1st introduced
to Aramus & Clopon in the beginning of The
Coming. Well, quite recently, I have received many e-mails
from people telling me it was their favorite track. For whatever
reason, I only used the track once, but since people like it so much, I have
to use it in Cry The Beloved:) That said, if
you have any tracks that you really liked from The Coming, shoot
me an e-mail, and I will let you know if I plan to use it in Cry The
Beloved or not. Remember, since the majority of people
usually only tell me what they don't like, it is hard for me
to gauge what they do like (musically that is...):)
Till tomorrow... |
1/13/06
- Friday: DECISIONS, DECISIONS... |
 |
So, even
though I know what I have to create next, I am a bit unsure on how to
proceed. Up to this point in the game, there is a medium amount of
combat. As far as I am concerned, the majority of it is plot
related. Also, I wouldn't consider the amount the isn't plot related
to be viewed as filler either. Being the type of
designer that I am, I will not just put in combat just for the sake of
making the game longer. However, I do think the player deserves to
have a little extra combat, if not for anything else, than to enjoy some
of the new custom abilities. It is a fine line that I am walking,
but hopefully, everything will work out. I actually should talk this
over with some of the ALPHA testers, to see how they feel
about the combat thus far, and if they wouldn't mind some more.
Till tomorrow... |
1/12/06
- Thursday: JUST WHEN I THINK I HAVE SEEN EVERYTHING... |
 |
So today was
interesting, to say the least. I woke up with intentions of going to
work, but when I looked in the mirror and saw that my eye was still swollen,
I decided that I just need to stay home and take care of it before it got
worse.
After resting for a bit,
and keeping a hot damp cloth on my eye, I decided I might as well take
advantage of my misfortune and get some development done. I'm not
sure, but miraculously, I ended up basically finishing the new area I
started creating a few days ago. I even fully implemented a new
custom enemy, with Last Resorts and everything. See, I
knew things would go faster now that I was creating the more linear parts
of the game, but I didn't think I would work this fast. So,
reiterate what I have done over the past 3 days, I have created a new
area, and 3 new custom enemies, 2 of which that have custom
abilities. I will finish implementing the custom ability on the 3rd
enemy tomorrow on the train ride into work. There are also other
things I need to add to this area, but the foundation is more than
done. All it really need is some of my patented polishing:) |
| So, as the
title of this update suggests, something happened today that just shocked
me. Anyone who truly knows me, knows that I am a stat tracking
fiend. One thing I keep a close eye on is the stats regarding this
very website. I mean, lets be honest. I would not be writing
these updates everyday if no one was reading them. On the contrary,
seeing how many people come to this page everyday gives me more of a
reason to write. I won't disclose the numbers, but lets just say
that last month was the best month ever, in terms of traffic to these
updates. In fact, the numbers have steadily grown since I started
doing these back in late August.
At any rate, there are
other things that my tracking software tracks, such as keywords people
search for. I always look at these, but when I was checking them
this morning, I noticed one that made me laugh out loud. It was,
"Toman how to
cook fish". At first, I had no idea what it
meant. Then, a light bulb went off in my head. As some of you
may know, in The Coming, there is a quest where a man asks
you to get some food from his wife. When you give him the fish, he
complains about it not being cooked. So, apparantly, whoever was on
the site did a search for how to cook the fish:) Yeah, yeah, I know,
it isn't a big deal to anyone else, but it just makes me smile to find out
people are coming here looking for other ways to complete quests in this
game. It almost makes me want to go back and add that option.
If I have an extra hour, I might just do that...
Another thing that I
never really talked about was the traffic that the other parts
of the website receive. Now, I only really used to look at how many
visits I received a day, and I always assumed that every visitor was more
or less coming to this updates page. After checking the numbers
however, I can see that people still go to the other pages
of the website, almost as much as they come here. For instance,
people are still going to the Last Resort, Unison Ability, &
Cast pages a lot. And I mean a lot. Another page that
gets a lot of hits that is no surprise to me are the walkthrough pages for
both Aramus & Challseus. Anyway, my point for
bringing it up is, I feel that I should make some more updates to these
pages, as people still go to them. What I have had in mind for a
while is to update the Custom Items page with every item
in the game. On the Last Resorts page, I would list
every last resort, along with who can perform them, and what
they do. In general, this website would transform into a full
fledged strategy guide. Especially since I know everything
that is going to be in Cry The Beloved, people may become
overwhelmed with everything in the game. This of course is still a
little brain child of mine, but perhaps I can find time to slowly do this
on breaks at work...
