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| |
Return To Cry The Beloved Status
7/31/06
- Monday: MORE ABILITIES... |
 |
So today, I
put in some more time on some polishing. The particular system was
actually the first thing I began to work on right after releasing The
Coming. Since I am a one of the programmers that comments all
their codes, and puts dates next to all changes, it was funny to edit
scripts that had the following:
/*
* BRC (c) Copyright 1994-2006
*
* This manager will handle all functions
* dealing with (No Spoilers Now!)
*
* Revision history:
*
*
31-Jul-06 LB (No Spoilers Now!)
* 31-Jan-06 LB (No Spoilers Now!)
* 14-Sep-05 LB (No Spoilers Now!)
* 28-Jul-05 LB Created.
*/ |
| Yeah, my
work habits cross over to this in more ways than people can possibly
imagine. Oh, and don't think you guys will be getting any spoilers out of
me! Not yet! But yeah, it definitely puts even more age on me. It makes me
think of my first I wrote. Remember the archers practicing in the
Northeast corner of Aribine? Yep, that was my very script,
if I remember correctly. Or, it could be the one that has the patrolling
guards equip torches at night... Oh well, at any rate, those were hard as
hell to script back then. Now, I could probably do them while writing
this update:) I really do feel at home in the toolset.
A little off topic, even
though scripting in itself is quite basic, it still helps me continue to
hone my skills in the real world. We are thinking about implementing our
own scripting system for our phone apps at work, so I obviously will have
lots of input, regarding what I can do with NWScript.
Anyway, back to what
people care about. After some of the polishing, I began to create the
first of the last tier of custom abilities for party members. I have to
admit, it slipped my mind:( Fortunately, it isn't a new system, so
plugging in new abilities will be a cinch. I will most definitely finish
the first one on the train ride tomorrow.
Right now, I am debating
on if I want to release the BETA or not. There have been
significant changes to the existing content they have tested, as well as
new content ending up to the end game. Even more, I am really looking
forward to playing through the game again. It has been about a month or
so... Maybe even more... Besides seeing how long it takes me (which is
very important to me), I just want to experience everything from beginning
to end, to make sure everything feels right. After developing in isolation
for long, I really need to get back in the mode of knowing how the player
will experience the game. Sure, I can code up some crazy fighting
situations that seems cool in isolation, but perhaps when put with
everything else in the game, it may be too much. Maybe at that point,
people will be tired of fighting... I doubt I will come across these
problems, but these are things I need to keep in the back of my mind. The
thing is, I won't be able to test it on the train, since whenever I am in
game, the power is sucked out of the battery like crazy... Maybe I can
just get these last custom abilities in, add a few more quests, and get
some more editing in... We'll see...
Till tomorrow... |
7/30/06
- Sunday: 26 YEARS AGO TODAY... |
 |
...A little
baby named Leonard James Bedner was born. Yes people, I am
an old man... In my eyes that is:) Seriously though, the older I get, the
easier it is to deal with. When I was around 22-23, I used to have fond
memories of my high school days where I didn't have a care in the world,
aside from what girl I was trying to get with:) I really did miss those
times. All of my older and more experienced co-workers used to always tell
me things, like "We all felt like that too. Once you are closer
to 30, you just learn to deal with it". Well, I am not 30
yet, but I have dealt with it. Time goes on, I get older, life goes on,
yada yada yada.
Since it was my
birthday, I figured I would have the respect of everyone and be able to
work on the game without any interruptions. Boy was I wrong... In a good
way that is! First off, my girlfriend woke me up around 9:30 am to have a
very nice, and delicious breakfast. Not a bad way to start the day off. |
| After she
gave me some birthday cards from various relatives, I was ordered to get a
shower:) At this point, I was thinking, "Am I going to be able
to work on it at all today?!". Once I was ready, we ended up
going to the town park, to play some tennis. What a great surprise that
was! I used to play all the time back in the day, but as you can imagine,
I have been preoccupied with other things. Unfortunately, I am very much
out of shape, so you can imagine how tired and sweaty I was when we were
done:) Yeah, I gotta start working out again. Interestingly enough, I used
to work out all the time 2 years. Even more interesting, I started working
on Rose Of Eternity 2 years ago. Coincidence?
In the afternoon, I was
able to sit back, catch my breath, and do some more work on the game. I am
happy to say that I have finished up all the work on the current sequences
I have been working on the past few days. I mean, I tested the hell out of
it so much that I don't even think any of the BETA testers
will have any problems with it:) So now, I am in the position of what to
do next. I admit, I did want to have the final battle finished off,
however, I am certainly not going to do that much work on it during the
week on the train. So, I might go back to polishing some more things up.
Meh, either way, I gotta do it all anyway...
Unfortunately, crunch
time is now in effect, even more so than usual. By this, I mean I am going
to be very strict on the amount of work I get done during the day. I
really need to bring it home, and get this thing released. I won't rush it
(you all should know that about me right now), but I suspect I might have
some sleepless nights ahead of me. Ah, the love of game making. Also,
being able to work from home on Thursday's will help out the situation as
well. I also suspect I will be eating lunch at my desk from now on too.
Yep, no foosball for me at work for a while. As I have mentioned before,
all that is left that is really major is the final 5% of the final battle
(why is it taking so long!), the ending sequences, and the polish. As for
when I will begin to release the little tidbits of what makes this
adventure so much different than The Coming, I will be
making that decision quite soon. Could be as early as the next few weeks.
Then, there is the other
project that I am a part of, that I have been alluding to the past few
weeks. I obviously can't say much about it, but the world will know very
soon. Yes, very soon, the gag will come off...
Till tomorrow... |
7/29/06
- Saturday: LOTS OF FINISHED WORK TODAY!!! |
 |
Today being
Saturday, I really had no excuse to not get a lot of work done. And you
know what, I didn't disappoint:) I was able to put the finishing touches
on a particular part of a large sub quest. For another part, I just need
to finish off the last 10 seconds of the cut-scene. I have to admit, this
cut-scene had me reminiscing about The Coming, because it
was a cut-scene longer than 3 minutes. As amazing as it sounds, while
abundant in The Coming, it is really a rare occurrence in Cry
The Beloved. At any rate, if people are playing through the game
again, they can just skip it:)
Tomorrow, I will finish
up the aforementioned cut-scene, and then start some brainstorming on the
last battle. It has been a week, and there have been various ideas
floating in my head. Bear in mind, the fight itself is about 95% done. I
just need to give it that special something... That special touch... I
don't know... I am just not happy with it right now. Oh well, it is what
it is...
Till tomorrow... |
7/28/06
- Friday: A LITTLE SCHIZOPHRENIA NEVER HURT ANYONE... |
 |
...At least I
hope not... Because, that is exactly how I feel, with regards to how I
have been moving from one little scripting project to the next. Since my
battery life sucks at the moment on the train, I am now only handling pure
scripting tasks while on it. Let me tell you, I must have touched about
4-5 of the custom systems within 2 hours yesterday. There has been so much
I need to do for such a long time, so it feels good to be able to finally
knock them out once and for all. In fact, what I am doing right now is
what I was supposed to start doing after I finished the last battle, but I
obviously had to switch my plan up.
One of the more
interesting systems I made additions to was in fact the first thing I
worked on with Cry The Beloved, a mere week after releasing The
Coming. It's interesting to come back to code I wrote a year ago,
code I know I designed to be able to be flexible, and
dammit, have it actually be flexible! I was able to plug and
play with ease. Well, I am off to actually take a look at that stuff I
have been working on all week in game. I hope it works...
