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Return To Cry The Beloved Status
5/31/06
- Wednesday: SOMETIMES, IT IS THE LITTLE THINGS... |
 |
So, today was
a lot more productive than I imagined. I was successful in getting up at
4:00 am, and once I was on the train, I worked the entire time.
I was amazed. Even better, after the software release, I was able to sneak
in another 2 hours of work. It was great.
Since I had those 2
extra hours, I decided to work on something that is very little, and
something that not every player will see. If they do however, it should
hopefully make them smile, and think, "Wow, I haven't seen
anything like this in a NWN module before". I hope they
haven't seen it before:)
As for everything else,
I actually made it through all 4 pages of bugs/issues. I didn't fix every
single thing I came across, because all of it wasn't necessary for
the next ALPHA release. All I have to do now is connect some
more pieces together, do the quick run through, and then it will be ready.
Yeah, I know I have been talking about it for days, but I swear, I am
almost there:) |
| After I
release the ALPHA, before I begin work on the rest of the
game, I will do a few days of admin related stuff. I desperately need to
get in contact with lots of people who have been helping me with the
production of Cry The Beloved. I have been really focused on
getting this ALPHA out, and with everything else going on in
my life, I just haven't had the time I used to.
So, to anyone who has
e-mailed me in the past week or so, fear not, once I am done with this,
you will have my total attention.
Till tomorrow... |
5/30/06
- Tuesday: I HAVEN'T BEEN IGNORING E-MAILS!!! |
 |
Just as a bit
of a reminder, I haven't been avoiding anyone's e-mails. I have just been
so damn busy between work, getting this ALPHA out, and not
pulling the little bit of hair I have left out. In fact, I am turning in
early tonight, as I have a software release to supervise tomorrow morning.
Usually, I would do it from home, but I have a bad feeling, so I need to
be in the office at 7:00 am. Yep, that means I will have to catch the 5:15
am train, getting me up at 4:00 am...At this point in my career, I just
roll with these things...
As far as what I did
today, I think I made pretty good progress. Out of the 4 pages of notes, I
got through 2 of them. As I mentioned yesterday, most were
upgrades/enhancements to current systems, and whatnot. Not a lot of bugs
at all. I made a significant change to one new system on the train ride
into work, and I am very pleased, mostly because it is something I should
have done a long time ago. |
| Also, I have
found a new piece of music, and as always, I have had it on repeat for a
couple of days now. I finally decided that this would be the main theme of
a particular NPC that I am quite fond of. This NPC did not have a big role
in The Coming, but I have always liked them, so it is time
for them to get their shine in Cry The Beloved.
So, I would really like
to get some work done on the train ride into work, but since it will be at
5:00 in the morning, I can't promise anything. The good thing is that I
will be leaving early, so I anticipate (there is that nasty word again)
that I can finish the last 2 pages by tomorrow. Then, all I have to do is
a quick run though (by quick, I mean just make sure there are no plot
breaking bugs), and release this damn thing to the testers. Just breathe,
Leonard...Just breathe...
Till tomorrow... |
5/29/06
- Monday: UPS AND DOWNS, IN 24 HOURS... |
 |
So, when I
started playing the game this morning, I knew I was in for a treat. I was
at a place in the game that I have secretly thought to be better, and more
fun (is that grammatically correct?) than any other place in the game. I
wasn't disappointed:) I had so much fun playing through it, that when I
ran into yet another game stopping bug, I cursed at the wall
for a few minutes, and reloaded a save point from an hour or so before. At
this point, I was feeling very good...
...However, as my bad
luck would have it, I ran into another critical game stopping bug, which
could not be bypassed by a simple reload. At this point, as with
yesterday, I hadn't even gotten to the new stuff yet! I then proceeded to
simply start the game from that particular point. I am able to do this,
because I have a very robust set of scripts that will change all game
state variables, depending on some Boolean constants I set. I could have
an actual area that dynamically sets everything up, but I don't have the
time to set that up...Next time... |
| I actually
hate doing this, as it breaks the continuity, but you gotta do what you
gotta do...After my play through, I actually amassed about 5 pages of
notes, including the 1 page I wrote up on Friday. So, I was over the
amount of expected pages by 1, not bad...Actually, most things I jotted
down were ideas, not actual bugs.
That said, I am not
going to be able to release the ALPHA, as I had originally
wanted to today. I will however bust my ass as much as possible on the
train ride to/from work this week to get it together. Ah, the drama of
module building...It's almost over...
Till tomorrow... |
5/28/06
- Sunday: DAMN, THIS GAME IS HELLA LONG... |
 |
The day
started off as I figured it would...Knocking out the page or so of
bugs/issues from the 1st run through. I took me about 5 hours to take care
of everything, but it also felt good at the same time. Then, the fun
began...
I finally was able to attempt
to play through Cry The Beloved again. Man,
I really did underestimate how long the game has been getting, and get
this: I haven't even gotten to the new areas I had been working on the
past month or so:) I mean, I did speed play to the part that broke on me,
but once I got there, I went back to doing everything. Apparently,
everything is a lot:)
At about 2:00 am, I
decided I needed to stop, so that I could wake up early in the morning to
start the process again. I stopped at a nice area in the game, and I can't
wait to go through the next sequence.
Till tomorrow... |
| EDIT -
Okay, I lied...I didn't just play the game today. I watched a very, very
good movie named "Hotel Rwanda" for a couple of hours. I won't
go into details, but let's just saying it was a very moving movie about
the genocide that occurred in Rwanda in 1994, involving the Hutu's and
Tutsi's. Just google it for more information... |
5/27/06
- Saturday: NOT MUCH TODAY... |
 |
As I
mentioned before, I had a wedding to go to today, so I did not get much
done...I did fix about 1/4 of the bugs I jotted down the other day. Also,
after being on the phone with a close friend for a while, we came up with
2 new types of custom attacks. One was very easy to implement, so I took
care of that in the morning. When I got home from the wedding, I was too
tired to do anything, so I just hit the normal web pages before going to
sleep (NWVault, Bioware Module Forums, 2 email addressed, Gamespot).
Also, some of you might
have noticed a new link in the left column, where I have other links to
sites such as NWVault, and the Bioware Modules forums. The new link,
called VGMusic
links to a music site that
I have been frequenting for at least 2 years. This particular site has
thousands and thousands of MIDI's of video game music ranging from the
early days of the Nintendo Entertainment System, to the XBOX. The tracks I
listen to the most are the ones for the NES and SNES (no surprise there).
It really brings me back to
my childhood, when things were so much simpler. The ones I have been
listening to lately are for all of the Mega Man series, especially Mega
Man II. Ah, good times...
Till tomorrow... |
5/26/06
- Friday: I OFFICIALLY DON'T CARE ANYMORE... |
 |
Just to
clarify, the title of this update has nothing to do with Rose Of
Eternity. All of that stuff is great, which I will get to in a
minute...