Till tomorrow... |
1/11/06
- Wednesday: AND IT BEGINS... |
 |
Well, let the
madness begin! I have already started to get e-mails from many of
the testers, as well as others who want to be a part of the ALPHA.
Last time, things were hectic, although I was a little under the
weather, so to speak. This time however, I will try my hardest to answer
e-mails within the hour I receive them. So far, I have been pretty
good. As I mentioned last night, a problem was pointed out to me
late last night, so instead of going to sleep early, as I wanted to, I
stayed up, and addressed the issue.
So, keeping with the
trends of my life for the past month or so, I awoke to find out I have a
swollen eye, or as some people called it at work, a sty. I
don't know how the hell I got it, but at this point, I am not even
surprised at all. It guess it is just my lot in life...That said, I
was able to leave early from work today, which translates into me being
able to get more work done than I had initially anticipated. |
| What I did
do today was continue working on the new area, as well as getting
the foundation of 3 new custom enemies finished. I toyed around with
how I wanted the area to look like for about 2-3 hours today, by
continuing to change to lighting, elevation, etc. I have almost come
to a decision, but I am not going to rush anything. For all of my
worrying, things seem to be on schedule. I think one thing that made
me worry was that things that should have been easy took forever, and
things that I thought were difficult were finished in a day...Go figure...
I will try to knock out
as much as possible, because I expect to be dealing with A LOT of
e-mails over the weekend, concerning the ALPHA. I have
to say, now that I have others helping me with Rose Of Eternity, I
could easily spend up to 4 hours just sifting through e-mails and
such. It is a very ambitious task of trying to coordinate
everything, and I know I am not perfect. I know there
are things that could be done more efficiently. This is all a
learning process, and I am very blessed that the people I have been
working with are ALL accepting of this fact. Many
thanks to all of them:)
Till tomorrow... |
1/10/06
- Tuesday: MOVING ON... |
 |
So, now the ALPHA is signed, sealed, and
released. And of course, there was a minor incident with a missing
hak, but the issue will be rectified before I go to sleep tonight.
In fact, the only person that pointed it out was Amy Laurin, so
hopefully, no one else has had a chance to dig into it yet...
With this new ALPHA,
first and foremost, the testers will see 95% of the bugs that they
reported fixed, as well as a whole bunch that I discovered, but never said
anything about. They will also get to play with a few new areas, see
more of the story unfold, and a lot of other small tidbits that I will not
disclose at this time (and hopefully, the testers will not leak anything
out as well:) ). I am really looking forward to their feedback, especially
with how I am treating the intertwining stories. As weird as this
sounds, I also can't wait to get all of the bugs. Now, there will
always be bugs during development, but the fact that I have been able to
have a good group of people finding them has really been a godsend.
If I ever get a development studio of my own, I know where to go to fill
out my QA department:)
|
| As for
myself, I was able to
start working on a new area, as well as some new monsters today. For
creating the new area, I did my usual routine which includes adding sound
effects, changing the fog, as well as some other visual settings.
Then, I simply ran through the area for about 15 minutes, to get a feel
for what it will look like when the player goes through it. I even
through in some enemies for fun. As for the creation of the new
enemy, all I was able to accomplish was creating their main weapon.
I did not add any Last Resorts or any other custom abilities
yet, as I am still not sure what they will be.
In general, I am going
to have to start coming up with some new things to talk about, because
from this point on, it seems like everything is a big spoiler:(
Hell, I am even running out of screenshots to post...
Till tomorrow...
!!!IMPORTANT!!! - NWVault
community member, and fellow builder Erik Karlsson 'Berra' has
a new live
journal where he talks about his upcoming module, Surviving
Horror 2. Additionally, like myself, he has a need for
testers. The difference is, his module is done, and ready to
go. He just needs a few BETA testers. If you
have a few hours to spend, send him a message at his live
journal. As I have been dealing with my ALPHA for
the past month or so, I know exactly how it feels to get the input of
others on a module before uploading it to the Vault where
anyone can play it. So, again, if you have some free time, shoot him
a message. Thank you:) |
1/9/06
- Monday: ALPHA V0.30 AVAILABLE TUESDAY MORNING!!! |
 |
I am tired as
all hell, so I will keep this short. The ALPHA is
complete, and ready to go. Tomorrow morning when I get into work, I
just need to package up all of the new files/haks/music files/etc, and
upload them. Once I do that, I will send out the links to
everyone. Thank you so much for your patience.