Till tomorrow... |
7/27/06
- Thursday: THE THINGS YOU LEARN... |
 |
So today, I
continued with my strategy of only working on things purely in the toolset
(scripting, area design, etc.), and leaving actual in game testing until I
get home, when I can actually have a full power supply. The good thing is,
I knocked out a lot of minor bugs doing this. As far as the main sequence
I am working, I have to admit, it is very weird to script the entire
thing, and then hope it works. I usually script a little, test a little,
rinse, repeat. Oh well... Sometimes, you gotta adapt...
I also discovered
something today that is probably known to all the other 3 million plus NWN
members... I really had no idea that you could simply drag a potion to a
party member, and have them drink it. Why, I don't know, but I think it's
pretty cool:) Yeah, yeah, I guess that is what I get for not really
playing NWN... Tomorrow, I get to script an entire cut-scene, without
being able to actually view it until later in the night. Joy!
Till tomorrow... |
7/26/06
- Wednesday: DAMN BATTERIES... |
 |
So, I am
thinking I need a new battery for my laptop. For the past few weeks, while
on the train, I literally get like 30 minutes out of the charge if I
am running NWN. As in, actually playing it, not just using the toolset. I
have gotten around this somewhat by only doing scripting on the train, and
then everything else when at home, when I can plug it in. It isn't a big
deal really, but a bit annoying. I have just accepted the fact that
anything and everything will happen to stop me from releasing this damn
game:)
In terms of what I did,
on the train ride home from work, I did the scripting to implement the new
custom ability that was brainstormed on the forums a few days ago. I
cleaned it up when I got home. All I have to do now is create the
interface for how the player will control this ability. This is something
I will definitely do on the train ride tomorrow morning. Oh, I did other
things, but I can't give away too many spoilers:) |
| Finally, I
have narrowed down the choice for the theme song that will play when the
credits run to 2 tracks. As always, I will have to keep listening to them
until I find what I want. Plus, I have to make sure everything is in sync
with them, which will prove to be a tad difficult, as these are some long
pieces. We'll see...
Till tomorrow... |
7/25/06
- Tuesday: MUCH BETTER... |
 |
So first off,
I just have to say that I am feel A LOT better. I can now
sit on my ass with feeling like I want to cut my ass off:) Also, thanks to
everyone who wrote me e-mails explaining to me different solutions to get
better. I actually just lumped everyone's suggestions together, and lo and
behold, I am fine! Now I am free to worry about other things:)
So, this morning, since
I could actually sit, I decided to go through some edits that Jason gave
me last night. While I was doing it, I was listening to some music, and
began to think about how I was going to deal with the custom music of the
game. If you remember, with The Coming, I had 2 versions of
the module, one with custom music, one without. Well, to be honest, I
don't look forward to doing this with Cry The Beloved, although
I suppose I am just going to have to. I mean, I don't even listen to the
standard NWN music enough to know what I want to use. I guess I can just
re-use what I used in The Coming... The problem is, there
are a lot more cut-scenes that depend on certain pieces of music this time
around. When I say dependent, I mean run in sync with the music, like the
opening intro cut-scene when you first enter Aribine. |
| Oh well, I
guess if someone doesn't want to download the custom music, they wouldn't
appreciate said cut-scenes anyway, so I guess I shouldn't have to worry
about. Though, I will leave it until the very end of
development. I do not want to put that much time into it at all...
Going back to editing
real quick, I still have a ton of stuff Jason did
for me for The Coming damn near a year ago! I got through
most of it, but then I got back into fulltime development of Cry The
Beloved. Then, when he joined the team, he focused only on Cry
The Beloved, and I forgot about his older stuff. Thank god I am a
packrat, and saved his e-mail from last year, with all the changes (I have
reformatted my laptop at least 3 times since then...). This won't be a
priority, but once I am done with this game, I do want to go
back and get the changes in. Some people may think it is weird, but I
still want to appease new fans to the series, not just the ones waiting
for Cry The Beloved.
So, now to what people
come here for. My update... As I mentioned yesterday, I took a step in a
different direction yesterday, as I had a severe case of designers block
when it came to finishing off the final battle of the game. As always, I
am very glad that I did, because I have all but finished off this little Easter
Egg side quest. I just have to throw in a few cut-scenes, do some
more sanity testing, and I will be done. I will probably look to some of the
writers to come up with some flavor text for the area, but besides that,
things are coming together quite well. I think I will just finish this
off, and then leave the last battle implementation stuff for the weekend.
Makes sense to be able to have 8-10 hours of dev time to do that work, not
just little snippets of time here and there during the week.
Also, a thread popped up
on the forums about how to make a particular custom creature a bit more...
well... custom:) It was really just a suggestion, and as always, many
ideas came pouring in. I now have a little side project, which I could
most likely finish on a train ride to work. It's great when people come up
with the ideas, and all I have to do is implement them:)
Till tomorrow... |
7/24/06
- Monday: NICE LITTLE SURPRISE... |
 |
So, I woke up
this morning, and thought, "Screw this, I am working from home
today. No way in hell I am sitting in those uncomfortable chairs on the
train!". So, I did just that. Besides taking a team meeting
conference call, the majority of the day was pretty good. I have to
reinforce the fact that I really do work better from home. For whatever
reason, I am more focused, and get more done. Plus, I didn't have to waste
4 hours of my life on the train...
In terms of game
development, this was definitely the best day in the past 4-5. I was
getting a bit of designer's block today, so I moved on to another section
of the game, which will have to get done eventually. I am so close to
putting a close on the end game content, but it just quite isn't there
yet. And, I refuse to rush it. So, what better way to make good use of my
time than to move onto something else, and then do some brainstorming
while I lay in bed before falling asleep? |
| Luckily, I
was able to knock out a lot of this new content in a few hours. The main
area design is done, so I just need to add a few placeables here and
there. I have already had an idea of what enemy the player will fight
here, and I actually was able to find the perfect custom monster model for
it (thank you CEP!). I just need to add a very special
custom ability, play test it a bit, and I am done. Since this is one of
the Easter Eggs, it doesn't have to be elaborate, so that keeps the
design/implementation time down.
To be honest, I am not
sure if I will continue with it or not tomorrow, because I might get
inspired a bit to finish the end game. I mean, I can always come back to
it later, and in fact, I have to! Well, I am about to go to sleep now.
Hopefully, something will come to me either before I sleep, or even
better, in my dreams. Yes people, I have come up with many ideas from
dreams (I will write stuff down on a pad of paper after waking up from
some crazy dreams). Maybe one day, I will explain how I came up with the Keeper
Of The Rose, and more importantly, the entire concept of being
reborn various times over 4000 years. I am 100% positive no one can guess
where the idea came from:)
Till tomorrow... |
7/23/06
- Sunday: GETTING BETTER... |
 |
I am finally
feeling the sore go away. I can manage to sit down now with only moderate
pain. Unfortunately, there were other things that took priority over Rose
Of Eternity for most of the day. Sadly, I cannot mention it at
this time (though I really am busting at the seams to let this little
secret out!), but just look at it like this. If it kept me from
development, then it must be important!
Till tomorrow... |
7/22/06
- Saturday: DAMN WEDDINGS... |
 |
Sigh... Yet
another couple got married before I could finish this game. Man, I don't
understand why they can't wait until I am done, so I don't have to spend a
day not developing. How selfish of them:)
As expected, the wedding
was pretty cool, although my sore really started to become... well... sore
after 5 hours or so. That was my cue to leave:)
Once I got home, as
expected, I took it easy. I really want this thing to be gone before I have
to go back to work and sit on those infernal seats on the train.