My issues stem from my
day job as a programmer. I officially don't care...The turnover rate has
been horrendous, therefore bring worker morale down, which is
understandable. However, when someone such as myself actually cares (to an
extent) about what he is doing, and is surrounded by many who do not, it
just adds more stress to the situation. I won't go into details, but let's
just say that I am tired of trying to be the voice of reason. Hell, I
expect to be doing something different, professionally speaking, in the
next couple of years anyway. For now, I just need to pay the bills... |
| Game wise,
everything is great. On the morning, and on the train ride home, I went
through about 1/4 of the game. Unfortunately, I ran into a game stopping
bug, which was somewhat annoying. The saving grace is that I had already
compiled a page worth of bugs/issues, which is right on with my
projections of 4 pages by the end of the run through (remember, I only
played 1/4 so far). So, I will just go through the page, and knock out as
many of this issues that I can. I don't have the paper in front of me
right now, but I don't remember anything major.
Once I am done going
through the 1 page, I will start the game over again, and speed play to
the part of the game that was broken. I will then go through it as I had
before, doing anything and everything that is available to the player, in
order to compile the next 3 or so pages of bug/issues.
As I mentioned before, I
have a wedding to go to on Saturday, so that severely limits how much I
can do. I might end up working very late tomorrow night to get to the end
of the game. Yep, I smell and all niter!
Till tomorrow... |
5/25/06
- Thursday: GETTING THERE... |
 |
So, the
finishing touches on an enhancement of one of the puzzle systems took just
a little bit longer than I anticipated (what else is new), mostly because
I was too tired on the train to do anything but pass out.
I did finish it when I
got home however, so all that is left is to make sure some transitions
work correctly, and then I will prepare for the next ALPHA. This
includes going through the scripts and everything to make sure none of my
test code is uncommented. I have mostly moved away from this sort of
thing, but here and there, I have to modify minor scripts for testing
purposes. Nothing pisses me off more than getting 6 hours into the game,
just to find a game break bug which stems from me not resetting all
scripts to their proper state. |
| Once I am
confident, I do my 1st run through. This 1st one, I will probably try to
do everything, as I am very curious as to how long the game is. The last
time I had an ALPHA, it was already longer than The
Coming, so I am on track to having a game that is twice as long.
The other reason I will try to do everything is because I like to give
stuff to the ALPHA testers that is less likely to break.
They are going to find bugs whatever I do (no software is 100% bug free,
except "Hello World" programs:) ), so the least I can do is get
rid of anything that is major.
I anticipate I will have
about 3-4 pages worth of notes after my 1st play through. It will then
take me at least a day to sift through it, and handle all of the issues. I
will then run through the game, but much more quickly, basically verifying
all the bugs are fixed. Then, it is time to ship it out to the testers, so
that they can break it apart, and give me more work:)
Since I have off from
work on Monday, it would be cool if I could have the ALPHA ready
by Monday night. Not sure about it, because one of my best friend's sister
is getting married this weekend, so he will be up with his wife. That of
course means I have to entertain them and whatnot. Then, there is the
actual wedding on Saturday, which will take a lot of my time and energy
away. I pleaded with her to get married after I release Cry
The Beloved, but apparently, her little wedding is more important.
Bah...
Till tomorrow... |
5/24/06
- Wednesday: SOME MORE PIECES... |
 |
As the title
suggests, there are still a few pieces left that need to be connected.
Don't fret however, because I knocked out a LOT of stuff
today. All cut-scenes connect to the proper areas, as well as the outcomes
of many puzzles. I got in the majority of VFX, as well as the various
confirmations when you do something good.
I will admit I wanted to
wipe my hands clean of this area by the end of today, but things
happen...I mean, I did work on some other things that
weren't related to the dungeon, it's just that it isn't that substantial
in terms of content (was mostly scripting issues), so it is hard to
visualize what I did accomplish...
On the train tomorrow, I
need to put the finishing touches on an enhancement of one of the puzzle
systems, as the old way wasn't really intuitive. I was killing myself the
last hour of development, but I think I figured out a solution. It
shouldn't be too hard to implement.
Till tomorrow... |
5/23/06
- Tuesday: PUTTING ALL THE PIECES TOGETHER... |
 |
So, once I
finished working on the cut-scene I have been talking about for the past
day or so, I knew I still had to go back and put all the pieces together.
What do I mean by that? Well, I usually like to work linearly on certain
areas, from start to finish. However, once in a while, when I am feeling
bored, I will jump ahead and work on a new sequence that I know I will
have fun implementing. This cut-scene was an example of this.
Now I have to go back
and make sure everything likes together. This really consists of small
things, like making sure all transitions are working correctly, as well as
adding the correct VFX everywhere. I also need to put some treasure into
the various hidden chests. Once I am done with that, I am going to take a
test run through the game. I am actually excited about it, because I
haven't done it in a while. Then, I will finally get the long awaited ALPHA
out. I also expect that this will be the last version of the ALPHA.
From here on out, it will be BETA time!
Till tomorrow... |
5/22/06
- Monday: ONE HELL OF A CUT-SCENE!!! |
 |
So, on the
train ride this morning, I was very productive. I worked until the battery
of my laptop died, which luckily happened as soon as the train pulled into
Grand Central Station. I used this time to fix some key bugs
with the boss fight, as well as to actually test the damn thing. By the
time I was done, everything seemed to be working. I then stubbed out the
code I would use to have the finale cut-scene run.
Unfortunately, at work,
I was very busy today. So busy that I never even had a chance to take out
my laptop and plug it in...So, on the train ride home, I could only work
for like 15 minutes before it shut off on me...It was quite annoying, but
it happens.
When I got home, while
watching the season finale of 24, I was finally able to
convert the piece I needed for the finale cut-scene. Special recognition
goes out to Hugie again for helping me with that. It finally
works! |
| In line with
what I talked about yesterday, there was going to be no way that I could
start the cut-scene without the proper music. You see, everything had
to be perfect. Every camera angle had to match the music as the right
time, along with the various animations, and visual effects. You guys know
how I do:) Sometimes, I feel like more of a movie director than a game
designer!
That said, let's just
say that everything came together perfectly. I was able to create a
stubbed out cut-scene, with the proper music and camera angles, that runs
for the exact amount of time. I even got some VFX in that I thought was
going to be tougher than it really was. All that is left is to add the
appropriate text, some more VFX, and some minor scripts that will change
the state of the game.
I have to say, this is
another one of those cut-scene I have been dreaming about creating for a
couple of years. To actually do it, in one night no less, was a dream come
true. Every time I visualize things ahead of time (which is 99.9% of the
time), when I actually implement it, it usually comes out a bit different.
This cut-scene was no exception, however, it is for the better. My only
gripe is that not everyone who plays the game will see it:(
Oh well, for those that do, they are in for a treat!
