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Return To Cry The Beloved Status
6/30/06
- Friday: OKAY...EVER MORE LITTLE STUFF ADDS UP... |
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So, today was
another fun filled day of polish. I have to admit, these past few days of
development, I have had a certain calm about me. It's weird. I haven't
been worrying about anything. I just get on my laptop, throw on so music,
and polish as much as I can. I don't get stressed, I don't get tired. I
just have fun. I think the key element that is missing that has left me
feeling so calm is.. well.. .work...or lack thereof. And, it might not even
be the work so much as the commute itself. If I worked like 25 minute from
my house, it wouldn't be so bad. Long story short, I need to do something
about this situation very soon...
As far as what I
polished, the main thing was implementing the skipping functionality for
cut-scene I created over a month ago. I had a policy to do it while it was
still fresh in my head, but along the way, I got lazy. Hey, even I can be
lazy sometimes!
Another thing that might
have me feeling good is the fact that I still have 16 days of vacation
left! |
| 16
days! Man, this is really great! I can only imagine how much better it
would be if I was done with this infernal game:) Funny thing is, I have a
nice system that has been working our great so far.
I get up around 10:00
am, and after showering, eating breakfast, and checking my e-mail, it is
about 12:00pm, which is when I get to work. I try to make this time count,
as I don't have any distractions. During this time, I try to work on
difficult stuff that needs my complete attention. Around 2:00 pm, I have
lunch, watch Judge Mathis (religiously I might add), and do
minor work. This minor work usually entails dialog editing fixes from Jason,
or even more annoying things, like rebuilding the entire module
after adding a new hak to it. After Judge Mathis is over, I
get back into more difficult things. Around 5:00-6:00 pm, I check my
e-mail again, and then get back to work. A bit after that, I have dinner,
and get back into developing. Around 11:00 pm I tried to write my updates
in this very blog, and then go back to light developing until 2:00 am.
Rinse, repeat. Let's see if I can do this for another 16 days:)
Till tomorrow... |
6/29/06
- Thursday: LOTS OF LITTLE STUFF ADDS UP... |
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So, I woke up
with grand plans for the day. However, as I was looking through my
notebook, I realized that there were a lot of little things that needed to
get done. But, being stubborn, I thought, "I will do it later.
Hell, I have 3 weeks off...". Then, I decided to do a test
run of the areas leading up to the cut-scene I wrote yesterday. As
expected, there were a ton of little things that needed to be done to make
it more polished.
At this point, I just
decided to make it a polish day. You know what, it was quite fun. It felt
so good to start knocking these things out. Again, it always feels good,
but it feels better when I can devote 7-8 hours of it in one day. In those
7-8 hours, I was able to glue a lot of the pieces together. Because of a
lot of other things I fixed over these past few weeks, I am really excited
to go through the game again. Since there are many different ways to do
things, I myself haven't gone through every possibility
(even if the ALPHA testers have). But, I have to be strong, and finish up
all of the main parts, so I can release a BETA in the coming weeks.
Till tomorrow... |
6/28/06
- Wednesday: I'M FOCUSED, MAN!!! |
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I'm
focused, man! You'll have to excuse the Jay-Z quotable,
but there is no other way to express how I felt today. The day started out
sort of bad, because I didn't get up until noon. It reminded me of how
things were when I decided to stop going to college, and work on CVS
full time. Yeah...I didn't always make the best decisions in
life:)
Anyway, once I got into
my groove, I easily knocked out the cut-scene I was preparing for
yesterday. For those that didn't read my update yesterday, I spent all day
yesterday writing the scripts needed to dynamically populate an area with
sounds, placeables, and other such stuff. Basically, props for said
cut-scene. Last night, in the back of my head, I was hoping that I would
be able to finish the cut-scene today. Well, my wish came true! |
| To be
honest, it wasn't anything I haven't done before. It mostly consisted of
making sure the camera angles and music corresponded correctly. I am
really big on that, to make sure I give it that cinematic feel.
It was a busy day at the
Cry The Beloved forums as well. I can't really talk about it
right now, but there are 2 threads where most of the team has been giving
me great ideas for some new ideas that just came up this
week. It feels great to be able to post a thread asking for ideas, coming
back a few hours later to see a lot of responses:) Also, after working on
the aforementioned cut-scene, I decided to knock out a bunch of bugs that
have been reported over the past few weeks. I didn't fix all of them, but
it still feels good to get those that I did, out of the way. As expected,
it is better to have more people ALPHA testing the game, as I get more
people doing weird things I would have never thought of.
Tomorrow, I will work on
some dialogue for some party members, and then perhaps work on another
short cut-scene that has needed to be done months ago. Again, I could work
on putting the finishing touches on one of my new systems. Every time I
complete I major milestone (i.e. aforementioned cut-scene), I always find
it hard what to focus on. I am sure I will figure something out:)
Till tomorrow... |
6/27/06
- Tuesday: ONE HELL OF A LONG DAY... |
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Now, I guess
this is what it is all about:) I literally spent tons of hours working on
one thing, and one thing only. Setting the stage for my next emotional
cut-scene. So, why did it take so long, you ask?
Well for one, the area
it takes place in is an area the party had previously been to. Moreover,
the entire look and feel of the area had to change. In other words, it was
like I had to create a new area. Now, creating a new area, filled with
placeables is easy enough, but what about dynamically? The scripting skill
involved was miniscule, but the painstaking amount of work I had to do to
actually make the area looked different was tough. I mean, since I am
spawning tons of placeables at the time of the cut-scene, I have to make
sure all the spawn points were in the right place. I had to make
sure all sound effects were set the right volume (dynamically, mind you),
as well as making sure all of the added placeables didn't increase the lag
of the area. |
| Again, I
didn't have to use too much brain power to do this, however, I had to keep
a checklist to make sure everything was added. The funny thing is, all of
this was added mainly for a cut-scene. As always, I am
trying to make it as emotional as possible, and having the right look is
as important as the music (well, maybe not as important as the music:) ).
Anyway, I was lucky
enough to finish up all of this work. Thank god I was on vacation, because
if not, it would have taken me at least 2 days to get it done otherwise.
Now tomorrow, I will be able to start work on the cut-scene. Funny thing
is, the cut-scene won't even be that long. The things you do for 45
seconds of pure beauty. I really am a perfectionist. I really need to be
part of a team, so that these perfectionist outbreaks can be controlled:)
Till tomorrow... |
6/26/06
- Monday: ...AND IT BEGINS... |
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So, my
vacation officially started today. Let me tell you, it didn't start off as
I expected. Normally, my morning routine is to check the download page for
The Coming, the NWN modules forum, the main page of NWVault,
and my 2 e-mail accounts (personal and work). Well, when I checked my work
one, I was bombarded with e-mails asking how to do this and that. Well, I
didn't get the e-mails directly, but I was CC'd on them. Anyway, the
questions that were being asked by the product development group were
questions I knew I only knew the answers to.
Long story short, my old
company (Vindigo Studios)
merged with another company (Zingy).