Till tomorrow... |
1/8/06
- Sunday: MISSED MY GOAL OF THE WEEK!!! |
 |
As you can
tell by the title, I missed my projected date for when I wanted the newest
version of the ALPHA to be released. Oh well, it
happens:( My apologies to anyone who was expecting it today...
Essentially, after
running through the ALPHA, I found yet another bunch of
things I wanted to change. Some people may look at it as being
picky, but the ALPHA testers have been very meticulous in
finding errors (THAT IS A GOOD THING BY THE WAY!), so I just
want to take care of as much stuff as possible. Towards the end of
the night, I decided to take a break, and watch an episode of 24 (I have
the DVD and love it).
After I release the next
version of the ALPHA, I will yet again move on to the next
area. In general, I am quite pleased with how things have been
progressing.
|
| The building
of Dematol in general has been quite interesting. I
have come back to it more than 4 times after leaving it for weeks at a
time, and still haven't finished it:) It's not that it is a very
large city, or anything like that, but there are just so many different
checks that have to be made everywhere, concerning who is in your party,
what state the game is in, what time it is, etc. I think it is
healthy what I do though, because if I work on it for more than 2 weeks, I
start to get burned out, and bored. So, I will probably leave
Dematol alone until the next time I need to get things ready for the next ALPHA.
Till tomorrow... |
1/7/06
- Saturday: MORE CUT-SCENE SKIPPING RELATED STUFF... |
 |
I was a
maniac today:) I must have worked on the module for more than 10
hours today:) No lie...As I have said before, I am not sure why, but
since I have been back from my 3 week vacation, I have actually been more
productive. I just feel more inspired let's say...
So, I did have one
moment today where I wasn't sure how to proceed. I have many
functions that run at the end of my cut-scenes, that aren't canceled out
by using the cut-scene skipping functions of Gestalt's Cut scene
Package. There is nothing wrong with his package, but I was
just doing things that aren't conventional. At any rate, once I
figured out how to proceed, it was smooth sailing...Sort of...
Once I got down to
implementing the skipping functionality, I realized it wouldn't be as easy
as I initially thought. Well, it wasn't hard, it was just a lot of
tedious work. Which is the reason I spent so much time working. |
| Luckily, I
was successful in implementing it for all of the major cut-scenes that
don't end in an area transition. I just have to add it to some of
the minor cut-scenes, such as the ones where you gain a new party member,
or special ability. Once I do that, I just have to go through the
game one more time, make sure everything works, and send the links to the ALPHA
testers.
Till tomorrow... |
1/6/06
- Friday: PARTY MEMBER ARTIFICIAL INTELLIGENCE... |
 |
Today was a
surprisingly good day. I got sufficient rest, and I actually stayed
up the entire train ride into work, and developed the entire time.
Since I still did not have much work to do at the office, I fixed some
bugs:)
Again, on the train ride
home, I stayed awake the entire to develop. I am proud to say I
successfully fixed all of the bugs/issues I had found earlier this week.
Once I arrived home, I
began working on something that is very important to me...Party
Member Artificial Intelligence. If there is one thing that
people should know about me and my goals for Rose Of Eternity, it
is that I want to bring party member functionality to the next
level. I already started the process with my Unison Ability system...The
next thing on my list was to extend the existing AI system for my own
needs... |
| So, tonight,
I wrote the core part of the scripts for how the party members in Cry
The Beloved handle equipping weapons/armor, as well as how to
intelligently switch weapons/armor in combat. Since I know all
of the possible weapons/items that will be in the game, writing the code
was quite easy. I worked in a lot of other nice features that I
can't really go into detail right now, but will definitely make things
easier for the more casual player...Tomorrow, I plan to take another quick
run through of the game, and then start packaging up all of the files for
the ALPHA testers.
Till tomorrow... |
1/5/06
- Thursday: GOOD, SOLID DAY... |
 |
So, the burning
question in everyone's mind is, did I stick to my plan? Well, yes,
and no:( As some of you may know, the Rose Bowl was on
Wednesday night, and since the game was so good, I couldn't go to sleep on
time. In fact, I didn't go to sleep until 12:30 am! Cut me
some slack though, because you don't watch Rose Bowl's like
that everyday:) Because of my lack of sleep, I did not get any work
done on the train ride into work.