Till tomorrow... |
7/21/06
- Friday: TAKING IT EASY... |
 |
Not much to
talk about today. I was still in pretty excruciating pain, so I have to
admit, I did not feel like doing much work on the train to/from work. Once
I got home, I did some minor scripting work, but since I knew I was going
to have to be at a wedding tomorrow, I went to sleep early, so that my
sore could heal...
In short, not a very
productive day...
Till tomorrow... |
7/20/06
- Thursday: ...OH, THE PAIN!!! |
 |
So today, I
continued to polish up this final fight, changing various elements such as
scripting, item properties, etc. Also, during downtime at work, I worked
on a bit of a bug that has been persistent for a while. Those who played The
Coming will remember that when talking to Clopon or
Challseus, you could ask them to cast various spells on you. Well,
I sort of fell behind in this effort with Cry The Beloved, so
any new spells they have learned weren't being added. So, I bit the
bullet, and forced myself to do it. Mainly grunt work, but essential grunt
work nonetheless.
Also, I need to explain
why I have been late with updates recently. So apparantly there is
something called a bed sore, which people start to get when they lay in
the bed for a long time. Apparantly that was one of the reason why Christopher
Reeve passed away.. At any rate, there is something that is sort
of the same, but for people who sit in particular positions all the time.
|
| As you can
guess, I am in the predicament. Basically, I have this huge ass sore on my
tail bone, making the everyday action of sitting unbearable. As I write
this on the train, I am in excruciating pain. According to all my
co-workers who are 40+, since I already spend so much time sitting (train,
work, etc.), since I did so much work on the game while on vacation (where
I was obviously sitting down), the sore formed.
Now, I have had various
ailments over the past year of development, but this takes the cake. I
mean, this is all new to me. Just because I sit a lot, now I have to go
through this incredible pain? This is another reason why I need to finish
this game up as fast as possible! At any rate, bear with me. I am only
human, and I am not going to lie. This past week has been hell, and
unfortunately, I have a wedding to go to, tomorrow which means I have to
get up early (not allowing any extra rest to heal the sore), get a
haircut, where consequently, I sit in a uncomfortable barber chair. Then,
I imagine I will have to be at this thing for a while, so I will be
missing out on rest then too.
In short, this sucks...
Till
tomorrow...(maybe...)...
P.S. If anyone has any
ideas of possible remedies, or how I can nullify the pain, please tell me! |
7/19/06
- Wednesday: IF I KEEP PLUGGING AWAY... |
 |
...I might
just finish this thing:) Seriously though, I am happy with the way this
final boss fight has been turning out. Obviously, I want it to be very
cinematic, and something the player will fondly remember. I did a
lot of play testing today with it, to make sure everything is as
balanced as possible. I have to admit, I was spending the majority of the
time toning the difficulty down, than making it harder. Obviously, tough
fights is one of the things I want to define this series, so I always
start out hard, and then tone down. Then, the BETA testers players play
the fight, and I end up toning it down even further:)
It would be nice if I
could be done with the final fight, and the cut-scenes that go along with
it by the end of this weekend. Even better, if I could finish the final
sequence after the fight, I would feel good about where I am with
the game. Once that is done, I can go into full polish mode. At this
point, I will most likely start my marketing campaign, allowing people to
finally learn about everything I have been doing this past year. I will
probably try to take on some more BETA testers. It's always good to have a
fresh set of eyes. Yep, I am almost there...I can smell it:)
Till tomorrow... |
7/18/06
- Tuesday: BACK IN THE GROOVE...FINALLY... |
 |
So, I am
finally back in the groove of this damn real life work thing... I
obviously still wish I was still on vacation, but I'll get over it.
So, I was a little disappointed
this morning. I apparantly didn't charge my laptop last night, so I
couldn't do anything but sleep on the train:( On the way home however,
though my laptop had power, I was doing some non ROE related stuff on my
laptop, but I cannot really get into that right now *looks both ways*
At home, I finished up
the last bit of foundation for a new cut-scene, and went back to work on
the final fight scene of the game. As always, I am trying to make it as
unique as possible, which includes custom abilities and whatnot. This will
be the toughest to balance, because it is at the end of the game, where
people will have acquired a different set of abilities and items.
Hopefully, my BETA testers will be nice to me:) |
| A bit of the
Extreme Programming lesson I learned kicked in today as
well. I came up with a pretty cool (in my opinion anyway!) variation for
the last fight scene. This of course was totally unexpected, but I don't
expect it to take up that much time. In reality, even though I know who
the player was going to fight, I never mapped out how the battle will pan
out. I mean, I do daydream about this stuff at work, but I
never have anything concrete until I sit down and implement it. So, as I
always do, I am creating this final fight as I go. Don't worry people, I
know what I am doing! The idea I had was something I actually wanted to
implement somewhere else in the series at one point, and I just figured
having it at the end would be a great way to end the game. Hopefully,
people will agree with it:)
Finally, for the past
few days, I have been doing something I should have done a long time ago:
Creating my library of old school video game music. The site, VGMusic
, has one of the most extensive lists of old school songs, in MIDI
form. I don't mind the song format, because well, the damn songs are so
old, there weren't even MP3's yet, so the quality is the same anyway:)
Plus, I can keep a lot on my laptop, without worrying about space.
I already downloaded all
the music for one of my favorite series, Double
Dragon. However, the biggest undertaking will be getting all
the music for the famed Mega
Man Series. The funny thing is, my entire life,
I have loved this music. I remember throughout middle and high school,
when I moved on to other systems, I could still hum the music to this
game. Back then, you have to remember: I was the only person in my school
that was like this, so I thought I was just weird. Well, to finally grow
up, and find out that most people consider it some of the best game music
for the NES system makes me proud. In fact, Gamespot
has it listed in their Greatest
Games Of All Time section. See, I'm not the only one! Oh, and
for the record, I think the music in Mega Man 3 might even
be better than in Mega Man 2...
Till tomorrow... |
7/17/06
- Monday: STILL ADJUSTING... |
 |
I was
literally a mess today. I am going to describe what happened this
afternoon, and you will know why I am keep this update short.
So, I usually try to
leave the office at 4:50 pm to catch the 5:28 train. Since it is like 100
degrees in Manhattan, I decided I wanted to leave earlier. You see, I
usually speed walk to the train station, but since it was so hot, I didn't
want to get all hot, sweaty, and sticky, and in general, feel like shit.
So, as always, someone had some freaking problems that only I could fix,
and they decided to come talk to me as I was about to leave. After helping
them, I realized I missed my train, so I decided to get the 5:50 instead.
I left the office early, didn't speed walk, and was totally soaked in
sweat by the time I got to the train station. I was also sore, as I have
been sitting in the same chair these past 3 weeks, not having to walk back
all over Manhattan.
When I got on the train,
I breathed a sigh of relief, as the AC was working quite well, and I found
a comfortable seat. |
| After
putting my headphones on while I prepared to do some game development, I
noticed many people getting up. The only thing I heard when I removed my
headphones was "...track change to track 35...". I
was so pissed, because I actually got a nice seat by getting
there early, and I knew that since it was so late when they
changed tracks, finding a good seat just wouldn't happen.
As I expected, I found
no good seat, so I had to settle for a pretty crappy one. Then it hit me.