For reasons I cannot divulge (damn NDA's I was forced to sign a year ago),
literally every engineer from my old company has resigned. |
| Now, you all
know I really have no ambition to be a software engineer my entire life.
So, I really had no reason to leave. I was comfortable, and more
importantly, I could focus on Rose Of Eternity. One thing
that is important to this story is that out of 12 Senior Software
Engineers, myself and another co-worker were the only Juniors. It made
sense, as I was just out of college with only an Associate's Degree!
Yes people, you too can make it big in the corporate world without
a Bachelor's/Master's Degree.
Anyway, being the only
Junior left (after my friend quit), I used to joke all the time about how
if everyone quits, I will end up becoming the Director of the team, or
even better, CTO:) Well, once we were down to 4 Vindigoers (as we liked to
call ourselves), I had to take on more responsibilities. Now remember,
even though I program for a living, and make video games, I am not a
technical person. I don't take part in conversations about the newest
version of Java, or the fact that it is going to be open
source, or that Python is the best new language. I don't
care about that stuff. I just want to make games...
All of that said, I still
took on a much larger role, and for that, I was rewarded with 2
raises and 1 promotion within a 6 month span. I am now a Senior
Software Engineer that makes much more money than when I was hired
a Junior a year ago...All of this, and I really don't want to be doing
what I do! Actually, my boss commented that I was more of a people person
than technical person, and that I should really be managing, not down in
the grind, programming.
So, why did I just turn
a Long story short phrase into a long story? Because, now
that I am the only one left, there are lots of pieces of the system (and
this is one hell of a big system) that only I know. Especially when it
comes to the server code, I really know where everything is. So, before
going on vacation, I wrote up as much documentation as I possible could.
Well, wouldn't you know that the few things I missed were things brought
up today:( The thing is, I am too much of a nice guy to not help people
out, even though I am on vacation, so I don't have to explain what I did
this morning...Oh well...
After a long day of not
being able to work on the game, I finally got into the groove around 9:00
pm, and started working on the next sequence. One problem I was having was
trying to script things so that when the PC clicked on certain NPC's, they
totally ignored him. I already have some scripts for this, but not for
when the NPC was currently engaged in a looping animation. A quick search
on the scripting forums found the answer to my question, and I was able to
move on.
A lot of how I works
really depends on how much in the groove I am. Sometimes, I cannot be
distracted at all, and other times, I just lose focus, and watch TV, or
read everything related to NWN/NWN2 on the web. Another term I could call
it would be momentum. Or, inspiration. Sometimes, I am so inspired, that I
have total focus. Once this momentum builds up, I could easily work for 4
hours straight, without being interrupted. I need to find ways to do this
for the next 3 weeks.
Oddly enough, even
though I don't want to program for a living, the one thing that I can
always do, and stay focused with is scripting. Perhaps it isn't simply
programming I don't like, it is just the type of programming I do. If it
revolves around a game, then it is fine, I guess. Unfortunately, as things
begin to wind down with development, I am finding that there are less
things to script. I have damn near completed all of the custom systems, so
the only thing left is cut-scenes, and other minor monkey work scripts. In
fact, the thing that needs to be done more than anything is a ton of
conversations. I know they will get done, but I think I left a little too
many of them in favor of writing scripts. For Rose Of Eternity -
Chapter 3 - ??????, I will try to balance things a bit more. Even
better, maybe I will have a full time writer, who has the
same ambitions that I do. We'll see...
Till tomorrow... |
6/25/06
- Sunday: MORE MONKEY WORK... |
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Yep...More
monkey work...Not as many bug fixes. Just lots of little state keeping
scripts, transitions, etc. Luckily, I finished enough of it today that I
feel I can move on to a new cut-scene tomorrow morning. I really feel like
a broken record, but I have been wanting to do this cut-scene for some
time:) The way the cut-scene plays out has changed about 4-5 times in the
past year, yet I always knew what piece of music I want playing.
At this point in the
game, the player will be experiencing a lot of story development, and when
I can't just show it via the standard NWN dialog interface, I will be
using cut-scenes. Since it will be so late in the game, I think people
will be forgiving for it, because frankly, they will be caught up in the
story so much that they won't mind watching these cut-scenes. Now, I am not
saying I am going to have like 10 5 minute cut-scenes in a row.
Nothing near that. However, there are really only certain ways for me to
let the player see certain events, and the normal dialog interface
wouldn't cut it. I mean, I am trying to make a cinematic style game, and
we all know how those can be towards the end. I really want the final
sequences to be things people will remember while I work on Rose Of
Eternity - Chapter 3 - ??????????.
Till tomorrow... |
6/24/06
- Saturday: MONKEY WORK... |
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What's monkey
work, you ask? It's the easy stuff that has to be done for my game. It's
the easy stuff that I hate doing, but know I have to do. Well, let's just
say there was more of that work than I anticipated. In other words, it was
a long day of monkey work:(
A lot of the monkey work
included the work of gluing a lot of the sequences I have been working on
together. That in itself is easy enough, but I ran into a lot of bugs that
I introduced with the last bunch of work I did. So, I had to test it, find
bugs, squash them, rinse, repeat. Not very fun...
Well, as a reward for a
long day of monkey work, I am going to cut this update short, and go
through some more edits. As boring as it might seem, I actually like doing
them. At least it gets me away from the bugs:)
Till tomorrow... |
6/23/06
- Friday: NOT MUCH TODAY... |
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Well, I don't
have to say really. I passed out on the train this morning, which was
quite aggravating. There goes my plan to go to sleep/wake up early:( In
fact, now that I think about it, I got the most work done on the game at
work!
Jason had
edited all of the journal entries for the game, so I went through them and
fixed them when I was waiting for code to compile at work, or when I was
running some job. It was a nice change of pace.
After work, we took out
one of our co-workers for drinks, and dinner afterwards. It was sad to see
yet another close friend leave, but alas, that is the world we live in.
I really hope to get a
lot of work done tomorrow, since I slipped up today. At least I didn't not
work today because I knew in the back of my head I had a vacation
coming up:)
Till tomorrow... |
6/22/06
- Thursday: CAN'T LET UP NOW... |
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Well folks,
one more day until my vacation officially begins:) I can't wait. However,
I cannot lose sight of everything. The last time I had a few weeks off, I
began to slack right before it, as I kept thinking "Oh, I have
3 weeks off, who cares if I miss 3 days of development.". Then,
while on vacation, I even slacked some more. I mean, I got
stuff done, but not as much as I needed to. Thankfully, I have learned
from my mistakes, so I am going to keep developing at the same level, as
if NWN2 was going to come out in 2 weeks.
As for what I did today,
well, there is no way for me to talk about it without giving spoilers, so
I can't really comment:( I probably won't get that much done tomorrow
night, as yet another co-worker is leaving the company, and we are taking
him out for drinks tomorrow night. I am going to bed now so I can at least
finish up some dev work on the train tomorrow.
