|

| |
UPDATES
FOR THIS MONTH AND FORWARD ARE ON NEW WEBSITE!!! |
You can now find all journal updates for this month, and all months
going forward here.
Unfortunately, it will take some time to migrate all old updates, so
bear with me... Once they are done, I will be taking down this site...
10/14/06
- Saturday: IS THIS WHAT IT IS LIKE??? |
 |
Well, today I
did something I haven't done in 2 years or so... I was out and about, and
I didn't have that nagging feeling in the back of my head that I needed to
get home to do some work on some game:) It was great! But, as my title
says, "Is this what it is like??? Is this what the real world
is like???". Seriously, it feels so weird, and I will explain
why... Yes people, it is Chall's monthly update of reflections on life:)
I got my 1st job at the
local McDonald's at age 15, back in 1995. Like, literally
the day I turned 15, I got the job:) Even though my parents were well off
financially, they wanted to instill the value of having a job early on in
my life. I can safely testify 11 years later that it worked, but more on
that later. |
| In 1998,
when I was about to graduate high school, I ended up having 2
scholarships. One to Iona College (NY), and the other to Niagara (NY). At
this point, my manager at McDonald's asked me if I wanted to become a
shift leader, as she was going to be quitting very soon. Now, bear in
mind, I was young and dumb. I thought "I can go to community
college, while getting managerial experience". Right...
A year later (1999), I
left McDonald's, and started working at CVS. Mid way through the year
2000, I left CVS and did overnights at K-Mart. In the summer of 2000, I
moved into a house with 3 of my best friends, and did the whole "I'm
gonna be a man and move out thing". Yeah... So, in the fall
of 2000, I got a job at Price Chopper, and from then until 2002, I worked
at Stop and Shop, Mobil, Hess, and somewhere else, just can't remember.
Yeah, I was a job hopper. Wasn't focusing on school and whatnot, just
about what new video games I could get, and other things I will not
mention...
After the whole, "I'm
gonna be a man and move out thing" didn't work, I moved back
into my childhood house with my father. This was THE turning
point in my life. I got back into school, majoring in Computer Science,
and got a pretty steady job for the next 2 years. Oh yeah, and I was just
starting this at age 22... While in school, I ended up getting a
job with them working in the computer lab, so I made more connections
there. I then got an internship with a software house in Poughkeepsie,
where I really honed by Java skills.
Now, what is the common
thing about everything from 1995-2004? I ALWAYS worked
weekends. I never really had the 9-5 job. In the fall of 2004, I finally
got the job I knew could support me comfortably for the rest of my life.
Monday - Friday, very good pay, benefits, etc. But oh, something else was going on
in my life. Yeah, that something is Rose Of Eternity! I
actually started implementing it in April of 2004, before I got the job
down there. So, ever since I have had that job (where I commute everyday
mind you!), I have been doing the game. Even after those longs days at the
office, and those long train rides, I was still coming home to do more
work.
So, I go back to my
original question... "Is this what it is like???
Is this what the real world is like???" Because, I sure as
hell haven't experienced it in a while :) I woke up today, and for the
first time in more than 2 years realized, I had nothing to do. And it felt
GREAT! At the same time, it felt weird though. I have been
used to a particular pattern for so long, that it was hard to break out of
it. Hell, I woke up, and went to the forums to see what bugs were posted,
and then I realized I didn't have to. At one point, I was laying in bed,
and as silly as it sounds, I felt good to know that I could actually lay
down for the next 48 hours, and not have to worry about getting up for any
reason, other than to relieve myself:)
So what did I do? Well,
my girlfriend and I went to some farmer's market to get a pumpkin. I'm not
really into that sort of stuff, but we went nonetheless. Once we went
inside to pay however, I was strong armed with the sweet smell of freshly
baked goods. Because of this, anything I looked at looked good, and I
ended up spending close to $30 on various baked goods (apple danishes,
candied apples, bread, etc). Hey, I'm a sucker! After we did other various
things, like go to the mall, and go out to get something to eat. When we
got home, we watched some DVD's, and again, I was so happy I didn't have
to develop a game while watching the movie:)
Long story short, I am
enjoying my time so far. Of course, there are other things on the horizon,
but for now, this is my time:)
But just know, even if I
am not actually implementing anything, my mind is always going.