When I got to work, I
tried not to call too much attention to myself. I just wanted to sit
down, and sift through various e-mails, and in general, not get any new
work:) Well, after about 30 minutes, a worker from the QA department
comes over to me and says, "Welcome back Leonard. I gave
you 30 minutes to get situated, and now, I have lots of questions for
you..."
That was more or less
the MO for the day. It wasn't too bad however, because it made the
day go by quite fast. |
| On the train
ride home, I did clean up more of the loose ends I had in my
notebook. About half way though however, I fell asleep:) See
what happens when I get to bed late? Once I got home, I got right to
work, since I missed out on the train ride into work, and half of the ride
home. There were so many little things I wanted to have done for
such a long time, so I am glad I finally knocked them out. Tomorrow,
I WILL get work done on the train. That is a promise!
Till tomorrow... |
1/4/06
- Wednesday: HOW TO PROCEED WITH DEVELOPMENT OF CRY THE BELOVED... |
 |
Okay, so my
vacation is officially over tomorrow morning:( So, I will just get
one thing out of the way. The ALPHA is not ready.
My sincere apologies to those who were waiting for it, but I wasn't able
to get through my my notebook of issues to fix. However, I
am confident I will be able to fix in the coming days. I will
outline how I will do that next...
So, even though
development has been coming along quite well, in the honor of the new
year, I need to do some re-structuring to better streamline
things.
GET TO SLEEP EARLY
Point blank, during the
week, I need to go to sleep a bit earlier...As in 10:00pm...As I will be
waking up at 6:00 am to make the train, I will need as much sleep as
possible. |
| LEAVE
WORK ON TIME
By following the
previous goal, I would have gotten to work before 9:00 am, allowing me to
leave at 5:00 pm. If I can do this, I will get home at 7:45
pm. This gives me more time to unwind before getting to sleep early.
ONLY DO TRIVIAL
TASKS ON THE TRAIN
This is quite
simple. I should stay away from large tasks that could possibly take
over 4 hours. An example of this would be when I was refactoring my
summons code. That sucker took like 4 days on the train! No
more of that I tell you...I will leave stuff like that to be done on the
weekends when I can devote more long term time to it. An example of
a smaller task to do would be adding placeables to an area, or fixing
typos.
DEVELOP MORE ON
TRAIN, AND LESS AT HOME
As the title suggests, I
need to do more on the train, and less at home during the week. When
I am on the train, I don't have any of the distractions I would have at
home, such as the History Channel, NWVault, or the internet
in general. Following goal #1 (Getting to sleep early), I should be
able to stay awake of the train, allowing me to achieve my goal.
KNOW WHEN TO QUIT
This last point is
definitely the most important. I need to know when I am doing too
much. Sometimes, I think I can do it all, but when I think about it,
I have been developing Rose Of Eternity as a whole for NWN
for over 20 months. That is a long time to have something in
your every waking thought. In short, it is stressful as hell.
And anyone who was following my updates in the early part of December know
the toll it took on me. As many have pointed out in their e-mails to
me, I need to stay alive in order to get Cry The Beloved out:)
I just need to stop pushing myself too much.
Till tomorrow... |
1/3/06
- Tuesday: BOY DO I NOT WANT TO GO BACK TO WORK... |
 |
Now, I don't
actually go back to work until Thursday, but I am already getting the
nasty feeling in my guy. That feeling that something is wrong.
Yep, the feeling of going back to work:( Now, I shouldn't complain,
because I knew damn well that taking more than 2 weeks off from work at a
time would make it harder to come back. I guess it is what I get...
Seriously though, I
truly wish I could do this for a living. It's not that I don't like
my job. I really do like it when I am there, but the commute annoys
the hell out of me, and in general, it was nice to not have to wake up
early every morning. I know that come Thursday, I will have to face
the realities of life again, but for the past 2 and a half weeks, it was
great!
So, today I did one
thing, and one thing only: Tested the module from start to finish,
and write down bugs/issues. It took me about 5 hours to go through
the module this afternoon, and that includes going outside to shovel for
20 minutes, and eating dinner for 30 minutes. I ended up getting
about 3 and a half pages worth of notes. Boy, am I going to be busy
tomorrow:) |
| Luckily, the
majority of the issues were typos and the such. There were some
quirks with my summoning system, but besides that, all is well. I
really wanted to keep going with adding new content, but I knew it would
be more beneficial to get this version of the ALPHA out to
folks as soon as possible. Tomorrow, I will begin to fix all of the
issues, and will most likely take another run through. The run
through should be quicker, as I won't be reading every sentence of every
dialog, and hopefully, if I get them implemented, I can skip the majority
of the cut-scenes that don't end in a transition to another area.