Till tomorrow... |
6/21/06
- Wednesday: SOMETIMES, I JUST CAN'T GIVE UP... |
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As expected,
on the train ride into work, I more or less finished up all of the
scripting that corresponded with the dialog I worked on. It was nothing
too fancy, but just stuff that had to get done. I am now ready to move on
to the next sequence. However...
I decided to revisit the
AI code that has party members using ranged weapons to run away from
monsters. I had it working a few days ago, and then, I made some changes,
and totally broke the entire system. So, I was trying to repair that
system today, and well, it just wouldn't work. The way I am, when I am
trying to script something, and it doesn't work, I keep trying.
As in staying up until 2:00 am to get it to work. I really get obsessed
over that stuff, even though I know I shouldn't. Well, after 3 hours or so
at home tonight, I finally fixed everything. I have only
tested out combat with 1 party member, had the enemy get close to said
party member, and confirm that they run away to a safer place to use their
ranged weapons. Let me tell you, I felt a lot better after
that. |
| Now for some
even better news: My boss is allowing me to take 3 weeks of vacation time,
start next week! Yes people, I will have 3 weeks of uninterrupted
dev time on Cry The Beloved. It really is like a dream come
true. Considering how fast I have been knocking things out lately, I am
confident I will get tons of work done. It's easier said than done, but I
really hope to keep getting up early, and getting in at least 8 hours or
more a day of dev work. Yeah, yeah, some people think I am crazy to take 3
weeks off to work on some damn game. Well, I have no argument against
that. It is what I am doing, nonetheless:)
Till tomorrow... |

6/20/06
- Tuesday:
|
 |
So, Maximus
over at NWVault has started the voting process for
the module of the year for 2004 and 2005. Before thinking about who was in
the running, I figured Alazander had it in the bag with his Crimson
Tides Of Tethyr. However, I forgot about a little author named Stefan
Gagne. Point blank, the guy is a beast, and although I never
played Hex Coda, I have heard enough about it to know it
must be a good game. May the best module win!
Taking a different
approach today, I actually worked on 1 dialog the entire time. Yes, that's
right, I said I worked on 1 dialog the entire day. This was
by and large the longest dialog that I have ever written. And you know
what? I actually had fun writing it! This piece of dialog involves 8
different people, along with various options for Aramus. The
important thing however is that this is one of the most important
sequences in the game. And hell, I didn't even make it a cut-scene,
although I wanted to:) I also have to admit, my writing has gotten a
little better. I know for damn sure that because of Jason, my
grammar is:) |
| Tomorrow, I
will finish the scripts that need to run after said conversation. As I
said yesterday, I am really ahead of where I wanted to be at this point. I
just need to keep up the pace until the damn game is released! Oh, and it
is official. My 2 week vacation starts next week. However, being the sly
dog I am, I am going to try to get 3 weeks out of my manager. I have all
the vacation days saved up, I am just not sure if they want to let me go
for so long. I think he will say yes, but I will find out tomorrow
morning. Man, having 3 weeks of pure development, not having to go to
work, dealing with the commute, would be great. I really do my best when I
am not distracted, so here's hoping:)
Till tomorrow... |
6/19/06
- Monday: THIS IS WEIRD... |
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So, something
happened that was very weird this morning. I got up earlier than
usual, and actually worked during the entire train ride this morning. This
happened a few times before. However, when I have been waking up later, I
can't stay awake on the train. I don't get it, but I will keep this brief,
as I want to try getting up early again:)
So, I have been
debugging and testing a particular boss fight scene for a while. It
started out quite normal, but as I normally do, I have been adding custom
abilities and Last Resorts, to make the fight as unique as
possible. As always, I don't want players to feel like they have been
doing the same thing over and over again.
I also toyed with the AI
of certain ranged party members, to attempt to have them run away from
enemies when too close. I was obviously prompted by the discussion that
occurred at the Cry The Beloved forums yesterday. I was
content to leave it, but while at work, I got to thinking about how cool
it would be for that to be an option the player could pick, via the party
member's dialog interface. So far, so good:)
Till tomorrow... |
6/18/06
- Sunday: IF I COULD ONLY BE PRODUCTIVE LIKE THIS EVERY WEEKEND... |
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All in all,
it has been a very productive weekend. I was able to stay
focused, and achieve all of my goals I set on Friday, and then some.
Seriously, I wish I was always this productive. The one saving grace is
that I will most likely start my 2 week vacation in a week, and I really
plan on taking advantage of this time off.
Funny enough, a month
ago, I was planning on using the 2 weeks off to finish what I was able to
finish this week! Now, don't think I am skimping on the implementation,
because I have been able to get everything I wanted in, and even more.
Better to under promise, than to over promise I guess.
So, tomorrow will be an
easy day. I just need to begin to glue all of the pieces of work over the
past week together. This includes transitions, dialogs, and other minor
details. Not hard at all, but obviously essential... |
| An
interesting topic popped up on the Cry The Beloved forums
today. Once of the testers (obviously didn't get permissions to use their
name) was pointing out the fact that when he would tell some party members
to use ranged weapons, when the enemy got within melee range, they didn't
run away. This is one of my main gripes with not being able to directly
control party members...
I am not even going to
beat around the bush. I will not be trying to change the AI of party
members. A year ago, I attempted to implement a way of having party
members (i.e. Challseus) run from close enemies, but I never got it down.
Say for example, he is surrounded by enemies on ALL sides.
When he runs away, all he will do is run into another enemy, and as he
runs, enemies will have Attack Of Opportunity on him. Perhaps someone has
something more stable than my attempt. Either way, keeping the enemies
away from party members like Challseus will just take strategic play.
Let's not forget about the Rose Of Courage, which allows you
to elicit the enemy towards you, away from other party members. Then,
there is Illuminate. Really, when designing the custom
combat, I already took all of those factors into consideration, so those
who are used to Rose Of Eternity combat will be skilled
enough at a certain point to rarely get into those situations. And if that
particular tester is reading this, I will rewrite this, and a lot more at
the forums tomorrow morning. I need to go to sleep quite early tonight, as
I have a meeting early on in the day tomorrow.
Finally, I am very proud
to announce that I have found the perfect track that will
play during the final boss sequence in the game. This piece is actually a
variation of another track that will be played during another particular
fight scene. It is very epic sounding, and definitely the piece of music I
want people to remember when they think of the end fight. As always, I
can't wait to get it in game!
Till tomorrow... |
6/17/06
- Saturday: VERY INTERESTING NEWS!!! |
 |
So, I'll
start with the interesting news first. Shane DeFreest, the
community manager for Neverwinter Nights 2 has put out a
call to all NWVault Hall Of Famers. You can read about it here.
Now, there is much speculation, and I am in the corner of people
who think this has to do with Obsidian giving out a BETA
version of the toolset. Why do I think this? Check out this
interview with the CEO of Obsidian, and fast
forward to the 10 minute mark. He basically states that it is their goal
to get the toolset into the hands of capable builders, in order to get as
much feedback as possible. It should come as no shock to anyone that I
immediately sent an e-mail, in order to find out what the deal is. Here's
hoping!