Always... As I continue to listen to more and more music, I
keep coming up with new and revised scenarios. I obviously haven't made a
decision on exactly what I will be doing, but I am going to get some polls
going about. Look for them in the future.
Till tomorrow...
THE
GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (166-170)
166.
Key Item Rule
Never discard, sell,
or otherwise remove permanently from your possession any items you begin
the game with or acquire within the first town. This is especially true
for items that seem to have no practical use, because of...
167.
The Law of Inverse Practicality (Key Item Corollary)
Any item that you can
acquire will have some sort of purpose. Those that seem to be useless and
have no practical value at all, always tend to have great power later on.
The earlier you get the item, the later in the game it will be used. The
longer the span of time between acquisition and use, the more powerful the
item is.
168.
Way To Go, Serge
It will eventually
turn out that, for a minimum of the first sixty percent of the game, you
were actually being manipulated by the forces of evil into doing their
sinister bidding for them. In extreme cases this may go as high as 90%.
The clear implication is that it would have been better to not get
involved in the first place.
169.
Gilligan's Prescription
Any character who has amnesia will
be cured before the end of the game. They usually won't like what they
find out about themselves, though.
170.
Luke, I Am Your Tedious, Overused Plot Device (Lynx Rule)
If there is any
chance whatsoever that major villain X could be the male lead's father,
then it will turn out that major villain X is the male lead's
father. |
10/13/06
- Friday: AFTER THE DUST SETTLED... |
 |
I wonder if I
set myself up for a fall with this blog:( I'm having Deja Vu:) It seems
that the only votes I can get are 10's, or 5's and lower:) I wonder if
people's expectations were too high...
I have gotten a few
e-mail regarding the Dungeon Of Summons, so now there is a walkthrough
specifically for that part of the game. The only other complaint was that
the Arena area was too difficult. I guess I have to put
something else in the ReadMe to remind people that just because you see
something you can fight, it doesn't mean you have to fight
it. If it is killing you a lot, come back when you are stronger. I seem to
remember stressing that in The Coming, but I guess I should
mention it again. Heh, maybe I need to make a custom load hint for it:)
It sucks, but I have no
one to blame but myself. If something isn't that intuitive to the user,
then I did something wrong. |
| Can't sit
here and lie and say that I'm not disappointed, all the same. Either way,
hopefully, some time away from NWN will be good for me. I can come back
refreshed, and better than ever. I know myself all too well, and
regardless of how well Chapter 2 does, I will always have ideas spinning
around in my head. Hell, as long as I have my RPG music, I'm good to go.
Well, I'm off to connect
with the real world again. Yep, the actual real world! I have a full day
ahead of me, so I will try to make the most of it, and try not to think
about going to the download page.
Oh, and if anyone has
any comments about things they didn't like, please e-mail me, so I can try
to fix it in an upcoming patch.
Oh, and for the record,
I saw this coming. I know I mentioned that no matter how much work I put
into Chapter 2, it would never do as good as Chapter 1. Too lazy to dig up
the old daily update, but sometimes my pessimistic attitude is warranted:)
Till tomorrow...
THE
GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (161-165)
161.
General Leo's Exception
Honorable and
sympathetic people who work for the Other Side are always the genuine
article. Of course they'll be busily stabbing you in the front, so
either way you lose. Eventually though, they'll fall prey to...
162.
The Ineffectual Ex-Villain Theorem (Col. Mullen Rule)
No matter how tough
and bad-ass one of the Other Side's henchmen is, if he bails to the side
of Good he'll turn out to be not quite tough and bad-ass enough. The main
villain will defeat him easily. But don't weep -- usually he'll manage to
escape just in time, leaving you to deal with the fate that was meant for
him.
163.
All The Time In The World (Rinoa Rule)
Unless there's a
running countdown clock right there on the screen, you have as long as you
want to complete any task -- such as, say, rescuing a friend who's hanging
by one hand from a slippery cliff edge thousands of feet in the air -- no
matter how incredibly urgent it is. Dawdle or hurry as you will, you'll
always make it just in the nick of time.