I was still sweating. What's this? No AC in this train? Of
course not! GRRR! I was so hot and sweaty, I couldn't even concentrate on
game development, so I just turned my laptop off. Then, about 20 minutes
after we left the train station, the train just stopped. It then proceeded
to go backwards for another 20 minutes. I won't bore you with the
miniscule details, but there were track problems.
In short, my afternoon
sucked... Fortunately, I got a nice bit of work done when I got home.
Unfortunately, I am so exhausted from today that I am going to crash now:(
Till tomorrow... |
7/16/06
- Sunday: PREPARATIONS... |
 |
So, as you
all know, I go back to work tomorrow. Because of this, there are many
things I have to do to prepare, one of which involves going to sleep
early, as I have been going to sleep at 4:00 am, and waking up at 11:00pm
everyday for the past 3 weeks.
In short, I did stuff
today, I just don't have time to write about. Well, going to go back to
getting ready for my return to real life again. Wish me luck:)
Till tomorrow... |
7/15/06
- Saturday: ...THE LIGHT AT THE END OF THE TUNNEL... |
 |
The good old
light at the end of the tunnel. I can see it. No, I really can:) I think
one of the best feelings in the world is sense of accomplishment. I got to
feel it with The Coming, and bug God, I will soon feel it
with Cry The Beloved. It goes without saying that managing
this entire project has been very taxing on my life, and has introduced a
new level of stress I never imagined I could have. My nature, I am a nervous
person, so this entire thing just made it worse.
You know, I have to
somewhat agree with some of the elite module authors, such as Adam
Miller & Savant. Making smaller, episodic type modules seems
to be a better way to handle games. This behemoth that is Cry The
Beloved so overwhelming at times, I feel I will lose it. If I only
had to worry about creating a high quality 3-4 hour game every 3 months or
so, I believe my stress levels would be lower. Oh well... I may say this,
and think it in my head, but when it comes down to it, I would
rather play a long, more epic game, so I will probably stick to this
format. I can dream though, right? :) |
| So, even
though I have very grand plans for what I will do with my life in the
months after I release Cry The Beloved, I still find myself today
already picking out tracks to use in Rose Of Eternity -
Chapter 3 - ?. Hell, even Jason came up with a funny
little scene involving a very much loved/hated party member, which would
fit in perfectly with the story of the next game. I am
scared that when I am done, even though I have been bitching about taking
a much needed vacation, I will be in the new toolset for NWN2, cranking
away. Man, I might need to go to counseling for this:)
For tomorrow, I might
keep it simple. I have various edits to dialogues I need to make, and I
might take a look at a bug that has been persistent since last October.
Decisions, decisions...
Till tomorrow... |
7/14/06
- Friday: AND, THAT IS THAT... |
 |
Well folks,
kiss my vacation goodbye. Back to real life, so they call it... Today was
actually more pleasant than I anticipated. In the beginning, I started out
with the rewriting of some scripts that got lost in a system crash last
night. Last night, I swore it would be easy to remember, and in fact, it
was. However, as I redid it, I started to rethink how I wanted to
implement it. A few new custom scripts later, and I was satisfied.
After getting some
lunch, and more or less enjoying my last real day of vacation (hey, I'm
not a slave!), I ended up going to see Superman Returns. It
was a very entertaining movie. I am not a purist, so I have nothing to
complain about, regarding if things were to "moviefied".
After getting home, and
taking care of some other business, I got back into implementation. As
always, there was some weird bug that was occurring with one party
member, so I spent a while tracking it down. |
| I never did
track it down, but it went away, so I moved on. I'm sure it will be back
to bite me in the ass later. Most likely the night before I release Cry
The Beloved:) So, instead of continuing to work on a particular
fight sequence at the end of the game, I went back to refine this
particular new custom ability. It is the only one like it in the game, and
I think I will leave it at that. I want to make it a very special ability
for the player, so giving out more than one would just water down the
whole "awe" effect. As far as what I did to the
ability, I simple added a new VFX, changed some of the functionality, and
then play tested it in a battle 3-4 times. There is just one more thing I
need to add to it, but I think I will do that tomorrow.
Once I finish off this
ability, I will continue with the battle scene, and the corresponding
cut-scenes that go with it. I also need to add more ambiance to what will
be the 2nd to last area of the game. I might have mentioned it was the
last, but I can't make it that big because of lag reasons. No worries,
because I always have a plan B!
Till tomorrow... |
7/13/06
- Thursday: ONLY 1 MORE DAY LEFT:( |
 |
Tomorrow is
my last day of real vacation! I don't want to go back to work! I knew I
would feel this way, especially after being off for 3 weeks, but... I have
to say, I really got used to doing what I wanted, when I wanted, and had
no worries, other than game development related stuff. I don't know... I
just really want to do game development full time. I really had a blast
these past 3 weeks, and unfortunately, it is almost over:( Back to real
life... Back to the dreaded train down to Manhattan. Back to office
politics... Back to long, boring meetings... Oh well, such is life...
So today, I was pretty
focused. I had this area, and although the original idea was to make it
one big area, those damn limitations of NWN are forcing me to split it up.
It isn't really that bad... As usual, an idea sparked in me on how to make
the area more dynamic, and interesting, so I spent a few hours
implementing that. Besides a few glitches here and there, it worked out
pretty well. I also did a bunch of test fights with some new enemies. I
didn't get a chance to give them any custom abilities, but I will get to
that tomorrow. |
| I also
started the framework of a very new and special ability. I haven't decided
when/where the player gets it, but it will play a very big
role in the end game events. I actually had the brunt of the work done,
but the toolset crashed on me when I was trying to save:( It wasn't a big
deal, because the majority of the time I spent on it was thinking how to
implement. The actual work wasn't that much, so I will re-write the
scripts tomorrow morning.
Till tomorrow... |
7/12/06
- Wednesday: A BIT OF AREA DESIGN... |
 |
Today was an
interesting day, to say the least. I started off with my usual glue routine.
You know, making sure all the external content I created was connected
properly in the game, and that if I chose to send out an ALPHA today,
the player would be able to reach it. This wasn't any major work, but it
felt good to get it done.
I then began designing a
new area. This area has the potential to be the last playable area in the
game, but I haven't decided yet. I need it to be big, but since this
particular area doesn't really need any placeables, I might be able to get
away with it. However, if things start to lag up, I will be forced to
break it up into 2 areas. It isn't a big idea, but I hate transitions
sometimes, as it can take the player out of the action. We'll see...
Because this area I am
building is comprised of tiles I never really worked with before, I am
going through the learning process of being able to do what I want. |
| Any builders
out there know what I am talking about. Some tiles can only be used with
other tiles, some tiles can't be used on certain surfaces, etc. Once I
build one area with a tile set, everything is all good, but the first
time, there is a small learning curve. Plus, since this is a custom tile set,
there are so many tiles to pick from. I have to admit, I was
a bit overwhelmed at first, but I finally got a handle on how everything
works together. Once I had a small prototype area, I hit the old F9 button
to jump into the game, just to see how everything looked. Sometimes, you
just can't tell from looking in the toolset. After doing this a bunch of
times, I got the lighting and other visual properties set the way I want
them. I know what sound objects I want to use, but I didn't put them in
yet. I also tested one fight with one of the custom enemies you will have
to fight, and though it was hard (just the way I want it), there was
nothing special about it. After I give them some custom skills, I will be
happy:)
I am feeling very
motivated, mostly because what I am doing doesn't involve any writing, so
I am going to sleep, in order to try to get up early, and get a fresh
start on everything. I want to make tomorrow one of my most productive
days of my vacation!