Till tomorrow...
P.S. I think
I have found the track I will use for the main theme for Cry The
Beloved. Before, I was thinking of using the track that is
played at the end of The Coming when you enter Dematol, but since
having this new track of repeat for the past couple of weeks, I am
beginning to change my mind. Nothing is concrete yet, but who
knows...At the very least, I will most likely use this one for the trailer
that I will release a few weeks before I release Cry The Beloved. |
1/2/06
- Monday: THE "INFAMOUS" RED BERRY QUEST:) |
 |
Ah, the Infamous
Red Berry Quest. So many e-mails and comments from people
asking why the hell I made them search all over the place for those
blasted red berries, just to find out they couldn't finish the
quest. Well, I was feeling very motivated, so I actually implemented
the end of the quest.
The end result was quite
good. I'm not sure how I came up with it, but I am very
pleased. In the process, I also ended up creating a new custom
item. So, even though I may have pissed off players in The
Coming, I think they will be pleasantly surprised for having so
much patience.
I also did some more
work today with some conversations (*sighs*). I guess
I should just stop complaining, because I have a lot more to deal with... |
| I added some
more party member functionality as well. If you recall, whenever you
gain a new party member, I play my signature cut-scene where the camera
rotates around them. Well, the code I wrote for it last year still
works for any new party members I come up with. So, you can imagine
how pleased I was when the cut-scene worked perfectly when I
was adding a new party member.
I didn't get to mess
around with any new custom monsters today, but tomorrow, I will definitely
focus on playing through the module, and making sure there are no
show stopping bugs. Have to have that ALPHA ready:)
Till tomorrow... |
1/1/06
- Sunday: ONE HELL OF A YEAR!!! |
 |
Well, the
title says it all. It has been one hell of a year, and I have to admit, I
never in a million years actually thought it would be this good.
Yes, I have had my ups and downs, but hey, that's life.
So, usually, at the
beginning of them month, I reflect on what happened the previous month,
and what I plan to do in the coming month. Well, as you can imagine,
I will be sticking with the same theme. Just replace the term month
with year:)
***Warning*** This
could get long, so for those that just want to know what I did today,
scroll down to see you see the appropriate title.
As I stated before,
exactly one year ago, I really didn't imagine I would be where I am
today. In fact, I was on the verge of giving up with development on The
Coming. |
| If I
remember correctly, I was working on the Challseus quest.
For whatever reason, I just started getting various doubts in my head of
how successful my module would be. Plus, I was just damn
tired. I want a life of my own again, where I could actually play
video games again. Luckily, I had just received a laptop for
Christmas, so I was able to work on the train ride into and out of work,
which helped me a lot. Then, I just got my inspiration back. I
just felt like I had to finish what I started.
Funny thing is, The
Coming was delayed more times than I am willing to say. I
never actually posted anything on any forum giving a specific date, but
mentally, I have many release dates for it, that I never
obtained. In fact, I was really close to releasing it in May, but
then I went through a period of not thinking it was good enough, which
pushed the release date back to the current one (July 6, 2005). I
remember the weekend I released it, I was in Baltimore for a
bachelor party for one of my best friends. Even though I was happy
to be around all of my close friends from elementary and middle school, in
the back of my head, all thought centered on Rose Of
Eternity:) At one point, I was getting yelled at left and
right because I was spending too much time at the main download page,
instead of actually hanging out with them. Thankfully, a community
member by the name of DaNippers fielded the majority of the
questions, as he was one of the 1st to download it, and go through it
multiple times. Many thanks to him again. So,
the very 1st month was very good in my opinion. I got tons of
downloads, tons of votes, and A LOT of feedback.