Till tomorrow... |
5/21/06
- Sunday: ANOTHER SOLID DAY... |
 |
So, today was
a very solid day indeed. I essentially did one thing: Work on a boss
battle. I have to say, I haven't had this fun creating a boss fight in a
while. Everything just seemed work perfectly. I am confident that it will
be something to remember. As always, everything about it is custom, from
the effects, to the AI, to the music (obviously). It is very dynamic, so
the way that people choose to complete will be different, depending on
their particular play styles. I admit I got carried away a bit, but I am
sticking to my ideals. Everything has to be unique, boss fights most of
all. I never want the player to be part of a fight they feel
they have been in before. I need to keep the player on their toes, and
dammit, this particular fight will do just that. As a spoiler, I haven't
beaten it yet. Now, I was mostly testing it, without having all the proper
items, so we will see tomorrow morning when I continue the testing. Once I
have things more or less complete, with all of the pieces glued together,
I will create a finale cut-scene. As always, I know what music I want to
use, I am just still having problems converting it. Damn you Apple! |
| Some other
minor things I worked on today included fixing the blasted AI of one of
the party members. Let's just say that this particular party member was
close to being written out of the story:) It was that annoying!
Luckily, I found the cause of it, and the problem has gone away...For the
time being...There is another AI issue with this same party
member, where they somehow lose items during combat, or just standing
around. One of the ALPHA testers noticed it when they were
dying, so I thought that was the issue. Apparently, it is not. I know I
will figure it out, so I am not going to stress over it...For the time
being:)
There's something else I
wanted to talk about. I have been reading the NWN2 forums
everyday, mainly skimming through, and between all of the "I
want this Obsidian, and if you don't give it to me, I will not buy your
freaking game!" posts, I sometimes come across posts about
the music, and who the composer will be. 99.9% of the replies state that
it is common for the music to be added to the game last.
This of course is
inconceivable for me. Putting in music last?! Hell, I need the music at
the time of design to figure out how every scene will play out. I guess it
is just one of the differences of how I approach game design. To some,
music is an afterthought. To me, it is most important. I actually don't
think I will like the NWN2 soundtrack too much (I didn't
like NWN1 either), but we will see. I think it is the style
that most annoys me. Most tracks are only 1:30 long, and after they play,
there is silence for like another 2 minutes. I know this can be changed by
the builder (I do this very thing), but sometimes I cannot help but wonder
why...
Again, since all people
are different, there really isn't any point to figuring out. I need to
realizing that it is how a lot of people feel. I just have to learn how to
deal with it, and work around it. Just another reason why I don't think
the PC community as a whole may be my target audience. Then again, don't
mind me, I am just rambling...It is 12:30 am here, and I have to be up for
the train soon...Damn, I should have gone to sleep earlier. Just couldn't
stop implementing the new boss fight...Yes people, I am addicted!
Till tomorrow...
P.S. Big up to
Hugie for pointing out that I used the same date for 3-4 posts in a row.
There goes the effects of not getting enough sleep thing again:) |
5/20/06 - Saturday: BUSY, BUSY, BUSY... |
 |
Today was very
different from yesterday. I got up a bit late, but after getting
my shower and breakfast, I dove head first into development. I am happy to
say that I am very close to finishing up the dungeon. I
finished up all rooms, and spent A LOT of time play testing
them today to make sure everything was working perfect. I opted to not
start the last puzzle, and decided to begin work on the boss fight.
Luckily, I already knew what I wanted, so I just have to implement it. Of
course things changed a bit when I actually started working on it, but my overall
vision is intact...
I created some of the
scripts for the sequence, as well as an opening cut-scene. I didn't get a
chance to test the cut-scene, but I am sure it will work fine. I will also
have to add in the code to make it skip able.
Tomorrow, I expect to
either finish the boss fight, or be very close. Once that is done, I can
finish up the last puzzle, do a couple of run throughs of the game, and
ship out the next ALPHA. Busy, busy, busy...
Till tomorrow... |
5/19/06
- Friday: NOT TOO MUCH... |
 |
Not much to
say about today really. I mostly did some minor things, such as fixing
little issues here and there. In all honesty, when I got home from work, I
was too tired to do anything, so I promptly passed out...
Till tomorrow... |
5/18/06
- Thursday: NOT BAD... |
 |
As the title
suggests, today wasn't so bad, in terms of development. I didn't get to
sleep as early as I wanted to, yet I was so excited to be able to work on
the train, that I was fully awake the following morning.
I got right back into
development, as if nothing had changed. Boy, it was nice to not have to
wait 30 seconds for an area to load, or 4 minutes for the module to load.
These may not seem like long times, but once you get fast speeds on a
machine, you can't go back to slower speeds. I can't, at least:)
I more or less finished
the design and implementation of another enemy, although I didn't add any
special effects when it used special abilities. I will most likely start
working on the last puzzle tomorrow morning.
Sorry if these past
updates have been so short, but I have lost a lot of sleep as the week has
gone on, so I need to get to sleep early.
Till tomorrow... |
5/17/06
- Wednesday: FINALLY... |
 |
So, I finally
got my Mother's laptop. I have to say, installing NWN on it was quite
annoying, as it was the 4th time I had done it in a week...That said, once
I started playing...WOW...This sucker is fast. I felt so bad taking it,
but she kept reminding me that *she* brought it up, and that it was for
the greater good of my career. Heh, can't argue with that:)
Unfortunately, by the
time I got back, it was getting very late, so I only got to develop for an
hour or so. I truly can't wait to be able to work on the train again. I
could only watch Advent Children so many times!
Till tomorrow... |
5/16/06
- Tuesday: I NEED THAT LAPTOP NOW!!! |
 |
So, in
yesterday's update, I mentioned that I would check to see if the scripting
I did earlier in the night worked out. As expected, it worked fine.
However, for whatever reason, it worked even better than I anticipated. In
fact, I was so excited to keep adding on that I thought about working for
another hour. I was able to restrain myself (which is a good thing), but
all I could think of last night was continuing the work. It has a bit to
come, but what is done is quite good. So sad that I get so excited about
some script that I wrote, but, it is what it is...
When I got home, after
eating dinner, I jumped right back into things. I added 2 more newly
scripted features, as well as the final AI for the particular creature I
have been making scripts for. I still need to integrate it into the bigger
scheme of things, but for now, I am happy with what I have.
|
| Now that I
am done with that, I can either go back to dev work on the dungeon, or the
creation of the cut-scene that goes with this new creature. I would like
to do the cut-scene, but I haven't been able to convert the music to BMU
format (damn Apple and their stupid protected MP3's...). A certain
community member whose name will remain anonymous e-mailed me with
explicit directions on how to remove it, so perhaps if I have a few
minutes today at work, I will try to do just that.
When I get off the train
tomorrow night, I am going straight to my Mother's house to pick up her
laptop. It's been so painful to be inspired, and ready to work on the
trains, when I cannot. I can also smell my 2 week vacation coming up...
Till tomorrow... |
5/15/06
- Monday: CHANGE OF PACE... |
 |
So, to keep
myself from going crazy, I decided to stop with hard core dungeon work,
and move to something else. I won't go into details, but it is something
that not everyone will see. However, if they
do get it, I hope they will jump for joy:) Again, this is something I
wasn't sure I could fit in the initial release of Cry The Beloved, but
as always, I figured out how to. There are various custom scripts that go
hand and hand with this new feature, but nothing I haven't done before. In
fact, as soon as I am done writing this, I am going to test the 1st part
of the feature. I am quite confident it will work.