Till tomorrow...
P.S. I watch the Academy
Award winning movie, Crash,
tonight while I was developing. I must say, this was a VERY powerful
movie, and damn if all that stuff in there was true. We have a pretty wide
selection of different races/cultures at my job, and luckily, we are all
cool enough to be able to joke with each other about our differences.
Interestingly enough, everything we joke about came up in the movie. I
can't wait to tell people about it on Monday! |
7/11/06
- Tuesday: MOVING ON... |
 |
So, as
expected, I finished up the major work I wanted to do on this particular
cut-scene today. When I say major work, I got all the shots I wanted, and
everything is in sync with the music. I am sure some of the text will
change at a later time, but that isn't a big deal. The hard part is behind
me.
With that behind me, I
took on a bunch of smaller tasks today, as I didn't want to start anything
big so close to the end of the night. As always, I am not sure what I want
to work on exactly, but I need to make a decision tomorrow morning, as my
vacation is slowly coming to an end:(
Till tomorrow... |
7/10/06
- Monday: THE GIFT AND THE CURSE... |
 |
THE
GIFT
So, the
polls in the Module Of The Year voting closed last night, and I was lucky
enough to win the silver award! Thanks to all who voted for me! What made the win even more special is
that I literally just had the 1 year anniversary for The Coming 4
days go. So, it feels good to get recognition for something I released
over a year ago. Stefan Gagne took the Module Of The Year
(2005) award by a landslide. When I am done with Cry The Beloved, I
will definitely try to check out some of his mods, since he seems to be
pretty popular.
After this,
as expected, I was feeling very motivated, so I jumped back into
development. For the first couple of hours, things went well...However,
around 8:45 pm... |
|
THE
CURSE
...I began
to run into some weird problems. More specifically, I was working on the
cut-scene, and after adding a new part to it, when I would load the game
up to test it out, as soon as it started, it would crash. The first time
it happened, I dismissed it as some graphics bug, and reloaded it.
Unfortunately, the same thing happened the next time I tried. The worst
part is that since the game crashed in the middle of a cut-scene, I had to
"window" out of the game, and shut it down manually, using the
taskbar. However, this just wouldn't work sometimes...So, I essentially
had to manually power cycle my damn laptop.
As the
hours went on, I kept trying to pinpoint the issue. As you can imagine,
this took a lot of time, because every time the game crashed, I would have
to wait for my laptop to boot up again. Interestingly enough, I had this
problem earlier last year when I was working on a cut-scene that runs half
way through the game. It had to do with the way I was rotating the camera.
Things got better when I found out I could implement cut-scene skipping,
and get out of cut scene mode when it crashed. This allowed me to try out
more things than before. I never did find out what the problem was, but I
decided to use another method to rotate the camera. I didn't want to bug John
"Gestalt" Bye with a bug report, so if I have time
sometime, I will try to track it down in his code.
THE
AFTERMATH
I have to
admit, these are the times that I want to just do something else in life:)
Seriously, I have only gone through things like this 5-6 times in the past
2 years, but every time, it seems as if it is the end of the world. In
fact, I can remember the first time I dealt with some weird scripting
problem.
So, while
developing The Coming back in August 2004, I began to start
work on North Shinkara Forest. When I began to implement the
goblins marauders, goblin archers, and goblin evokers, I began to run into
problems. Essentially, after fighting and killing some, they would
seemingly respawn in like 1-2 minutes. Now, I had them on the same respawn
time as the Shinkara Wolves are today. Now, I cannot
remember everything I thought was wrong, but I literally blamed it on everything.
I literally rebuilt the entire area 4-5 times, re-created the
blueprints for the goblins many times. This lasted A WEEK! And,
I mean I was doing this like 7-8 hours a day. I wanted to quit working on
the game many times. I really almost did too.
So what did
I do? I simply took away the possibility for them to respawn. So people, THAT
is the reason why they do not respawn. It was no design choice or
anything like that. I was essentially trying to put a band aid over a
gunshot wound... In retrospect, I am glad that they do not respawn, as I
most people seem to like it that way. Anyway, some of you may be thinking,
"Did this happen anywhere else?". The answer...
No... I put the same goblins in South Shinkara Forest,
and they respawned at the normal rate (5 minutes at the time).
This lead me to believe North Shinkara Forest was bugged,
hence the reason why I rebuilt it so many times...Anyway, with the
respawning stripped out, I could move on.
I will
always remember the next months, because that was when I implement for the
first time the Last Resort system, and the Party
Member Death System. Community scripter Primogenitor helped
me with a particular script, that would have enemies not attack the dead
party members. Man, those were good times. I knew I was doing
something different, and I really thought people would like it. In the
back of my head, I knew I would have to implement the first Unison
Ability, Whirlwind Heal, and I had no idea how I was
going to do it...
At any
rate, In April of 2005, I ran into the biggest issue I ever
dealt with. Sometimes while playing the game, cut-scenes would just stop.
Not crash, just stop. The problem was, it was an intermittent
problem, and I was killing myself trying to track it down. I will admit, I
stopped developing for 2 weeks straight, and drowned my sorrows in World
Of Warcraft. When I got the guts to continue, I tried to ignore
the problem. I didn't happen all the time, so I didn't care. Then, I had
my 1st internal ALPHA test, and some people complained of cut-scenes just
stopping. I then knew I had a problem. Again, for weeks, I dedicated my
life to tracking down this issue. You would have no idea what the problem
was:)
...Sigh...
Anyone ever notice how whenever you are in Aribine after the
Ministry Of Justice invade, it is ALWAYS dark?
I know you people are out there, because I sure as hell heard it in
comments the first week of release:) Well, it isn't anything tricky.
Basically, I keep making checks to see what time it is in the area's
heartbeat script, and if it is 5:00 am (an hour before the sun rises), I
set the time to be 8:00 pm. I won't go into why I did that, because it essentially
falls into the category of bad design decisions... Well, wouldn't you know
that if you are in a cut-scene, which uses DelayCommands() functions, if
you advance the time, those corresponding DelayCommands() are played ahead
of schedule. More specifically, for the non scripters out there, for
coding cut-scenes, you essentially code certain events, like when people
should talk, and stick it in a queue. If you advance the time past the
time the event would have been fired, it will simply fire immediately.
So some
people may be thinking, "Okay, so how is this happening to
cut-scenes not in Aribine?". Another one of my greatest
blunders... I had the code running anytime, not only when
the player was in Aribine. So, if the cut-scene where Oracine
attacks the party is running around 5:00am, it will get messed up,
because the time is being set to 8:00pm. Man, when I figured this out, *
I did a
cartwheel across the living room floor!
Long story
short, I was beginning to think today's problem was going to be the same
type of thing. Thank god it only took 4 hours of complete dedication to
fix it. Now, back to making that damn cut-scene. If it wasn't for this
bug, I might have finished today...
Till
tomorrow...
*
Not true... |
7/9/06
- Sunday: THIS IS MORE LIKE IT!!! |
 |
So today, I
feel like I accomplished a lot. As I usually do, I was making everything
up as I was doing it, but I kept getting inspired (mostly from the music I
had playing), and came up with a lot of very cool concepts. There are 4
sub-sequences to the sequence I am creating, and out of the 4, I have
completed 2. Out of the last 2, I know exactly what I want to do with 1,
and the other, I have a general idea. In fact, for that last one, I know
what I was going to do, but I came up with another idea
today.