164.
Ladies First (Belleza Rule)
When things really start falling
apart, the villain's attractive female henchman will be the first to jump
ship and switch to the side of Good. Sadly, she still won't survive until
the end credits, because later she will sacrifice her life out of
unrequited love for the villain.
165.
Trial By Fire (Cecil Rule)
Any dark and brooding
main characters will ultimately be redeemed by a long, ardous,
quasi-spiritual quest that seems difficult at the time, but in the great
scheme of things just wasn't that big of a deal after all. |
10/12/06
- Thursday: ROSE OF ETERNITY - CHAPTER 2 - CRY THE BELOVED IS NOW
AVAILABLE |
 |
Right... What
can I say... THE
GAME IS OUT!!! Seriously,
I have been waiting for this day for oh, a year and 3 months:) I
have gone through SO many ups and downs during the development, that I
cannot even remember how I got here:) Luckily, I have these updates to
remind me what I was going through. So, let's see... What was I writing
about on 10/12/05?
Interestingly enough, I
was writing about how people should never drink and code, because
even if your code compiles, there could be TONS of logical errors. The
particular custom system I was alluding to (hell, I alluded to so many
things, it must have been pissing people off!) was the summoning system.
As I write this, I can laugh at a particular bug that was in the summoning
system for well over a year. Well, now we know where that bug came from:)
Man, I guess these updates are good for something. |
| I then go on
to talk about how good I am at estimating schedules, which I know for a
fact is just BS now:) Well, it wasn't that I couldn't estimate things. The
issue was that the scope kept getting bigger as I kept coming up with
ideas. Oh well, such is game development...
So yeah, the feeling of
finishing something that has been the driving force in my life since mid July
of 2005 hasn't set in yet. And, that is no lie. Even after I
uploaded it, I found myself thinking about the next thing I had to work
on. I had to keep reminding myself there are no more deadlines. As a small
example, I was watching a bit of TV earlier in the night. While watching
it, I began to turn it off, and think in my head happy I will be when I
can just sit an watch TV without having to work on the game. I then
realized I was doing just that. It will take some time, but
I am sure I will readjust.
But, let's not kid
ourselves. I will be available to fix bugs, and patch the game over the
next few days (that is, if people come across things that warrant it).
Then, there's the walkthrough that I wanted to do. There is so much more
to this game compared to The Coming, and even The
Coming's walkthrough was quite big. My plan is to keep working on
it on the train rides into/from work. As I continue to complete parts of
it, I will try to update it piece meal on the website. Of course, that is
if it is needed.
At this point, it is
hard to gauge the feeling people are getting about the game, because,
well, there is no feedback yet:) Which makes sense, because it was just
released at 3:00 pm EST, and the game could take people over 10 hours to
complete. It's a bit different from the release of The Coming, and
for good reason. Back in July 2005, the community was still
going strong, and most people were off on summer vacation. Compare that to
now, where the community size is dwindling, and where most people are
still in the middle of their work week.
Hell, I'm not naive in
any way. I KNOW this game will not be as successful as The
Coming, in terms of votes/dl's. However, my hope is that I can
just get my niche audience, because when it comes down to it, those are
the ones I made the game for. Again, stuff happens, but I don't want to
feel like a year and 3 months of work is all for naught:( Anyway, that is
just me being my usual pessimistic self. Whoever can guess what party
member's personality was partly formed from mine will get a cookie! But
yeah, I'm sure once the weekend hits, people will have more time to dive
in and get their feet wet. So, what's on my plate for the next few days?
Well, obviously, I will
be fixing bugs as they come in. There are always bugs, right?! :) As
mentioned earlier, I will try to start work on the walkthrough. The only
thing holding me back might be the style I want to do it in. We'll have to
see about it.
I have also been
downloading lots of good music from a website that Alistair referred
me to. I love it! I will be the first to admit that I am damn sick of the
pieces of music I have been listening to for the past year or so. So, I
finally finished downloading all the music for Secret
Of Mana. Listening to the music really brought me back. Back
all the way to 1993 when I was in 8th grade. Man, I getting so OLD!!!!!