After I finish this off,
I think I may work on a little 30 second cut-scene that has to do with
this new feature. I already know what music I am going to use, I just have
to get it to BMU format. This particular cut-scene has to be
scripted perfect, so that I get certain angles at certain points in the
piece. Speaking of which, sometimes, I feel like I am more of a movie
director than a game designer. Oh well, I like to wear different hats, so
to speak. |
| After I
finish that up, it will be back to the dungeon. Once I am done with that,
I will hopefully either have my laptop back, and be back in full
development using my Mother's laptop. Either way, I should have the speed
I need on either laptop to finish work on the ending sequences. Luckily,
the scripting involved won't be as time consuming as what I have been
doing with this dungeon.
On the design front, David
Timmons took a writing assignment for a few NPC's, which have to
do with a particular NPC from The Coming that was, let's
say, a prick...Even better, I just received some new dialogue from Phil
Carter, so I am eager to read that as well.
Finally, I finished Advent
Children on the train this morning. I was so much into the main
story, but it was a great way to reminisce about Final Fantasy 7. In
fact, one of the special features actually plays for about 10 minutes, and
shows all of the highlights of the story. I have to admit, there were
parts that I even forgot about. I never actually played it as much as I
played Final Fantasy 4 & 6, most likely because it was
my senior year in high school, and I was more concerned with partying and
whatnot:) Also, the fight scenes were probably the best I have ever seen
in any type of movie. Now, I just need them to remake Final Fantasy
6...
Till tomorrow... |
5/14/06
- Sunday: ANOTHER GOOD DAY... |
 |
So, I am
going to keep this update quite short, as I need to get to bed very soon.
Since 2 people are out at conferences, and 1 person is on vacation, it is
going to be long week. Hopefully, I will not get as stressed
as last week...
So, today I continued my
work on the dungeon. I totally finished off another room, and the other
one that I started working on yesterday is almost done as well. I just
need to come up with a clever little puzzle for it. Most likely will do
that while I brainstorm before going to sleep, or on the train tomorrow
morning. I also fixed a lot of minor issues here and there that aren't
worth mentioning.
A little bit of good
news. I took my Mother out to eat for Mother's day, and after telling her
everything that has happened to me in the past month or so, she offered to
let me borrow her own laptop when mine is away at Dell. Man, you got to
love your Mom:) |
| I also
started watching Final Fantasy 7: Advent Children tonight. I
only got an hour into it, and although it started off pretty slow, things really
began to pick up right before I forced myself to get up and write
this update. I will finish it on the train tomorrow morning, most likely.
I will give my full opinion tomorrow.
Till tomorrow... |
5/13/06
- Saturday: VERY PRODUCTIVE DAY!!! |
 |
So, I was
expecting that today would turn into a day where I had big plans, but end
up getting distracted by the History Channel. Luckily for
me, I kept the TV off all day! Add in the fact that I have been developing
on my desktop, which has no internet connection, and you have a recipe for
success.
Much like the rest of
the week, I continued the development of the third floor of the
dungeon. I ended up doing a lot more than I had anticipated, as I actually
started and more or less finished 2 more rooms. The room wasn't so hard
actually, and I will keep it as is. The other one needs a good puzzle in
it, and it will be done. Then, all I will have to do is complete another
room, and then get to work on a yet another puzzle. I don't know how
complex I will make it, but it will at the very least be bigger than
anything I have done this far. |
| On the
design front, nothing really happened today. I missed an IM from Olaia,
so we didn't get any new art design back and forths done today.
Community member Hugie has offered to help me get some
custom portraits in. I just haven't had the time to get the pics together.
Finally, I will most likely be on the phone with Dell support
tomorrow, to see what the next step will be for fixing my laptop. My
warranty has run out, and while I don't mind paying for the fixes, I HOPE
I don't have to pay for the initial phone call. That would suck...
Besides being on the
phone with Dell, I hope to finish off the next 2 rooms
tomorrow, and get a lot of work done for the last one. As I mentioned a
few days ago, it would cool to have this done by Wednesday of next week.
Tomorrow night would be even better:)
Till tomorrow... |
5/12/06
- Friday: A BETTER DAY... |
 |
So, after
yesterday's little situation at work, I was not looking forward to going
into the office. In fact, I almost didn't. We had an extremely horrific
thunderstorm that ended up knocking out the power. Besides the threat of
not being able to take a hot shower, it was going to be difficult to get
my car at of the garage, since we have an automatic garage door. I mean,
if it came to it, I believe the one on my side had a manual
release switch. My Father would have been screwed, because he didn't. Luckily
enough though, as soon as I was about to turn on some very cold water, the
power came back on.
At work however, things
were really calm, compared to yesterday, and I made it another day without
quitting:)
On the game design
front, I finally put the final finishing
touches on this particular puzzle system. I can now test out the room
again a couple of times, add some placeables here and there, and move on
to the next room. I already created the custom monster that will go into
this next room, so all that needs to be done is some puzzle adding, basic
layout, and a lot of testing. As I will be home all day tomorrow, besides
getting a haircut, I should be able to knock it out...
Finally, here is the
latest art from Olaia, in wallpaper form. I could go on and
on about this, but you all know how I feel at this point.
Till tomorrow... |
5/11/06
- Thursday: WEBSITE ADDITIONS... |
|

    
    
|
Hello all.
So, this morning, since I couldn't develop, I decided to make some more
long overdue changes. If you look to the left, you will see the portraits
that are currently displayed on the website on the Cast
page. Ever since I created the page, they have just been thrown
together. Now however, until I get a website redesign, I am trying to
reorganize them.
In general, the dream
with Rose Of Eternity was to have so many memorable
characters, everyone who played would be able to identify with them.
Because of the amount of characters that will be in the
game, I thought what better than to have a page where people could read
about them. I know that when I started playing RPG's, I used to always get
strategy guides, and read every little detail about all of the
characters.
So for now, the way they
are organized is quite simple. On each row, a different group of people
will be displayed. For instance, the Keeper
Of The Rose is in a class all by herself, and since the game
revolves around her, she is at the top. The next shows various people who
joined your party in The Coming. The next shows new cast
additions. The thing I will try to get in is more portraits, so I can have
a row for the Ministry Of Justice, which would most likely
include Kain, Oracine, and others who I cannot mention at
this time. I would even have one for the Defenders Of Legacy, which
would include Adelas, Castias, Murik, & Evania. |
| This wasn't
a problem before, when I only had a few people on the page. Now that it is
getting expanded, I definitely need some categories, to make
things easier to sift through for the end user. It will be kind of
annoying to get these portraits, because I will have to get them from my
desktop, copy them to my flash drive, load it on my laptop, and save them
to the correct directories. Okay, it isn't that hard, but still, I am a
busy man!
As far as game
development, I made A LOT of progress with some scripting
today. I know some of you are thinking that I waste too much time on
scripting, but trust me, getting the foundation of this system now will
save me headaches weeks from now. I am almost done writing
this particular puzzle system, and when I am done, plugging in new puzzles
will be easy. Those of you who used to read my updates from back in October
may remember me talking about the standard puzzle system I am
using in this dungeon. Well, I decided to extend it, hence the bit of work
I have been doing these past days. Once I do get it working
(definitely by tomorrow, unless my desktop blows up), I will be able to
finish up the 1st room, and move on to the next. Every subsequent room
should be easier to do, as I don't have to spend time writing the code for
the puzzles.