As far as development
goes, today was a pretty decent day. As I look back and reflect, it seems
that I didn't do much, as there isn't that much new content. On the
contrary however, most of my time was spent dealing with a few scripts,
and not much more. |
| I have to
say that I am amazed at the speed I have been knocking things out. I am at
least 2 days ahead of where I want to be, which is always a good thing.
Once I finish the current scene, I will glue all the pieces of the various
scenes I have been working on this past week together. I will probably
leave the gluing until Monday, since it is basic, generic
stuff that is very repetitive, and does not require much of my brain
power.
Till tomorrow... |
6/16/06
- Friday: A LITTLE BIT...JUST A TAD... |
 |
Keeping in
line with my new design philosophies, on the train ride into work, I
decided to work on something small. Well, it wasn't really that small, but
I didn't anticipate it taking that long at all. It was the new system we
have been talking about over at the forums since last Saturday. So, I
basically set up the manager scripts, as well as the user interface. So
far, so good.
Late in the afternoon,
my company paid for everyone to go see the movie, Nacho Libre. Please
don't laugh...I would have never paid to see this movie on
my own. Anyway, after that, we took out one of my co-workers for drinks,
as it was his last day. It's always a pain going out to bar/clubs in
Manhattan, because I am constantly looking at my watch, wondering when I
can catch the next train. I really need to pack up and get an apartment
down there very soon. |
| Interestingly
enough, when I finally go to the train station, after getting some bottled
water, I turned around, and saw a girl that look familiar. After both of
us staring for a minute, I realized it was a girl named Barb, who
I used to work with at Marshalls back up north where I
lived. Talk about being a small world. She was there for a Mets game. Even
weirder, another girl named Jodie, who I also worked with
for 2 years, was there. It was really a blast from the past. The other
people who were there were Barb's boyfriend, her brother,
and cousin. After talking for a bit, I was trying to sneak away to get on
my train, knowing I wanted to get a good seat. Then, they asked me what
train I was taking, and lo and behold, we ended up getting on the same
train. As you can imagine, I didn't get any work done, as we were talking
back and forth the entire ride. I was a pleasant change from the normal
train ride. It just means I have to work harder tomorrow!
Till tomorrow... |
6/15/06
- Thursday: *SHRUG* SOMETIMES, THINGS JUST WORK OUT PERFECTLY... |
 |
Today started
off very strange indeed. I woke up this morning and thought, "Hmm,
I don't want to go all the way to Manhattan today. I have everything I
need at home, so I will just work from home." It is a good
thing that I am allowed to work from home every once in a while, because
sometimes, the commute is too unbearable to think about.
Anyway, after taking
care of a few things, I heard someone pounding on the door. I go to the
door, and I am surprised to find out it is someone from DHL. I am even
more surprised to find out they are returning my laptop from Dell. Now,
this is amazing, because I just shipped it out on Monday. Man, talk about
speedy service:)
So, it was great to have
my old laptop back. Yeah, the screen on the one I have been using for the
past few weeks is big as hell, but well, I don't know...I just missed my
old laptop. And now it's back! |
| After
setting everything up on it, I dove head first into development. Man, let
me tell you, I have never spent so much time on what particular scene for
so long...Ever...I literally worked on and off from about 12:00pm to
11:00pm. It is a very detailed scene, and there are tons of moving parts,
so to speak. Then, there is the combat, which I must have play tested for
half the time. As I have mentioned earlier, I have been trying to make
things are strategic as possible, and well, it is easier said then done.
Everything is about placement, and who to attack first. The hope is that
players go through the battle a few times before they realize the key to
finishing it. Of course, the difficulty is the hardest part to test. I
mean, if I can't beat it, then the players won't. But, I don't want it to
be too easy. There are so many factors, and that is what is taking so
long. On the plus side however, I had the entire day to work
on this, which I hadn't anticipated. So, I am actually very far ahead of
schedule:)
Till tomorrow... |
6/14/06
- Wednesday: BETTER THAN EXPECTED!!! |
 |
So, I got a
lot more done than I anticipated. I more or less finished up the cut-scene
tonight, with only a few minor details to do. I will handle those later
this weekend however. Once the cut-scene was done, I moved on to the
next strategic combat scene.
Now, this thing has
to be very difficult. I want people to have a hard time with it, unless
they go at it strategically. Lately, when I have been creating
such fights, I have been remembering my days playing one of my favorite
games, Final Fantasy Tactics. Man, I really miss games like
that:)
At any rate, one of the
reason I got so much done was because I ended up working till 12:45 am.
With that said, I need to go to sleep now, so I can at least get 5 hours
if sleep:(
Till tomorrow... |
6/13/06
- Tuesday: SO MANY THINGS TO DO.... |
 |
So, as the
title suggest, I have so many things to do. Now, I am not looking at it
from a negative point of view (no, really!). For once, everything that
I have on my plate is something I am really looking forward to
implementing. For instance, I had an epiphany Saturday morning, and
immediately jotted my ideas down in the form of a new thread at the Cry
The Beloved forums. Without spoiling too much, it was an idea for
a new set of custom abilities. They would be easy to implement, and yet
add so much more to the playing experience.
The only thing was, at
the time of the post, I only had the early, raw idea. In fact, I wasn't
even sure if this sort of thing was even implemented in DnD NWN. Remember,
I never actually played any of the commercial campaigns. Luckily, Jason
helped me understand things a bit better, and I realized it was
something that was very feasible. Again, like I mentioned earlier,
implementation was the least of my worries. The design was
the key... |
| Last night,
after some careful testing (on the train mind you), I got the final
confirmation that this new idea could definitely be implemented, without
any weird glitches and whatnot. Well, when I got home, I wrote a somewhat
lengthy post about what my ideas were for the design part.
When I got into work
this morning, I noticed a post by Rick Sanderson, which took
what I sort of came up with on the fly, and expanded it even more. This
new ability will now be able to be more customized by the end user, making
everyone's experience even more different. There are still some kinks to
be worked out, but I am sure we will figure it all out. Really great to
have co-conspirators working with me:) So,
when I got home, I began to work on this one particular cut-scene. Now,
this is all new to me, because of the pacing of it. You see, historically,
every cut-scene has more or less had a slower pace to it, with long,
sweeping angles, and lots of spinning around. Yeah, I am tired of the
spinning shot too:) Anyway, this new one is more fast paced, with lots of
different shots within seconds of each other. I have to admit, I have been
wanting to do these types of shots for a while, and there is no better
time than now. I really need to expand my skill set, and this will be one
more notch on the belt. I hope peeps like the cut-scene too:) Hey, look at
it this way...It can't be too long, since there are so many various shots
within seconds of each other:) I
have to admit, it was a bit of a struggle trying to get the timing right,
as well as the perfect looking angles, but I finally got something I was
happy with. One problem with me is that when I am working on something
that isn't working, I will stay up an extra 2 hours until it works. I hate
going to sleep knowing something is unfinished...Yeah, I'm weird...Well,
off to sleep now, as I am currently happy with what I have. Till
tomorrow... |
6/12/06
- Monday: TIME MANAGEMENT 101... |
 |
What's with
the title you ask? Well, concerning time management, I think I finally
have it! Too bad it took me till the end of development...Seriously
though, I have been doing just fine with it, but since things are coming
down to the wire, I need to ramp up how I manage everything, time
included.