Because of the way The Coming was being received, I
immediately began to work on Cry The Beloved. Some say
it was a crazy decision, and that I should have given myself more time,
but I have to admit...I was addicted to building, and making my long time
dream come true... After
about a month into building, I decided to put up the Job
Opportunities page, and was totally flabbergasted at the
amount of e-mails that I received from people. I never actually
thought people would put in THEIR free time to help me with
my dream. It is a testament to the greatness of the NWN
community. The state of Cry The Beloved could never be
where it is now, without the help of everyone. I
often just sit back and reflect on how things have gone from April
16th, 1999 to today. Just a little vision in the head of
myself and co-conspirator Brian Rhodes turned out to be
this. You know what sparked the idea of Rose Of
Eternity? One night, myself and Brian were
sitting on a cliff called Khal Rock. It was the local
hangout for everyone. Right in front of Khal Rock was
the Hudson River, which flows from the north of New
York all the way to New York City. There are
countless bridges up and down the river, but we were looking at the Franklin
Delano Roosevelt bridge. Then, out of no where, Brian says
what I will never forget: "Hey Leonard. Wouldn't it be
cool if in the beginning of some RPG, they were building a bridge.
And, if you actually sat there for many game days, the bridge was actually
built?" At the time, the concept seemed very
cool. Then, we started talking about who could be
building the bridge. Then, and I still don't know how I came up with
it, I thought of the name, Defenders Of Legacy. We now
how the bad guys:) So, we needed some protagonists of
some sort. I will now share some notes I jotted down, straight out
of my original notebook. Now laughing please:) 4/16/99
- When walking though first forest with Hero, masked woman, and wizard,
run into many ambushes with enemies. 4/17/99
- In the beginning, credits roll as you're kicked out of beginning
village. 4/18/99
- Main 20 year war occurs between Defenders Of Legacy and some other group
(note to self, come up with name of other group...). 4/25/99
- "The Coming" - Clopon's Mentor: He is murdered by a lieutenant
of the Defenders Of Legacy for preaching about the inevitable fall of
them. He is really good friends with wizard (note to self, must eventually
come up with name of wizard...). 4/25/99
- "The Coming" - Wizard: He is met in a forest. You find out
that the Defenders Of Legacy want to get him also. He speaks of Clopon's
mentor and she tells him the bad news. He and Clopon vow to kill the
mysterious "lieutenant" of the Defenders Of Legacy. 5/3/99
- "The Coming" - When Clopon and Main Hero meet Wizard, a fight
breaks out at his house with some Defenders Of Legacy. 5/3/99
- "Rose Of Eternity" - Source of all life for entire planet.
Widely known that when the last petal falls off, world comes to an end.
When world is prosperous, and filled with good people, the rose
blooms. When opposite, it starts to wilt. In beginning of trilogy,
rose is already wilting. "The prophecy of time" is when someone
brings the peace to the world. ...Yeah...Stop
laughing now...So, note that I left out the notes that would give
spoilers, as there were a lot. Anyway, as you can tell, I hadn't
come up with a name for Aramus, Challseus, or Kain. Looking
back at these notes, they seem very cryptic, and would only really make
sense to anyone who knew about the Rose Of Eternity. Some
things that I wrote about 6 and a half years ago actually made it into the
1st game. Some didn't. It is still a pleasant trip down memory
lane to read through these. Perhaps I will continue to post some of
my old notes this week... Now
that I am done looking into the past, I need to look ahead to the
future. This year has the potential to be better than 2005. By
all means, Cry The Beloved is a better game than The
Coming. It may not get as high a rating, or as many
downloads/votes, but I know it is better. The only
concern is, getting it done in a timely fashion. I know that the
population of the NWN community is declining. I know it will get a
bit of a spark right before NWN2 comes out, but for all intensive
purposes, it will never be the way it was. That said, I really need
to get it out to reach as many people as possible. Yet, I don't want
to rush it so much that the quality goes down. It is a weird
predicament, but I will just have to grit my teeth and get through
it. Here's to a wonderful 2006! (raises glass of wine in virtual
toast). UPDATES
- Actual Stuff People Come To This Page For :) What
did I accomplish today? More and more conversations. If I
could go back and design things differently, I wouldn't have had so many
damn characters in the game:) Well, it isn't that bad. Once I
finish it up, I will be moving on the the next combat area for the
game. This is where my talents truly shine (in my opinion), and I
always have fun building them, so I can't wait. Lately, it has been
very hard to actually talk about what I did without giving
away any spoilers. In the 1st months of these daily updates, I could
freely talk about the work on Dematol, because everyone knew
that is where Cry The Beloved starts off. Now, things
are getting harder. As
far as the new enemies, I have had about 5 new ideas bouncing around in my
head, and I haven't actually settled on any one yet. Hmm, maybe I
can just use all 5 ideas:) 3 of them I know without a doubt I could
implement. The other 2 I am not e | |