Once I am done with this
floor, I will focus entirely on getting a playable version of the ALPHA
ready. In the past few days, I have actually been getting some
e-mails from the testers asking about it. One of them, who most know as Hagaar
from NWVault actually started playing The Coming again,
to get back in the right state of mind. It was interesting to have some
e-mail exchanges with him about it. Brought back memories:) Todd and
his son Cameron also expressed interest, and since Cameron
will be getting out of school soon, the timing will be perfect. I
even heard from Phil tonight (though I didn't have time to
write him), telling me that some dialog he was working on will be done by
the weekend. Of all people, I know how things can get when people are
busy, so I totally understand. Finally, Olaia will most
likely start working on a secret project, which I obvious can't divulge
the details of just yet. So, everyone is very busy it seems:)
RANT
TIME
Anyone ever
read the comic, Dilbert. It isn't just a comic...It is the
truth. So, for the past few months, my company has had a deal with ESPN
to port our games to their new set of phones. However, there
are other priorities that the project managers don't seem to know about,
even they are project that are being handles by their close colleagues. I
don't want to get into too many details, because some of it is
confidential, but let's just say I had an interesting conversation with a
project manager today. Essentially, I told them we are short staffed, and
that some things just can't humanly be done. What was their response? "Leonard,
you just have to bring it home". I would reiterate my
previous statement, and in turn, they would reiterate theirs. I just
walked away, feeling like Dilbert. And they wonder why
people are quitting left and right...
I really, REALLY
need a job in the industry. I know it will end up being the same,
but I can have my dreams, can't I? |
5/10/06
- Wednesday: ...UTTERLY SPEECHLESS... |
 |
Hmm, so how
do I start this? I mean, you guys already know how excited I get when I
get new art, but this is just taking things to the next level. I mean, the
Keeper Of The Rose is really the heart of the game.
Everything revolves around here, so it was only a matter of time
before I asked Olaia to do this for me. And damn if she
keeps getting better every subsequent piece of art she gives me. I really
liked Clopon. I was totally
inspired by her Aramus. This is
just something else. Something that hasn't been defined as a word in the
English language, as of yet.
As I did with the Aramus
artwork, I simply stared at this, when I had the time. Whenever I
get a new piece of art, I never really notice all of the details. It
usually takes a while before I really start to pick all of those little
details that make it so special. I mean damn, look at the designs on her
dress. Look at her hair... Look at her emotion on her face. She looks
like she has been imprisoned in the Garden Of Roses for
4000 years!
This was just the
thing I needed to see today, because today was, well, one of those days.
It started out promising...I wasn't feeling to hot this morning, and since
I had to do some work from home, not being able to get into the office
until 11:00 ish, I decided to stay home. I knew I had some tasks to
finish, but they didn't seem to be too difficult. Boy, was I wrong...
It wasn't that what I
was doing was terribly difficult, it was just that I had never did it
before, and the process wasn't as documented as it should have been. So,
an hour long task ended up not getting done until 5:00pm. I won't bore you
with the details, but let's just say I really thought I would get a chance
to get a lot of development in. Oh well...
That said, I still
got more development done than if I went to work today. Even
starting at 5:00pm was 3 hours earlier than I normally would have started
at.
So, I got right back
into the implementation of the 3rd floor of the dungeon. I was feeling
very confident, as I had more or less finished off the new enemy, and even
put some little annoying traps in there to trip up the player (not DnD
traps, custom stuff, just couldn't think of a better word...).
|
| The 3rd
floor has a very unique custom system that is used. It is something I have
wanted to do since day one, so it feels good to be able to implement it.
The thing is, there are parts to it that are pushing the boundaries of my
scripting skills. I mean, don't get me wrong, I know I can
script it. It just isn't as easy as most scripts I put together. This was
actually involves a lot more design. For all you programmers out there, I
basically don't want to reuse any code, so I am trying to parameterize the
hell out of most of the methods I have been creating. I think once I get
the foundation of the code scripted, plugging in other parts will be a
cinch. Still, I have to say, this might be the most difficult thing I have
scripted for this game. What's worse is that not everyone who
plays this game will get to see it. As I mentioned before, this particular
floor is not mandatory, so for those that want to get on with the main
plot, they can forego it. To whoever is reading this, I implore you.
Please go through this dungeon so my work is not all for nothing:) Plus,
you will get a very nice surprise if you manage to make it all the way
though.
So, I would really like
to have all 4 sections of this floor done by next week. Hell, Sunday would
be better, but I won't push things. Once that is done, there is a TON
of smaller things I have to do, mostly related to, that's right,
you guessed...DEMATOL...I am still waiting on the dialogue
from 2 of the writers, but once I get those, there isn't that much left to
do. I think I will also be ready for another round of testing. I have been
putting it off for too long. I just hope there are still people out there
willing to go through the game...Things have been pretty quiet over at the
forums for a while, but I believe things will begin to heat up again when
I release the next ALPHA. Well, of to bed now:)
Till tomorrow... |
5/9/06
- Tuesday: NOT MUCH TODAY... |
 |
So, in terms
of game development, I did not do much today, as I wasn't feeling too hot.
I continued my work on the new dungeon, and ended up create another custom
enemy. I fought a lot of test battles to get it balanced just right, as
well as making sure the PC was getting the appropriate amount of
experience points. I look forward to continuing that work tomorrow.
On the website front, I
moved some of the cast info from the Cry
The Beloved Status Page to the main Cast
page. Nothing really major, but something I wanted to do for a
while, nonetheless. I will continue to make changes here and there on the
train rides, until my laptop situation is fixed. Speaking of with,
something good happened. Sort of. I was watching some live feeds on the Nintendo
keynote speech at E3, and about 10 minutes into it, my computer
started to slow down to a crawl. What this means is that the issue
definitely isn't just with Neverwinter Nights. It seems that
whenever my laptop is stressed, it gets really bad. I think
it is almost time for that phone call to Dell:)
Till tomorrow.. |
5/8/06
- Monday: FEEL LIKE IT IS 2004 AGAIN... |
 |
Why do I feel
it is 2004 again, you ask? Well, because when I started my NWN career
(April 2004), I was using my AMD Athlon 1000XP computer, which I had
bought in 2001. For all intensive purposes, it was a decent gaming rig.
When I got my laptop however, things just got better, quality wise. So, it
is very hard to go back. Plus, the module file is at least 5 times as big
as it was before I switched to my laptop.
So, even with a slower
machine, it is still faster than what my laptop can handle
at the moment, which is great. The only obvious downside is that I can
only work on it after I get home from work. So, I have worked out a new
schedule in the interim, until I can get things sorted out with my laptop.