So, this morning, since
I knew what I have been working on is very involved, and something I need
more time to, I decided to focus on the little things. One such thing was
some editing Jason did for me this past weekend. Now,
editing in itself isn't a small think, but actually implementing his
changes was something I knew I could knock out. I have to say, I was very
happy to find out that he was even editing cut-scene scripts with grammar
changes. Usually, it has been regular dialog files, so it was a nice
change of pace. I must drive him crazy, because I keep getting nicked for
he same grammar over and over again...Sigh, writing just isn't my forte... |
| I also found
time to add some dialogue that Preston wrote for me, which
was very easy to integrate. All in all, it was a very relaxing, yet
productive morning. I actually felt like I had accomplished something on
the train.
On the train ride home,
I was messing around with some scripts to add a new party member to the
infrastructure. As you all may or may not know, I have one unified party
member set of scripts that is very general. I have 1 sort of config file,
called cast_manager.nss where I need to add in the
respective party member. Once I make my changes there, everything is
complete. It is a very robust system, and I am glad I made the changes
last winter. Interestingly enough, this particular party member wasn't
even supposed to join the team. When I began thinking about it at work, I
wasn't sure if I wanted to fully implement them as a party member, or make
them some generic henchman (shudder...). I then realized
that I couldn't sell myself short, and since the infrastructure was there,
I decided to add them. At this point in the game, when the player finds
out this person is joining the team, I am sure their jaws will drop, and
they will jump for joy! I would:) When
I got home, after a pretty big dinner, I got back to work on the bigger
stuff, namely, the new sequence. More specifically, I began to script the
opening cut-scene for the new area. I won't be doing anything I have never
done in this cut-scene, so I don't anticipate it take too long. In fact, I
already scripted the first minute and 20 seconds of it. It just so happens
that the climax of the music that plays during the scene is at 70 seconds,
so it was easy to coordinate everything up till that point. I am not
entirely sure what I will do in the second half, but as always, something
will come to me while I listen to music when I got to bed tonight:) Till
tomorrow... |
6/11/06
- Sunday: EVERYTHING IS COMING ALONG AS PLANNED!!! <Insert Maniacal
Laughter> |
 |
So, today was
a very good indeed. First and foremost, I FINALLY converted
the piece of music I needed for the past few areas I had created this past
week. I still don't know why the one wasn't converting, but luckily, I had
the orchestrated version (which actually sounds better), so I used that.
No more turning the NWN music off and turning my iTunes on while testing
out these areas:) I have to say, the music really fits the scene, and will
probably be one of the most talked about tracks of the game. It is also
very huge in terms of file size, coming in at around 8.5 MB. Although, I
haven't had the chance to run it through my converter software, so
hopefully, it can knock it down to 3 MB or less...
Today was really the
quintessential day for development. I started around 12:00 pm, and I more
or less worked until 11:00 pm. I mean, I took mild breaks in between and
had dinner for 30 minutes or so, but for the most part, I just worked the
entire time...Which is a good thing:)
|
| In all of
this time, I must have tested various fighting situations at least half
the time. It was crazy. The good thing is, the more I test it now, the
less I have to do it some other time, and what better time than when I can
focus all of my energy on it? After balancing everything as good as I
could for the time being, I just finished some minor scripting, and moved
on to the next area.
So, I should just get
this out of the way right now. This sequence I have been working on is the
climax of the game. Now, The Coming didn't really have a
climax, due to the fact that it was so short, so I have been waiting for a
long time to create this scene. As always, I know what the intro cut-scene
for the new area will be like, I just need to create the damn thing. But
before I can do that, I need to prep the area. What that means is, I need
to set the lighting, placeables, sound effects, NPC's, etc. I was able to
do most of that today, along with some light scripting. The scene itself
is too grand to work on during train rides to/from work, so it will have
to wait until after work, or on the weekends.
What I will do
on the train however is knock out some editing changes submitted to me by Jason
Melancon. The man went crazy this weekend, giving me all sorts of
edits. Hell, he even edited the journals for me:) The thing that makes me
happy is that he took the initiative to do this, as I was only going to
send him some dialogue to edit. At any rate, it will make the game better overall,
and I am very appreciative. This will keep me busy at least for tomorrow
on the train. When I get home, I will get back to the aforementioned
climax scene.
I won't even give any
predictions on when it will be done, but obviously, the earlier, the
better:)
Till tomorrow...
|
6/10/06
- Saturday: LOTS O' IMPLEMENTATION!!! |
 |
As expected,
I got a lot of stuff done today. And, I mean a lot...Sad thing is, I can't
talk about what I got done today:( You know, it's funny. I
show tons of screenshots, and some people may think I am spoiling the
game, but I really am good at keeping secrets. In fact, I have kept a
great deal of secrets from the general populous. And trust me, I want
nothing more than to be able to share these things with you.
That time will hopefully
be coming in the next month or so. I really am eager to get feedback from
as many people as possible, and yet, and I a bit apprehensive at the same
time. No mater how good I think something is that I have done, in the back
of my mind, I am always dreading the 2-3 people who hate what I do, and
LOVE to be vocal about it. Ah, such is the life of a modder...
Till tomorrow... |
6/9/06
- Friday: THANK GOODNESS THE WEEKEND IS HERE!!! |
 |
Man, I am SO
happy the weekend is here. It just seems like I can never finish
anything important during the week anymore. The things I have been doing
seem to need at least 6-7 hours of uninterrupted time to finish it. Well,
perhaps not uninterrupted time, but let's just say I need a lot.
What I was able to do
today was test the combat. And, I mean really test it. As I
have mentioned before, every different player will have different
abilities/items, and I need to account for all of it. It isn't as complex
as trying to balance things for all races/classes as most DnD modules, but
it is still a pain. Speaking of which, I have nothing but the utmost
respect for those builders that do allow all races/classes and
balance for the game for all of them. I know things can't be
perfectly balanced, but for those that try, I tip my hat towards you. |
| Anyway, I
think it is more or less done with the first section. I have a mini-boss
type fight that I started scripting as well during my lunch break at work
today. I didn't get to test the actual fight out yet, but it is really
just an extension of the fights I have been testing these past few days,
so I more or less know what to look for. It would be super cool if I could
finish the one area off by the end of tomorrow. It seems I will have all
of Sunday to myself for once, so being able to put a dent in the next area
would be great. And I would definitely need that, for as usual, there are
tons of custom scripts to create...Joy!
Till tomorrow... |
6/8/06
- Thursday: IMPLEMENTATION DAY... |
 |
If yesterday
was more of a brainstorming day, today was definitely more of an
implementation day. On the train ride into work, I was a lot more
productive than I anticipated. Since things have slowed down at work, I
have been going in an hour later, effectively giving me an extra hour to
sleep, which has been making more of a difference than one could imagine.