I think the hardest part
about creating sequences like this is making sure the music is in sync
with everything. You know, correct camera angles at the correct timing in
the music, fading from 1 sequence to the next, right as the music fades
from one melody to the next. I fiddled around with the lighting a bit more
today, but I think I have what I want. Then, there is the final placement
of the placeables, which is another key element of what I am doing. |
| In short, it
is a logistical nightmare, which explains why it has been taking me a few
days to complete. That said, I was very happy to be able to finish the 2nd
sequence today. So far, everything is working perfectly, and visually
speaking, it is more or less what I have been imagining for the past year
or so. I am confident that the end result will be what I want, and that I
will be very proud with what I have done.
Till tomorrow...
EDIT - You can now
view some screenshots at the CRY THE
BELOVED STATUS PAGE. |
7/8/06
- Saturday: SLOW DAY... |
 |
I am very
tired, so I will keep this short. I was out at a friend's house till like
4:00 am, so I didn't even wake up until 12:30 pm today. After getting up,
I went to the barbershop, and ended up being there for 3 hours or so (yes,
my barber shop is my hangout on the weekends:) ). Afterwards, I went to
see Pirates Of The Caribbean.
Long story short, I was
out of the house the majority of the day. I did get some
work done, but not as much as I wanted. I still have another week of
vacation time, so it's all good:) I mainly messed around with the lighting
in a particular area. I also was doing what I call, load test. I
would essentially add many placeables to the area I am working in, to see
how much I could add, without my system lagging. My laptop is not really
all that good, so if it runs on my rig, it most likely will run on
anyone's machine:) It
may seem silly to some people, but this particular sequence is a key
sequence in the game, and it has to be perfect... Till
tomorrow... |
| REMINDER
- The last day of voting for the Module
Of The Year awards is tomorrow, July 9th. The polls close at 11:59 pm,
so don't forget to vote before then, if you haven't already done so... |
7/7/06
- Friday: SOMETIMES, IT JUST HAPPENS... |
 |
So, today was
just one of those days that started out crappy. Every time I finish a
major task, I never know what part of the game I want to work on next. I
lose concentration, and I feel as if I have wasted my time.
Today, part of that was
true. The difference was, it didn't take as long to get focused on
something. Longer than I would like, but not as bad as usual. However,
when I became focused on it, I had a mental block. However, I should step
back a bit...
I come from a software
engineering world where we practice Extreme Programming. The
first book had very rigid rules, but the 2nd one essentially said you had
to use what worked for you, and throw out other parts. One of things that
I loathed the most at my internship a year before working in Manhattan was
specs. |
| When I got
my first job where they practiced Extreme Programming, one
of the things I noticed they got rid of was specs. Well, they didn't
totally get rid of them, but they weren't a big deal. You see, at this
job, the thing they adapted from the book is that if you have all talented
programmers that don't need specs, don't worry about them. Everyone is
different. What works for one person/company does not work as good for the
next. Another thing we did, which I have obviously done with Rose Of
Eternity, is go into a project having a good enough idea of what
needs to be done, and figure out everything else as you do
it. Now, this worked great at my job because all my co-workers were
stellar programmers who could find solutions to problems very easily.
Since that was my way of life at work for the longest time, it made sense
it crept into my personal life, with regards to development of this game.
So, as some of you may
or may not know, I have known the entire story/game mechanics of this game
since 1999. However, it is the high level story/game mechanics. I haven't
planned out all the nitty gritty details. That stuff comes as I go. Some
may scoff at this, because I know that whenever someone is asking
questions on forums about how to get started, the 1st answer is always, "Plan
out your game on paper. Write documents. Write the dialogue before you
even open the toolset". This just doesn't work for me. Maybe
I have an advantage of having this brainchild for 7 years, but when it
comes down to it, I don't have time to document everything. Just knowing
the basic idea of what I want to do is good enough, and I rely on my
ability to come up with ideas on the spot.
I can tell you right now
that some of the best things (in my mind) I did in The Coming were
spur of the moment things. The opening cut-scene with the Keeper Of The
Rose is one example. For the first 10 months of development, that
cut-scene wasn't there. There was the small concept of a "Keeper Of
The Rose", but that was it. Then, while listening to a piece of
music, I got inspired, and the ideas just started flowing. The result was
that opening cut-scene. The Unison Ability system was a late
addition, and something I never thought of before I even
knew of NWN. In fact, most everything that had to do with combat was stuff
I just implemented as I went along. That fight with Oracine, for example.
I knew the party had to fight someone from the Ministry Of Justice at
Challseus' house for many years. When I came to implement it
however, I realized I had no idea what type of enemies/bosses it should
be. That day, I literally fumbled around with various creatures, and
weapons, and Oracine was born. Heh, Mathewin was added
one day because my friend wanted to be in the game so bad (Mathewin was
his character from Everquest).
So, my way of
development is, have a high level idea, and then when I implement it, the
ideas will come to me. HOWEVER, sometimes, the ideas just
don't come to me as fast as I would like. Such is what happened yesterday.
I was creating this new area, and I just wasn't inspired. I had the music
playing on my laptop that would play in this area, but I had no idea of
what I was going to do. Again, I knew at a high level what needed to
happen, but when it came down to implementing it, I was at a loss. As I
usually do, I would add various placeables, and run around in the area,
trying to get a feel for what should happen. Oh yeah, if you haven't
guessed it, I am working on a very important cut-scene.
Anyway, I was running around the area, testing out various camera angles,
different perspectives at different parts in the music, and I just wasn't
happy with anything. I was so pissed, because in my head, at
the high level, I just figured everything would fall into place. I have a
pretty big imagination, so I knew what I wanted it to look
like.
Then, it hit me. The
idea I needed hit me like a ton of bricks. I exited the game,
added a particular placeables, moved some around to other positions, and
got back into the game. I was so happy. I now had something to work with.
I now had the baseline for how everything in this cut-scene would flow.
Essentially, I did it again. I made something out of nothing. I was able
to go into the implementation not sure how I was going to do
something, and came out on top, as I always do.
But, don't get the story
twisted, because there is more:) Now, the entire time I have been doing
this, I haven't exactly liked it. I just do what I have to do. You seen, I
have always been under time restrictions. Now, I am in no way saying I am
rushing things, because I am not (hell, it has been a year since my last
game!), but I develop the way I do because it saves me time, and I know I
can do it. HOWEVER, if I had all the time in the world, and
I was working with a large team of people, where all I had to worry about
was say, cut-scenes, then I would go the way of having
storyboards and whatnot. I guess what I am saying is, I have to adapt to
my situation. Do I like Extreme Programming this game? No.
Can I do it effectively? Yes...
Till tomorrow...
EDIT - People, the
2005
Module Of The Year voting will close Sunday night at 11:59 pm! Please
don't forget to vote! |
7/6/06
- Thursday: 1 YEAR ANNIVERSARY!!! |
|

  
|
So, the title
says it all. Today marks the 1 year anniversary of when I released The
Coming to the world. And what a year it has been! I can't believe
it has gone by so fast, but alas, as I get older, that is what seems to
happen in general:)
So, 1 year and 1 week
ago, I was sitting in my room, pondering if I should upload the game. You
see, I was so paranoid that it would be released with some critical bug,
that I literally sat on my hands for a week. Instead of uploading it, I
would just play through it everyday, trying to break it. I really wanted
to make a name for myself, and in my mind, releasing a game that had bugs
all over the place wasn't the way to start it off. I figured more
established authors could get away with it, but since no one knew who the
hell I was, or cared what the hell I was doing, I couldn't give them any
excuses to not play through the entire game. So, after a week of playing
the game (I really hated the game at this point), on July 6th, 2005, I
released it.