First off, this will probably be my last update at nighttime, for the time
being. From now on, I will be writing my updates in the morning on the
train, and will publish them as soon as I get to the office. |
| After I
write the update for the previous day, I will try to do some of the little
things I don't need the toolset for, like converting music, or working on
my website. I have been wanting to update the Cry
The Beloved Status Page for some time now, so what better time
than now? I can also do what I should have been doing these
past 2 years...Design...I mean, hell, I am going to be a professional game
designer at some point, so I might as well start acting like it. More
specifically, as far as I know, in the industry, most designers don't
actually implement anything. The just don't have the time. They have to
deal with everyone from the various teams, including the programmers,
artists, other designers, audio guys, marketing, producers, publishers (if
any), etc. So, I think I am going to do a little research on the tools
that industry game designers use to write documents and what not, and see
if I can get accustomed to them.
Now, don't anybody get
scared now. Just because I don't have my laptop doesn't mean the release
date will get pushed back even further. Quite the contrary. I actually get
more work done on my desktop, where I don't have an internet connection.
For example, tonight, I literally worked from about 7:30 pm to 11:30 pm, uninterrupted.
Yeah, I watched the newest episode of 24, but I worked while
I did. What does this mean? Well, even though I had access to my laptop on
the train, I would often fall asleep. At home, I would find myself
scouring the Vault, to see what the newest and coolest
modules are. I am very bad at getting distracted, and I think this
situation will get me focused, and put things into perspective. I have
work to do, and I need to get it done as soon as possible. I am by no
means rushing things, but I know what is at stake. Even better, I actually
have about 15 days or so of personal time that I will be taking soon, so
best believe, I will get as much done as possible during that time.
So, all of that said,
today was a very good day for development. As mentioned before, since my
desktop is a bit slower than my laptop, I decided to take a break from the
current sequences, and go back to something I started back in October
2005. That's right people, my beloved dungeon. Long story short, I
really wanted to work a dungeon into The Coming, so when I
had a chance to do it for Cry The Beloved, I jumped at the
chance. I actually implemented a lot of so long ago, but I always knew
that I wanted to come back and do another floor. Actually, it looked like
this floor would be cut out of the final game, but once I got word that
the release date was pushed back, I figured I could squeeze in an extra
week of development. This floor of the dungeon will not be mandatory, but
for those that want to explore everything, fight every monster, get every
item, and learn every skill, this is for them.
In fact, I am very big
on that in Cry The Beloved. The Coming was very linear in
that there wasn't too much extra to do. In Cry The Beloved, I
give people lots of different places to explore, that don't really affect
the main plot line. I think it will be well received, especially a certain
cinematic sequence that will play at the end of it:) Can't wait to script
that baby up!
Till tomorrow... |
5/7/06
- Sunday: ROSE OF ETERNITY IN NEWEST PC GAMER!!! |
 |
So, community
member El Dano, of Black
Thorn fame, posted a thread
at the NWN Modules forums, stating that a new issue of PC Gamer is
out, which has a feature on what they classify as the must play mods.
The mods are as follows:
So, I won't even beat
around the bush. I am very happy about this. In the back of my head, even
though I had never actually played any of their modules, I always looked
at Adam Miller, Rick Burton, Stephan Gagne, & Kevin Chan as
the elite mod makers. |
| Whether
people like their modules or not, people have to respect what they authors
have done for the community. I hate to use the old cliché, "We
would never be here without them", but damn, who knows if
people would have taken NWN modding so seriously if these guys hadn't kept
putting out quality modules. Adam Miller in particular.
Again, I haven't played his modules, but damn if he knows how to get a
boatload of downloads. He must be doing something right:) Hell, I am just
happy I could crawl up to the top of them mountain, so to speak. Not sure
how long I can hold on, but we'll see:) Again people, this is just my
opinion. I know there are lots of Adam Miller haters
out there, but as one of my good friends always says, "If you
aren't getting hated on, then you aren't doing something right!". Not
sure if it makes sense, but it seemed like the best place to mention it:)
So, I actually knew
about this article a few months ago, but I didn't post about it because I
wasn't sure if it was going to happen. The author contacted me requesting
some screenshots, and I never heard from him again. I wasn't even sure
they were going to go through with it. I guess I was wrong!
While we are on the
topic of PC Gamer, PC Gamer UK contacted me last week to ask
for my permission to pre-package Rose Of Eternity - Chapter 1 - The
Coming on their monthly demo disk. I obviously gave them my
blessings, and hope I can find out which issue it comes out in, so I can
pick one up myself. Might have to order through mail however...
So, with all of the good
news out the way, let's get to the bad stuff. NWN is still acting
up on my laptop. Not sure why it took a full 10 days to happen, but it
did, nonetheless. I am not sure what I am going to do, however, I
may be leaning to get a new machine if I can't get it fixed. I did just
win $2500 at the IGF, so what better way to spend it than to
invest it in a machine that will hopefully help me win some more money at
next year's IGF!
For any of you
technically minded people out there, essentially, my machine slows to a
halt whenever I run NWN. And only NWN...Not sure why, to be totally honest
with you. I am going to run some benchmarking tools tomorrow morning at
work, and also re-install it. For the time being, I cannot develop
on my laptop. It is just too damn slow. I did get it
installed on my desktop, but since it is 5 years old, it's still a pain in
the ass to work with. So, I have to make some changes on what I was going
to develop next.
Essentially, the areas I
will be developing are very processor intensive, and I just can't test it
on an old machine. So, I will focus on things like scripting, and other
small things that need to get done eventually. I am going to
try to stay positive during all of this, so bear with me...
Till tomorrow... |
5/6/06
- Saturday: NOTHING SPECTACULAR... |
 |
So, today was
pretty interesting. Although I didn't add that much content, I got a lot
done. There was a system of scripts I wrote 5 months ago that needed
to be updated to reflect certain changes I have been making these past few
days, so I took the time, and did that. It was a bit of a brain scratcher,
but in the end, I think I came up with the most robust re-design. In fact,
since I had initially designed it as robust as possible, making changes to
it was easy, and didn't break much stuff.
One thing that has
been getting annoying is the load/save times for my module in the
toolset. As the module file has been getting bigger and bigger, things
have been getting worse and worse. It's something I will have to learn to
deal with, but for the time being, to put it plainly, it sucks:(
Till tomorrow... |
5/5/06
- Friday: ...STILL GOING.... |
 |
So, this
sketch to the left is something Jonathan sent to me, to make
sure he knew where all the important landmarks are in Dantiras.
He was pretty much dead on with everything here. When he first started
working on the map, he asked me to send him a preliminary version of the
map. To do this, he pointed me to some mapping software. Using this
software, I was able to take a map I had hand drawn 6 years ago, translate
it, and send it to him. After a few back and forths, he sent this one back
to me, for the final checking, in which I gave my virtual thumbs up.
This morning, I was a
working machine! The only reason I had to stop was because I ran out of
power on my laptop. It is quite frustrating actually, and I think I may
pick up an extra battery, for times when I am really inspired to do some
great work.
Anyway, I definitely
came to the decision that this new area will have to be split up into 2 or
more areas. I simply cannot release something with this much lag. It's not
going to make a difference to the end user. In fact, it will only affect me,
as I knew what I originally wanted to do. I'm
getting used to making sacrifices, so it isn't a big deal...
In terms of what I did
today, I essentially played this important battle many times over. At this
point, I think I need to start designing 1-2 new types of custom enemies.