I actually stayed up the entire time this morning, which rarely happens. I
mean, I usually get work done, but once we hit the 2nd to last stop, I
usually pass out.
Anyway, even though I
didn't make any significant changes to the area I have been working on for
a while, I did tons of scripting for it. It is apparently my MO to always
do things I have never done before:) I keep telling myself that I will
eventually have a library full of code from The Coming and Cry
The Beloved that I will never have to write any more new scripts
ever again...Yeah right... :) |
| The good
thing is, once I am done with this last bit of scripting, all I have to do
is worry about one thing...Combat...Glorious, strategic, dynamic combat.
It is great, for so many reasons. Because of the varying abilities the
players will have at this point, it's possible for many people to have
various experiences, so I don't have to worry about that as much. Another
thing is that I don't have to worry about writing tons of dialogue. Yes,
that's right! No dialogue for a while:)
Seriously though, I can
honestly say that combat will be the focus of my energy for at least the
next 2 weeks. This is the one thing I always feel confident doing, and it
doesn't get too frustrating. I already know what I want, so I just need to
implement it, and move on in life:) Annoyingly enough, I still haven't
been able to convert this one piece of music that I need for this entire
sequence. Every other track has been working fine, except this one...It is
quite annoying...I am sure I will figure it out, but it is annoying to
play the piece of music in iTunes while turning the music off in the game,
to simulate it during the test fights I have been doing these past few
days...Oh well...
Till tomorrow... |
6/7/06
- Wednesday: BRAINSTORMING DAY... |
 |
So, today was
more of a brainstorming day, than actual implementation, which was fine
with me. I basically need to just try to map out how this one part of the
ending sequence will play out. I did get some implementation
done on the train ride into work, but coming home, well, that's a
different story. I got caught in some nasty rain walking from my office to
Grand Central Train Station, so, feeling wet and all, I didn't have the
patience to do any work. I just wanted to sleep, and get off the train,
which consequently, had the AC on for whatever reason today. Figures,
because on hot days, it is broken:)
After getting home, I
had to stop at my Mom's house for what was supposed to be a short visit,
but ended up being a 2 hour visit. Long story short, she had computer
issues, and since I make video games, she thinks I know everything about
hardware, when I really don't:) Tomorrow, I hope to finish up my
brainstorming, and get to more implementation.
Till tomorrow... |
6/6/06
- Tuesday: ALL IS GOOD AGAIN!!! |
 |
I have to
admit, I had a lot of fun today. First and foremost, I actually forgot I
had to call Fortune City about my website, when Todd
Harell sent me an e-mail reminding me about it. Luckily, as soon
as I called, I actually got through. Besides taking care of everything,
they even extended by my use of the domain name, roseofeternity.com:)
So, things were looking very good early on.
Later in the day, I
started getting some interesting IM's. One in particular was from David
Timmons, who was stuck on one of the floors of the dungeon (I
believe I mentioned this yesterday). After having him tell me his path
from the beginning of the game until the point he was at, I was able to
help him with no problems. It was great to get another perspective on game
flow. Since things are open ended a bit, not everyone will do things the
same way, so it was great to find someone doing things in ways I never
imagined. The best part was that he was playing it in windowed mode, so as
he was playing, I was getting his reactions to all of the new stuff he was
seeing. Hell, he was even reporting bugs. |
| Even better,
since I had my laptop next to me in the office, I actually opened up the
toolset and began to squash some of the bugs right as he was
reporting them. It was great! I could tell he was having fun, and that is
all I want people to feel when they play it.
Interestingly enough, Amy,
who I had been chatting with was about to start playing through it as
well. Unfortunately, she ran into a game break bug, which was a VERY
good catch. Essentially, to get past a specific door, a check on a
local variable is made on a particular party member. As all of you who played The Coming know, when you level up a party member,
the current one is destroyed, and a new one is spawned in. Well, what must
have happened is that the variable was set on said party member, she
gained a level, and when the new party member was spawned, the local
variable wasn't carried over. Now, I already have scripts to copy over
certain local variables, so I just had to plug in the variable name, and
it was all good. However, it was a very good find, because it made me do a
check in the game for more local variables that I was forgetting to
transfer over. Luckily, that was the only one I found, but I need to
remember to add them to the script as they are created. So, thanks Amy,
and sorry:(
Going back to David
for a second, due to his play style, I think I might have to
implement my first real nerf...For those that don't know what that is, it
is basically when you take a previously powerful attack/ability, and
weaken it. It has been known to cause riots in the MMORPG worlds,
but I think I will be safe from the bloodshed. Essentially, the whirlwind
ability you get in The Coming pushes enemies away when they
are hit with it. Apparently, it looks as if people can take advantage of
this, by spamming it over and over again. Now, I am going to post a thread
at the forums to discuss it before I take action. One solution would be to
only allow enemies to be pushed away every 30 seconds or so. Perhaps 5
times a day...Perhaps the push distance starts out very small (i.e. 2
meters), but increases as Aramus gains levels...Not sure how
to rectify the situation, but I am sure we will come up with something.
Another thing I have to
do is get more music on my Mom's laptop. Currently, I only have about 17
tracks, as I didn't want to put a lot of extra junk on her machine.
However, I might stab myself in the eye if I have to listen to any of
these tracks anymore...I know I can use my iPod, but it is more
convenient to listen to them via iTunes when I am actually using the damn
laptop.
Back on topic, as for what I have
to do, well, I will keep on implementing the sequence I started working on
last night. I got a decent amount of work done on the train ride into
work, contrary to the fact that I was tired as all hell. In fact, I still
do not know how I forced myself to stay up...While at home, I
worked on some of the AI for a party member, and also tweaked the
statistics of a new enemy. I haven't given said enemy any custom abilities
yet, as I still need to think that through. Finally,
I was very pleased that Pokstair took it upon himself to
write a detailed walkthrough of the new floors I created for the often
mentioned dungeon of mine, and post it at the forums. Besides the fact
that it gave me something else to do, it was great to see how others
handled it. All in all, things are going great. Till
tomorrow... |
6/5/06
- Monday: OKAY, THIS IS JUST GETTING RIDICULOUS NOW... |
 |
So, by the
time anyone reads this, all will be fine. What am I talking about, you
ponder? Well, the damn status of this damn website. Since last Friday, the
website has been down. You see, the bill for the hosting was coming out of
my checking account automatically, every month, via a debit card. Well,
when my card was stolen (yes, I live in a dangerous area where people
steal things:) ), when I got my new one, I had to enter the new info on
their website. Anyways, ever since that happened, the money hasn't been
coming out automatically. So, when I realized the bill wasn't paid, I paid
it manually. For whatever reason, even if you pay the bill yourself,
customer support still needs to switch on the site again. It is very
annoying. What's worse is that customer support wasn't open over the
weekend, so I had to wait till today to call them. Then, I
wasn't able to get in contact with them, as the phone was busy...4 days of
my website being down is not acceptable, especially to the people who come
here everyday to check my blog...I will hopefully rectify the situation
tomorrow morning...