At this time, Maximus
was doing content updates around 11:00 pm EST. So, after it was
uploaded, it still wasn't approved (I did not know about the approval
process). I really had to go to sleep, as I had to go to work the next
day, but there was no way I was going to actually do that until I had
confirmation that everything was approved. |
| Finally,
when I literally couldn't keep my eyes opened, I found that it was
approved. I then attempted to go to sleep. Attempted is
the key word, as it took about 2-3 hours before I could finally stop
thinking about the game, and go to sleep. When I woke up the next morning,
I did what would end up being my morning routine for the next year. I
rolled over, and hit refresh on the module download page:)
I was greeted with the
first comment for my very first released game! Come on people, this was a
really big moment in my life! I will never forget it, because it was more
or less a comment of someone asking why they had to use the
Aramus/Challseus supplied characters. I knew I was going to be faced with
this dilemma, I just didn't think so soon. After some clever talking, I
got the person (who happened to be DaNippers, of all
people), to stick with the game. Well, wouldn't you know that when I went
on vacation that weekend, DaNippers liked the game so much
that he ended up fielding just about every question anyone had. I had no
internet connectivity, so someone had to pick up the slack:)
So, after the first
week, I had a little under 1000 downloads, and tons of high votes. I was
obviously on top of the world. I mean, I had the mindset that I would be
happy if 200 people downloaded it. My expectations were obviously a bit
lower than reality:) During this time, I also began to find out more about
the community, and the things that they did/did not like. The main one,
was cut-scenes...More specifically, long cut-scenes, where a normal dialog
trigger would have just been fine. This really started to bite me in the
ass, as every 10th comment or so was about how some people thought they
cut-scenes were too much. In fact, it was really a love/hate situation.
People either loved them, or hated them. And that was that. Mentally, I
was already thinking of how I was going to change this with Cry The
Beloved.
The other recurring
complaint that came up was the too simplified fetch quests, and the go
kill X wolves hunting quests. Again, some people complained about them,
some people wrote about how they kept fighting wolf after wolf towards the
end of the game (they spawned like every 5 minutes) just to get enough
experience to get Clopon to level 5 to see her new summon.
There were other complaints, but on the whole, the game, statistically,
was doing great.
I will never forget the
time when I got my first troll vote (I thought it was a troll vote at the
time). In hindsight, it was not a troll vote (6.25), but what the voter
said was what pissed me off. He basically said the mod was overrated
because since I used doing EVERY hak released that year, I
should have given the inn keeper in the beginning of the game a custom
tunic, and not use the standard NWN stuff. Oh, and he thought the Aramus'
lime green cloak was hideous:) Now, there have been many arguments
this past week concerning how module authors should react when they get
low votes. I simply ignored him. Inside though, I was pissed as all hell.
I am not going to try to act like I was cool with it, and it just brushed
off my shoulder. The argument of, "Get a tougher skin, it's a
cold world" doesn't apply to everyone. And when I get mad, it
stays with me the entire day/night. By the next day, I didn't care:)
Now, when I get low
votes, I get pissed inside for like 10 seconds, and keep it moving. And
trust me, there was a stretch where I was getting a vote of 2-4 once a
month for like 4 months. Hugie remembers, because he would
tease me about my monthly troll vote:) In all seriousness though, to any
of you voters/players out there: Don't just have the attitude that people
need to toughen up. Having that attitude helps no one. Yes, I can deal
with troll votes just as good as the next person now, but if someone kept
telling me, "Stop being a baby, just deal with it...", it
wouldn't have made things better. I had to learn on my own how to not
care. Perhaps getting one once a month helped me out:)
Wow, now that's how you
go off topic! At any rate, as months went on, I obviously kept getting
more downloads and votes. I also was starting to make a lot of friends
around the community. More importantly, as work began on Cry The
Beloved, many players of The Coming were requesting
to help out with the development. Heh, I remember the first post Jason
Melancon made at the download page. It was more or less something
like "I was going to play this game, but the grammar mistakes
in the description are horrendous. Should I even waste my time?". I
could have gotten pissed at him, and flamed him, but instead, I challenged
him to help me with some editing. Can you believe he is still here today,
editing Cry The Beloved. As a matter of fact, I probably
have some edits from him, sitting in my inbox right now:)
Others that contacted me
early on were Joseph Portello, who did some early Dematol
dialogue, and Amy Laurin, who dabbled in dialogue,
poems, and even took the initiative to set up some official forums for us.
Also, very early on, ShrikeKnight & DaNippers helped me
come up with some new custom skills. ShrikeKnight would end
up staying on to help me design one of the biggest new systems in the
game. I remember having this idea, and telling him about it. He then took
that raw idea, and make it like 200 times better. After some back and
forths, we had something very cool, and it is only now (1 year later) that
it is finally implemented fully.
I think the biggest, and
most obvious thing that happened to me (in terms of getting my foot in the
game industry's door) was winning the IGF NWN Module Competition. That
damn near gave me the confidence to know I am doing what I was born to do.
Besides people who know me personally, or people from the development
team, most think I am a confident guy. In some ways, I am, and in some
ways, I am not. Ironically enough, I am confident enough in myself to be
okay with my lack of confidence:) I don't know...I guess I am confident in
some things, but not in others. My goal to be a cocky son of a bitch in a
year, and not have to worry about anything:) Yeah, that would be great:)
I think the best thing I
came away with this past year was the friendships. This is the only community
I have ever been a part of, and dammit, I don't even want to go to another
one. Even if I ever made it big in the game industry, if I wasn't making a
commercial version of Rose Of Eternity, after work, I would still
be making it in the community. Some people would just drop
everything (which is their god given right), but not me. It's just the way
I was raised anyway...
ROSE
OF ETERNITY - CHAPTER 1 - THE COMING - UPDATE
So, to
celebrate the 1 year anniversary, I have upload an update to The
Coming, which makes use of some portraits done by
famed artist, Olaia Ferrando. You may have seen then at the Cast
Page, but now in game, you will see portraits for Aramus,
Clopon, & The Keeper Of The Rose. It isn't a big update, but
it is an update nonetheless. It is also paving the way for another set of
updates that will occur around the time I release Cry The Beloved. Stay
tuned for more info!
Also, for
all of you Rose Of Eternity fans (who else reads this damn
thing:) ), don't forget to vote for the top modules for 2004
and 2005.
No way in hell I would get mod of the year, but it would at least
be nice to get the bronze award, which I am currently in the running for.
So, if you haven't voted, what are you waiting for! :)
Till
tomorrow... |
7/5/06
- Wednesday: DECENT DAY... |
 |
So, I really,
really got up late today. As in 12:30pm! Yeah, being on vacation has
really made me lazy as of late. Oh well, what can I do...
So, I put together all
the pieces today that went with the new dialogue/cut-scene I wrote the
other day. I also put in some other minor 1 liners for some other NPC's.
The good thing is, I am at the part of the module where the only people
the player will see are their party members. While this was generally true
with The Coming, in Cry The Beloved, there are
so many parts where there are many different key NPC's around you. This is
obviously good for the player, but a pain in the ass for me. I mean, it
isn't like it is hard work, but keeping tracking of the state of various
events in the game, which determine what these NPC's will say is a lot
of work. Not having to worry about that is a big weight off my
shoulder. |
| I am sort of
torn about what I will be working on tomorrow. There is a short cut-scene
that needs to be written, but I also have an idea for a new Unison
Ability that I want to implement. As always, there is going to be
some tricky, custom scripting to go along with it, and I am not even sure
if my original vision is possible. We'll see...