They will of course have some custom ability (i.e. Last Resort)
to go with them.
|
| I do have to
admit I am a bit nervous about what people will say when they play this
sequence. Everyone knows the combat in Rose Of Eternity is
supposed to be difficult, challenging, and strategic. Well, things are
getting very difficult now, and the only reason I don't want to make it
easier is because it is end game stuff. I mean, if the player doesn't make
use of everything he/she has up to this point, they will
die...Point blank...However, if they had been paying attention to how the
combat works, and make use of every ability they have, it is doable. I
guess for those that aren't really into fights much, and just want to
advance to the next part of the story, they could always just put the
challenge level on easy. I don't want to alienate anyone, but this is a
design choice I made years ago, and I think I am going to stick with it...
Tomorrow, I hope to get
to work on the new custom enemies, as well as possibly trying to find out
why this particular piece of music won't convert to BMU format. I will
also lay the foundation for the next area. It will be a Saturday, so if I
keep the History Channel off all day, I might be able to do
it:)
Till tomorrow... |
5/4/06
- Thursday: I CAN ALMOST FEEL HER PAIN... |
 |
Isn't she
lovely? *Begins to hum a rendition of Stevie Wonder's hit song,
"Isn't She Lovely"* Just looking at this portrait, and
then remembering how I imagined this character would look 7 years ago,
almost brings tears to my eyes...Seeing stuff like this really motivates
me...
Unfortunately,
motivation couldn't keep me awake this morning:) You see, I got to the
train station very late today, so I literally had to do the
100 yard dash! Let's not forget that I am getting older, and don't have
the stamina I had back in the day when I was on the school football team.
What does that mean? Even though I got lots of sleep, running 100 yards
very fast totally knocked me out. Hell, I couldn't breathe
straight for like 5 minutes! I guess I should start working out
again...Yeah, right...After Cry The Beloved...Perhaps...
On the way home, I continued
my work on the new sequence. Things are going pretty
well right now, and I think I finally have the finalized concept of this
1st area. However, I have been running into little things here and there,
which influence how I design the area.
The main one is lag.
Point blank, it frustrates the hell out of me that I cannot have huge
areas, with lots of stuff going on. I know it is a limitation of the
engine, but it is still annoying. And, the way I design, every level has
to look beautiful. So, in order to keep up that level of detail,
the areas cannot be as big as I would want them to be. I have been
consciously doing this all along through development, but it wasn't until
today when I realized how bad it could get if I didn't pay attention.
|
| Another
thing that could be a small issue is the fact that I develop and test on a
laptop. I really need to get it on my Father's computer to see how it runs
on a good machine. Hell, I need to get this on a lot of machines. I might
have to put together a special version of the ALPHA in order
to have some testers try it out as well. Besides decreasing the size of
the area, another thing I could do is only spawn certain items in the area
when they are needed. I have never used the default
encounter triggers, and I won't start now, as I always strategically place
enemies before hand. However, I might have to start spawning some at
pre-defined waypoints when the player is close to getting to them. *Shrug*
I will figure something out...
Oh yeah...I really wish
I had full control of party members right now. Their AI has been doing
some annoying things during this particular sequence. I have found work
arounds, but man oh man, how I wish I could have it now:)
Last but not least, I finally got a copy of last week's newspaper,
when the article on me was written. I have to say that even though I
didn't meet this guy in person, it was very well done. I am too lazy to
type it up now, so I will try to get that done some time
tomorrow...Perhaps on the train ride into work...
Till tomorrow... |
5/3/06
- Wednesday: DAMN GOOD DAY!!! |
 |
So, the first
thing I did today was very important. I backed up the damn module file!
After what happened last week, I sure as hell am not going to ever lose
a weeks worth of work again...
So, this morning, I did
not get as much work done as I wanted to, mainly because I feel asleep.
The main problem is that I did so much work last night, that I didn't get
to sleep until after midnight, having to wake up 6 hours later. I will
definitely try to go to sleep at 11:00pm, which for whatever
reason, makes me able to stay up on the train. What a miracle an extra
hour of sleep can be!
On the train ride home,
I did something different. You see, there is a new dialog that I want Phil
to work on, but I can't just send him the thing to change up. I
have to give him the full scope of the situation, since he hasn't played
the ALPHA. And as usual, I am just so damn busy with
everything else, it is often hard for me to find time in my day to write
long, detailed e-mails (what else is new...). So, I just bit the bullet,
and wrote it. After about 20 minute or so, I was happy with it.
One thing that has been
really pissing me off is the fact that this very integral piece of music
that I am trying to convert to BMU format isn't working. I am using the MP3toBMU
tool that you can download from the Vault, and it just won't work.
I know nothing is wrong with the tool, as I have been using it for the
past 2 years. In fact, just to make sure, I converted some other pieces,
and they worked fine. However, when I convert this new piece, and try to
listen to it in the game, I get nothing. It is quite frustrating, but I am
sure I will get to the bottom of things...
So, since I cannot
listen to the piece in game, I had it playing through iTunes, and I just
turned off the regular NWN music. It's hard for me to test a new area
without having the music accompany it at the time. Speaking of which, the
design is coming along quite well. Every so often, I get to a new section
of the game, when I really have to make some decisions on
how it will look, and I get stuck. You see, I always have the general idea
of what is supposed to happen throughout the entire game. When it comes
down to implementing it however, sometimes I just have to sit back, throw
on the music that will play in the area, and brainstorm.
|
| Lately, I
feel like I have had to do more brainstorming than usual. It was like I
had writer's block or something. Lucky for me, I had a breakthrough today,
and was able to actually implement something after 30 minutes or so of
brainstorming. I can report that I designed the 1st part of the 1st area,
and created the 1st encounter. I even added some placeables here and
there, and messed around with the lighting and whatnot. Visually, it is
all coming together.
Going back to the
encounter, I believe that people will have lots of fun with them. At this
point in the game, the player is at a higher level, has many party
members, all with many different custom abilities. Though, the way the
game is designed, not all people will have the same abilities at this
point. It all depends on the choices the player can make before this
point. All of that said, I personally had a lot of fun
testing the combat of the 1st encounter. I am positive it
will change a bit, but for right now, I am on the right path.
I should also mention that I spent
some time this morning at work reading the Neverwinter Nights 2 forums.
I have to say, I am getting more and more excited everyday. I think the
game looks damn good. I mean, of course it could look better, but graphics
aren't everything. I even began to work out my strategy for what to do
when it is released. For instance, when I 1st bought Neverwinter
Nights 1 back in 2002, I returned it within 2 days after I learned
about the party system, or lack thereof. When I picked it up again to
start working on Rose Of Eternity, I skipped playing the OC,
Shadows Of Urentide, & Hordes Of The Underdark. This time,
however, I think I will end up playing the OC of Neverwinter
Nights 2. Although I don't know much about it, I am sure that
there are many cool things the devs will do in it. I also might see some
things done that I would have never thought possible. Since I won't have
any huge time constraints when I start making games for it, spending a
week or 2 checking out the OC will most likely be very
beneficial.