Till tomorrow... |
| On a more
positive note, things involving the ALPHA have been pretty
smooth so far. As expected, people are posting at the forums again, and
surprisingly enough, I only got 1 major bug, and it is one that was
already known to me (which I thought I fixed). So, all in all, pretty good
so far. I have to say, it's pretty cool to have the whole gang back in
action, so to speak. I got to ask lots of dumb questions about DnD related
stuff (i.e. the difference between DEX and Attack Bonus), and got lots of
various answers, helping me understand it more.
Keeping in line with my
other goals, Phil is revising some dialogue for me, and David
has delivered a new set of dialogue for me as well. Jason has
some time in his busy life, so I can send him some more stuff to edit.
Although she doesn't know it, I am going to ask Amy if she
can help me with some more poem like content. Pokstair seemingly
flew through the ALPHA, and gave me some detailed info on a
particular enemy that might have to have its special abilities toned down.
I suspected as much, so I figured I would leave it in, and see what the
actual players had to say. Heh, Bjarne is actually going to
go through The Coming to have a fresh character for the ALPHA.
I feel so bad for him, especially since he will have to sit
through all of those cut-scenes again:(
Best of all however, was
the fact that I got an e-mail from David saying he was
having some issues with the revised dungeon I had been working on last
month. You would think that it is a problem, but it is not,
because since it is completely optional, I wanted it to be difficult. I
just hope it isn't something too hard, that most people will end up
hating...
Tomorrow morning, I will
begin to work on the sequence I put on the shelf a month ago when my
laptop broke. Now that I am using an even faster one, there should be no
problems. For those wondering when I will be done, this next sequence
(even though it will be quite long) will be the last one...Minus some
polishing and side quests, in terms of the main plotline, this it...This
is it folks...I can smell it...
Till tomorrow...
EDIT - Okay, apparently,
the website came up sooner than I anticipated:) |
6/4/06
- Sunday: ALPHA V0.60 IS LIVE!!! |
 |
*Wipes
hands clean of situation* Whew, it's finally over. This phase that
is...I was finally able to package up all the appropriate files, and
upload them to my online hard drive. I then made a pretty lengthy post on
the official forums about what is new. I have to admit, I probably missed
a few things, since it has been 3 months since the last ALPHA, but
it is what it is...
I also had a very
interesting morning, as I mentioned yesterday, I met my old boss and
mentor for breakfast. It was great to be able to catch up and see what he
was doing in life. As usual, he is just as busy, if not more than I am
with his various projects and what not. Oh yeah, and he has a loving wife
and 2 kids to take care of, so his plate is definitely bigger than mine,
so to speak:)
On the train ride into
work tomorrow, I will focus on some design work, mostly some new dialogues
that need to be written, as well as a new side quest.
Till tomorrow... |
6/3/06
- Saturday: OKAY, I THINK THIS IS IT... |
 |
Man, what a
long day...Late last night, I began my speed play through the game, to
make sure everything was okay for the ALPHA testers. I did
take some notes, but 99% of it was stuff I can do later. All I have to do
now is fix up those 1 or 2 issues, and began the process of putting the ALPHA
together.
This includes packaging
up all of the new music files I have added since the last one, as well as
the module file, and perhaps a hak or 2 (I cannot remember if I added
anything new...). Once that stuff is packaged up, I will upload it to my
online hard rive, and post a link at the official Cry The Beloved forums.
I will feel very good once I can put this behind me, and move on. And move
on, I must...
The first thing I will
do is try to stir up some activity at the forums. I have been disconnected
from everyone for the past month, as I have been feverishly trying to get
as much done on the game as possible. I feel so horrible, so I think I
need to spend at least half a day on that. |
| Having a new
ALPHA will naturally get some more posts on the forums, as I
assume people will find various bugs doing things I never even thought of.
I also have a lot of questions to post as well, in our Brainstorming
section. In fact, I will probably personally e-mail every single
person who is a part of the team, to let them know I am alive and well
(finally!). It's a weird thing to have people giving their own time to
help me, so when I don't hear from them in a while, I totally understand.
Hell, they aren't getting paid. Hopefully, all of them will have a little
time on their hands to help out old Chally boy:)
Before I even get to
that stuff tomorrow however, I will have to do other things. One thing
that is very important to me is having breakfast with my mentor, and old
boss, Ron
Coleman. For those that don't know, he is the CTO of
a company named Informeta, where
I used to intern. In fact, that was my first experience as a software
engineer in the commercial field. I will never forget my days at Informeta,
or everything he has done for me. It will be great to sit with him
and talk about everything that has happened since we last had breakfast
(last October or so...). I am sure he will want me to go speak to his
students at the local college where he teaches Game Design. As always, I
will try to get out of it:) I am also curious as to how the company has
been doing as well...I haven't heard much, and there wasn't much when I
googled it, but I guess I will get the answers from the source in just a
few hours. Speaking of which, it is getting late, so...
...Till tomorrow...
EDIT - I am
anticipating a lot of e-mails tomorrow, so anyone who has been waiting,
it's almost over! |
6/2/06
- Friday: YOU SHOULD HAVE JUST MADE A DAMN MOVIE!!! |
 |
"You
should have just made a damn movie!!!" Ah, this famous
phrase:) I have probably heard this just as much as "How come I
can't use my own character in Rose Of Eternity?". For those
that don't know what I am talking about, you probably wouldn't want to
waste your precious time going through the comments section on the
download page for The Coming, but let's just say that a lot
of people just don't like cut-scenes. Well, perhaps they like cut-scenes,
but not a lot of long ones that they cannot
skip:) To most people however, this shouldn't be anything new...
However, as of late, I
have been re-thinking how I feel about these comments. At first, it used
to piss me off...A lot...Then, I just stopped caring about them...Now, I
actually take it as a compliment. It should be no secret that I am a big
fan of movies in general, but what most people don't really know is that I
sort of had aspirations on becoming a movie director. Maybe not
aspirations, but I definitely day dreamed about it a lot:) |
| Back to
cut-scenes, in game movies, or whatever the hell people want to call it, I
am still a big fan. Don't get me wrong, I have listened to
what people say in terms of things that could be improved, and I have
listened. I feel I know my target audience now, and I am not going to do
something radically different, something I would have done if this were a
console game. However, in my heart, I know once I start
working on console RPG's, my creativity will be let loose. There are some
key things that people aren't doing in console RPG's, besides perhaps Squaresoft.
Any fan of Final
Fantasy knows the dramatic change the franchise took when it
released Final Fantasy 7 for the PS1. CGI
movies were all the craze, and after the series ended up becoming the best
selling one in the series, they ran with the whole CGI thing (in fact,
most companies that made games for the PS1 early on jumped
on the opening CGI movie bandwagon). However, things started to take a
turn for the worse. Companies were more interested in creating pretty CGI
and in game cut-scenes, and players were left looking for some actual game play.