Till tomorrow... |
7/4/06
- Tuesday: SLOW DAY... |
 |
So, with it
being the 4th of July, I had other engagements that I had to
attend, sadly...Damn family and friends trying to hang out with me. Bah,
there will be another 4th of July next year:)
When I was able
to work, I was pretty busy working on the dialogue for a particular
cut-scene. There is nothing extraordinaire about it, but it is a very
touching sequence that not all people will see.
In fact, there is A
LOT of content in the game that not all players will see... At
least during the first play through. When I released The Coming, I
never anticipated people would ever go through it more than once, but I
was very, very wrong. The thing is, the game was more or less the same every time.
I mean, there were some more quests that the player could have forgotten
about the first time, but more or less, they were getting the same
experience. |
| Now, even
though I want the mass appeal of a mainstream mod, I am still going to
cater to the hard core fans out there... Especially the ones that like to
play through it multiple times. I have already accommodated them be
introducing skippable cut-scenes. The other thing I have done is putting
certain scenes in the game that can be played out differently. Also, since
the game is dramatically bigger than The Coming, there will
be more of these scenes that most will not see the first time through.
Long story short, I want to add some real replayability to the game.
Well, I need to keep
this short, as I want to get back to development. I already missed time
due to going to the worse fireworks show I have ever seen, and
unfortunately, I cannot get that time back...
Till tomorrow... |
7/3/06
- Monday: PRETTY DECENT DAY... |
 |
So, today was
an average day. Nothing more, nothing less. I did get a bunch of help from
scripting extraordinaire, Sunjammer at the scripting forums,
to help me put the finishing touches on some item property scripts I was
writing. Going back to the enhancement stuff I talked about yesterday, the
main problem was only occurring when someone brought an item from The
Coming before I updated to V1.6. In fact, I have lots of
code that makes similar checks, so that anyone coming in, with any
character, from whatever version will have the same play experience. I
sure as hell don't want to tell people, "Oops, you're sh** out
of luck. Guess you will have to start The Coming all over again...". That
just isn't my style...
After that, I was free
to work on what I intended to start last Thursday. More dialog, and
sequences that move the plot forward. |
| I have
recently finished with a very highly intensive combat scene, so now, it is
time to give people their beloved story:) I anticipate that I will be
working on these story sequences for the next week or so. Then, starting
on the weekend, I hope to begin work on a very special cut-scene (*broken
record noise*). No, seriously, this is the one. What
am I babbling about? Quite simple. I am going to begin work on the opening
intro cut-scene. The ALPHA testers may think they have seen
the opening, but I was saving the best for last. I knew I needed about a
week to do it, and lo and behold, I have a couple free weeks. I am very
ecstatic to start working on it, as the concept has been in my head for so
long now. Remember, I have to outdo the one in The Coming. Remember,
I have to catch the player at the start. If I catch them with the best
cut-scene they have ever seen, commercial and non-commercial, then they
will be mine for the long haul! MUA HAHAHAHAHAH...Err, well,
you know what I mean.
In all seriousness
though, I am really big on that. I have sampled way too many games where
the first 20 minutes were so boring that I didn't have the heart to go on.
Even if the game has the best middle and end sequences, I sure as hell
wouldn't know, because I was too damned bored at the beginning. I have to
assume there are many players who think like me, and I definitely don't
want everyone playing the first 10 minutes, only to quit and say, "Man,
this was boring. Where's the story? Where's the action?". I
hope my ideas work out:)
Till tomorrow... |
7/2/06
- Sunday: LONG NIGHT... VERY LONG NIGHT... |
 |
Man, what a
night. What started out as a simple bug fix turned into a 4 hour debacle
that I wouldn't back down from. Essentially, some of the testers, like James
Gawne reported that they were having issues with the enhancements
they added to the Sword Of Galladoran/Left Ring Of Galladoran.
Long story short, there
has apparantly been a persistent issue since The Coming where
when enhancements were added, they were added as 1 use, not 1 use per day.
This meant that sometimes, the item would disappear after being used. A
quick 1 line code change fixed that. Then, I began to tackle another issue
dealing with enhancements, that I can't talk about, as it would spoil the
story. Anyway, I started working on it around 8:00 pm, and just finished
it around Midnight. This has been without a doubt the most difficult bug I
have had to squash since going on vacation. In retrospect, I should have
moved on to something else, but once I have my heart set on something, I
can't stop... |
| Even worse,
the development forums seem to be down, which angers me greatly. I am
paranoid we will lose all of our post/threads. There are lots of bugs that
I haven't fixed yet, and I need to have access to the forums to see them.
Well, I hope things will be worked out tomorrow sometime. I mean, I don't
even know if there is technical support for a free service...We'll see...
Till tomorrow... |
7/1/06
- Saturday: GIVE THEM YOUR SUPPORT, PEOPLE! |
 |
Well, my HOF
chums, Hugie and Alazander, have released their summer modules. Hugie's
game is called Art
Of Death - Back In Black, and it was released late Friday
night. It is an assassin styled game, where you must take 10
Rogue levels, and 5 of anything else. I tried to fight off the urge to
play, but well, I couldn't. Hey, I'm sort of on vacation for another 2
weeks:) I just made it to the main city, and everything leading up to it
was pretty cool. The music in the forest area was simply breathtaking,
and I literally sat there for a good 10 minutes, simply listening
to it. Reminded me of what I used to do when I was a teenager playing one
of Squaresoft's 5 RPG's from the Golden Years. I have more
strength however, and I am going to only play about an hour a day. One
thing to note is that there is a TON of custom things in this game, which
makes it more appealing. *Wipes tear from eye* Hugie has
grown up so big now, and is going the way of custom, to make his games
different. *Sniff* I feel like a proud Father (for those
that don't know, he is only 16 years old!). |
| For those
that don't know, Hugie has been an unofficial co-conspirator when it comes
to the development of Cry The Beloved. While he is not part
of the team really, we have various back and forths via e-mail, exchanging
custom music, ideas, and most help with custom content (custom load
screens, load hints, etc.) As always, it's great to get help from other
people who don't really have anything invested in what you are trying to
do.
So, Alazander's game is
called, Tyrants
Of The Moonsea. I don't know what the hell a
"Moonsea" is, but I am sure it is some FR thing:) Well, I don't
know what else to say, except for the fact that this was a
Premium Module from Bioware, until Atari pulled the plug on it. I won't
get into details of why and whatnot, but if it was considered a Premium
Module, and it is now free....C'mon, I don't have to do the
math for you people, right? :)
So, there has been an
inside joke that they will probably finish up their next games before Cry
The Beloved comes out. I am determined to not see
this happen! Seriously though, I am happy for them, but now, it is my
turn...
So, we might as well
have called the last part of the week, Polish Time. Because
dammit, that is all I have been doing. Don't get it confused though,
because I am loving it! I actually flipped back to the first page of my
notebook, and began knocking things out that I initially wrote about like
3 months ago. One area in particular has really been getting a good spot
of polish on it.
Oh yeah, before I
forget...Many thanks to gaoneng
of DLA fame
for helping me with some CEP hak compatibility issues. Essentially, I have
had NPC portraits sitting on my hard drive (well you can see them over at
the cast page as well) for Clopon
and the Keeper Of The Rose. Because my lack of
understanding of haks and 2DA's, I wasn't sure how I could use them,
without overwriting the ones | |