I did notice that they
said in the OC, the total people allowed in the party at one
time will be 4. I am not sure if this is just for the OC, or
if it is a hard limit for the engine, period. I hope not, but as always, I
will find ways to work around it...Just the fact that I will be able to
actually control every party member is good enough for me at
the moment. I am going to have lots of fun creating strategic battles:)
And don't get me started on how my Timed Unison Ability System will
evolve as well...*Drools*
Also (yeah, I still have
more to talk about!), I learned that I was featured in yet another
newspaper in my area. I totally forgot to tell anyone (even my close
personal friends), but a few weeks ago, I had a phone interview with a
journalist. I had not heard from him since, and did not even know I was
featured until today, even though the issue came out a few days ago. Oh
well:) I personally haven't seen it yet, but once I do, I will post the
transcript here in the new Interviews section.
Finally, I hope everyone
likes the latest piece of art from Olaia Ferrando. This is
her continuing work on a very special character in the Rose Of
Eternity universe. I shouldn't even have to say who the portrait
depicts, and you know what, I won't:)
Till tomorrow...
|
5/2/06
- Tuesday: FINALLY!!! |
 |
So, I finally
did what I wanted to do a week ago. I finally created a very emotional
cut-scene that takes place between some key people in the game. I was even
able to keep it under 2 minutes:) Sometimes, I feel like I am going back
on my word about not filling up this game with cut-scenes, but I have to
keep remembering that 1) This game is a lot longer than The Coming, and
2) They are generally a lot shorter this time around. Oh well, I am sure
there will be people who complain, but that's how it goes...Although, I
will probably still complain when someone complains about them in some
feedback:)
I also put some final
touches on the dialog I have been writing over the past few days. I am now
ready to send it over to Phil. Hopefully, he isn't too busy
to take a crack at it. He hasn't before, so I don't think he will start
now:)
Now that I have finished
up the little cut-scene, I can now move on to bigger things. This
particular sequence of scenes that I have been alluding to for the past
few weeks or so is definitely going to test all of my
scripting skills, as well as my ability to tolerate stress:) The first
thing I have to do is get the music converted to BMU format.
Unfortunately, when I re-formatted my hard drive, I lost all of the tools
I use, including my compression tool and Audacity (tool to
edit tracks). So, I will have to download them again...Not a big deal, but
I am so lazy when it comes to little things...
So, I am not going to
beat around the bush. I anticipate that this entire sequence of events
will take me about a month of development. If I break it down further, it
will probably take a week to do each event (4 total). I am sure this
number will get skewed as time goes on, but I am sticking by this quote as
of now:) I am sure it will be fun to come back one day to read this, and
compare how long it really took, compared to what I thought.
However, I have an ace
up my sleeve. I have more than 10 days of vacation time coming up, so
technically, if I do some of this while on vacation, the time will come
down a lot. Things have been very hectic at work lately, so I don't know
when I will be able to get the time off, but it is something I should
start thinking about... |
| Also, if you
haven't already done so, check out the new videos for Neverwinter
Nights 2 at IGN. The CEO of Obsidian gives a
tutorial of the game, which is split up into 3 different videos. It was
great to actually see the game in action for once. The BEST part
in my mind however was when he showed he seamless it was to change control
from the main PC to a companion, as they call them. Don't worry, they will
be party members in my games:) Anyway, the change was
seamless, and he even pointed at the obvious advantages of this, mainly
being that they can finally create some strategic fights. I really, really
cannot wait. This is how Neverwinter Nights should have
been, out of the box.
Finally, here is some
new concept art done by Olaia Ferrando. She made this,
intending it to be for a particular character, but after seeing it, it
reminded me of a new character that the player would be eventually.
Actually, I most likely won't get to that part of the story that involves
this character, but I may still ask her to do another portrait if she has
a chance...We'll see...
Tomorrow, I will finish
implementing some of the new dialogs Phil made for me, and
get back to work on this new sequence. I had issues converting a track
from MP3 -> BMU, but I hope the problem is easily fixable.
Till tomorrow... |
5/1/06
- Monday: A DAY OF REFLECTIONS... |
 |
...Another
month falls upon us again...So many things to talk about, so little time.
I will try to touch on some important subjects, but as I am a busier man
than usual, I will probably miss something...
Well, let's start off
with what I did today...This morning, on the way to work, I wrote up a
bunch of placeholder dialog, which I believe Phil Carter will
be getting to smooth over. I haven't notified him as of yet, but he is
still willing to take on some assignments, so I will oblige. This
particular dialog only takes place between 4 different NPC's, without the
PC getting in a word at all. Normally, if this were a year ago, I would
have made this a cut-scene. A year later however, I know better. In
general, I don't have numbers, but I am positive that there is more than 2
times as much dialog than in The Coming.
Speaking more generally,
it looks as if Cry The Beloved is becoming the
quintessential sequel. Let's take a look at some facts. It takes me about
4 hours to play though The Coming. So far, it is already
taking me close to 8 hours to play through to the current end of Cry
The Beloved. And that is with more content coming along the way!
In The Coming, there
were 2 Unison Abilities. In Cry The Beloved, there
are about 5, with more to come. In Cry The Beloved, there
are about 2 times as many people that will join your party, as opposed to The
Coming. In The Coming, there were 25 custom tracks,
and in Cry The Beloved so far, there are 54 so far.
Then there are the new
systems that I have added to set Rose Of Eternity apart
from the pack. I cannot get into the full details now, but know that when
I can, I will...There is so much that I want
to show everyone, and I promise that the time will be soon. |
| So moving
on, I wanted to talk about the Cry
The Beloved Status Page. Simply put, I have not edited that
page in almost a year. I had great plans for it, but ended up just talking
about everything Cry The Beloved related in my daily
updates. For instance, I just removed the percentage area at the bottom,
where I would talk about how complete certain areas of the game are. I
never updated it, and I am too deep to try to keep it up now, so I just
nixed it. There are other things I might want to change, such as moving
some of the new cast pictures to the Cast page of the
website. Speaking of the cast, there are a LOT of new
members (not necessarily party members), so I think a revamping of the Cast
page will happen. In fact, it needs to be broken up into sections.
For instance, there should be a section for all people associated with the
Ministry Of Justice (Kain, Oracine, etc.). As
for the status page, I think what I may start doing is
during the next couple of weeks, as I wrap of the game, I will slowly add
certain sections to the page, such as explanations on new systems and
whatnot. As always, I will try to make it as comprehensive as possible, so
people in the IT field might have something to do during their normal
boring lunch break:)
Another thing that I
have kept in the back of my mind lately has been the size of the game
itself. As some of you may or may not know, the music for The Coming
was very large (i.e.25 tracks over 30+ MB; I don't have the actual
sizes right now). Currently, with new ways to compress the music, I have
29 tracks that are under 25 MB. Then there are the normal hakpaks, which
are about 20 MB right now. I mean, I guess I shouldn't worry too much...If
everyone who played and liked The Coming plays Cry The
Beloved, that will be good enough.
Although, I have to
admit, I am pretty much positive my rating will be much lower, even though
this game is far superior than The Coming. Now, I know I
have talked about this before, but this isn't my normal paranoia coming
out. It's just facts. The day I found out I was a finalist in | |