This really soured things, and now, besides for games like Metal
Gear Solid, in game cut-scenes are getting a bad rep everywhere...
I don't have the magazine with me right now, but Cliff Belinski, the
lead designer of the Unreal Tournament series and the
upcoming X-BOX 360 game, Gears Of War, has
openly stated that he hates cut-scenes, and that he wants no part of them
in his games. The developers of Half Life 2 took the same
approach. You will notice that when you play, when people are talking to
you, it is all in real time, so if you don't want to listen to them, you
can walk away. Dramatic sequences occur in real time, so if you aren't at
the right place at the right time, things can go sour very fast. The
explanation is always the same...They don't want to take the player out of
the action...
Well, I am a hard headed
SOB, so I have a different perspective, which I stand by firmly. I think
that if the cut-scene is directed to perfection (or as good as it gets),
with the right story line, they can really get a reaction of the player
that say, some normal text. I look at it like this. Video games are a
visual medium, as are movies. I personally would rather watch a well
directed cut-scene with full speech talk, then to read some dialog with
someone describing to me what happens. Now, not everything has to be in a
cut-scene (I know better now!), but if they are spread out accordingly,
they can really serve their purpose. Plus, technology is getting better,
so facial expressions are becoming more realistic, so with the right set
of animators, whatever emotion you are trying to express to the end user
is that much better.
And let's not forget
about the game play, because I still believe it is more important
than cut-scenes. My point is, the game play has to be there, AND it
has to be great. I know it is hard to juggle all those things at once, so
I in no way blame developers. I have enough stress in my life with game
development, and I am doing it for free. I have no idea what it must feel
like to have to know what you are making has to make money
for someone...That said, I think if a player goes through 2 hours of real game play,
the type of game play that is as good as it gets, they won't mind watching
a 5 minute beautifully directed cut-scene, showing the aftermath of
whatever the player was just going through.
Not sure if I ever
explicitly mentioned this, but when I began designing Rose Of
Eternity, I always imagined every scene as if it was in a movie.
Not sure if this is the right approach to game design, but then, is there really
one way to design an RPG? So, when it came to create certain
sequences, it was already a no brainer that simple dialogs screen wouldn't
do it justice. I don't know, maybe I am just dreaming again, and this
isn't the future of console RPG's. But then again, I could be
right. So, as everyone comes to the fork in the road and goes left or
right, I will just continue to go straight...
Till tomorrow...
EDIT - I do
realize that a lot of RPG's already have tons of movie like cut-scenes,
but I haven't seen many that have the game play to back it up. Again, just
my thoughts. Then again, this is MY blog:) |
6/1/06
- Thursday: THIS IS IT...THE HOME STRETCH...CAN CHALLSEUS DO
IT? |
 |
So folks,
this is it. It's the home stretch. May the pressure game begin...I created
this infernal blog 10 months ago, and therefore I now I have to live up to
the hype I have been preaching about. To say that I am feeling the
pressure would be an understatement. The following things constantly
go through my head: Can I get this done before NWN2 launches? Will
people like it more than The Coming? Will anyone even care
about NWN when it's released? Are my fans pissed off it has taken this
long? Yeah...Those are the thoughts that have been going through my head
on a daily basis. Now, I have to admit, it isn't as bad as before.
For instance, I know I
have already stated this, but I know my rating won't be as
high as my other module, for reasons that baffle me, reasons that I don't
want to go into right now. However, I am lucky enough to not care as much
for my rating. You see, the only reason I care was for visibility. Most
people say, "Ratings mean nothing". |
| If they
weren't trying to get a job in the game industry, that makes sense.
However, for me, visibility is key. For instance, I probably wouldn't have
ever gotten an e-mail from Brett Todd about including my
module in the top 5 NWN modules, which was published in PC Gamer, if
my module wasn't in the Top Rated list. My module would have
never been on his radar, because let's face it... The professionals have
stuff to do, and they aren't as deep in the community as everyone else, so
that word of mouth stuff just doesn't fly. Just because 1000 people e-mail
you saying they think your game is the best thing they ever played isn't
good enough (not that I don't like that. In fact, I LOVE those
e-mails, so please don't stop!). If they don't vote, getting you some
visibility, it is all for naught.
Luckily, I have garnered
enough attention to not have to worry about it anymore. One thing that is
guaranteed is downloads. How many people like my module is not known
however, because technically speaking, even though I have 12000+
downloads, only 178 people have voted. How do I know if people really
liked my game. Maybe only 500 out of that 12000 did...It's hard to
tell in the community, but I guess votes are like the Nielsen ratings
(which I don't really agree with, but oh well). Or worse, those damn
Presidential polls that only a small % of people actually partake in,
which determine how much the entire country likes/dislikes
said President. Okay, sorry for that little tangent:)
Going back a bit, I just
want to touch on the release date of this module. I would be stabbing
myself in the neck with a switch blade if I gave a hard date, so I won't.
I do want to apologize however, because anyone who has been following the
progress of this game must have noticed the way I have been silently
pushing back the release date. On the downloads page, it used to say Winter
2005. I changed that to Winter 2006, and hoped no
one would notice, or assume it was a typo:) Then, it changed to Spring
2006. In short, this thing is a lot bigger than I anticipated.
Maybe not so much in length (although the length is 2 times bigger than The
Coming), but more so in the amount of custom content. And when I
say custom content, I don't mean new cloak models, or horses, or something
like that. I mean custom systems, essentially making this game vastly
different from any NWN module. In fact, I really don't want
to even refer to it as a NWN module anymore. I want to call
it an RPG created using the Aurora Engine. Any
reference to NWN will just screw up how the player will view
the game. We'll see how long that lasts:)
So, literally 10 months
into production, and where am I, you ask? Well, after I make it through
the last ALPHA release, I will begin the task of putting
everything together. I still have to create the final sequences, which has
to blow the player away. I have an assortment of sub-quests to
finish up. Hell, I still have to find generic music for those that don't
want to download the custom music (not really looking forward to that...).
Then, there is the insane amount of polishing that has to be done.
Luckily, I have been polishing a lot as I go (remember, I had 5 pages of
stuff from the last play through), so it shouldn't be as bad as last time.
I still have some more custom skills to create. I still have a lot of
dialogue that need to be written by various writers, as well as a lot of
stuff that has to be edited .I think the thing that makes me believe I can
get all of this done relatively soon is the fact that none of it will be
anything new that I haven't done before, besides the final sequences. I
have already killed myself with innovative implementations earlier in the
production, so that I could just focus on easy things the last few months
of development. Well, there is one thing that will be innovative...One
thing that I haven't done before. There is still a particular scene that
has to be done...One particular scene that will define Cry The
Beloved, much like the opening sequence in The Coming defined
it. This one scene is definitely going to take me a week to do, but
I might be able to cut that time down if I do it when I take my 2 week
vacation. I am actually looking forward to creating this scene, as well as
reading what people have to say about it. It's been a few years
coming, but it's almost here. I can see it...It's the home stretch...Can I
do it?
Till tomorrow... |
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