NO!!!!!! And no snickering from anyone who is older than 26! Seriously
though, I am putting together a new set of play lists of music, to expand
my horizons. Just listening to this music will help me mentally design
scenarios for my next game.
But, I can have fun too,
right?! Well, unfortunately, nothing new comes out until October
31st, and I'm not talking about NWN2... Nope, I
can't wait to get my little grubby hands on Final Fantasy XII. I
still have Dragon Quest 8 from last Christmas, so maybe I
will dust that off. Plus, I need to get in contact with Rick
Sanderson, so he can give me his set of emulator files for all of
our old school games. Heh, him and I still have to play through Secret
Of Mana together:) Can't wait! Then, there are the TONS of module
out their on the Vault that I never played. But, I will wait a bit on
that, cause I am NWN'd out. If I have to hear that music at the title
screen again, I may destroy my laptop:)
Oh, and before I forget,
shout out to EVERYONE who has supported me during the
development of my game. This not only includes the dev team, but people
who would just send me e-mails, telling me to keep my head up when I was
getting too stressed. Yes dammit, I'm getting sentimental, so let me have
my moment:) *Wipes tear from eye* Never in my entire life
would I think I would meet so many good willed people. Especially those of
which I have never seen face to face. Believe it or not, those who have
supported me have kept me going. I don't think I would have finished Cry
The Beloved at the quality I did if I wasn't constantly encouraged
by so many people. I hope the game is a testament to that.
Oh, and you all haven't
seen the last of ole Challseus. Yeah, I'm on *vacation*, but
Rose Of Eternity is my heart, and things are only getting
started. We haven't even gotten to the 1/3 mark of the entire story. If
you think things are getting good now, just wait until you see what we
have in store for you next time!
Till tomorrow...
THE
GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (156-160)
156.
Sephiroth Memorial Escape Clause
Any misdeed up to and
including multiple genocide is forgiveable if you're cool enough.
157.
Doomed Utopia Theorem (Law of Zeal)
All seemingly ideal,
utopian societies are powered by some dark force and are therefore doomed
to swift, flashy destruction.
158.
Party Guidance Rule
Somewhere in the last
third of the story, the hero will make a stupid decision and the rest of
the party must remind him of all that they have learned from being with
him in order to return the hero to normal.
159.
Bad Is Good, Baby!
The heroes can always count on the
support of good-hearted vampires, dragons, thieves, demons, and chainsaw
murderers in their quest to save the world from evil. And on the other
hand...
160.
Good Is Bad, Baby!
Watch out for
generous priests, loyal military officers, and basically anyone in a
position of authority who agrees to help you out, especially if they save
your life and prove their sincerity innumerable times -- they're usually
plotting your demise in secret (at least when they can fit it into their
busy schedule of betraying their country, sponsoring international
terrorism, and stealing candy from small children) and will stab you in
the back at the most inconvenient moment, unless they fall under... |
10/11/06
- Wednesday: ROSE OF ETERNITY - CHAPTER 2 - CRY THE BELOVED IS GOLD!!! |
 |
Edit - CRY
THE BELOVED IS OUT NOW! Now, back to your regular scheduled update...
The
following is being written at 11:44 pm on Thursday, 10/12/06, after a long
night. Sorry for the delay, but I am sure you all understand:)
Man, what a night.
Seriously... Longest night in a while. But, let me back up, and catch my
breath. Yes, let me start from the beginning...
So, I woke up feeling
energized. I could just feel that I was going to finish everything today.
I got on the train, and started working on the final 5-6 issues I noted
last night. As expected, I finished them up in no time. There was one
little issue that I put a fix in for. I mean, come on, a simple fix won't
hurt anything? Right?! More on that later...
So, work has been pretty
hectic, as we are coming to the end of our Mapquest Mobile Project. Let
me tell you, trying to finish this game and be the lead on
the project at work has been stressful. I mean, all day, I program stuff,
show it to QA, fix bugs, try to argue about bugs that I don't think are
bugs, etc. Then, I go home, develop the game, show it to the testers, fix
bugs, and try to argue with them about bugs that I don't think are bugs.
Heh, see the parallel? :)
Anyway, after leaving
work, I ended up passing out on the train, and then stopping off at McDonald's
to get some dinner when I got home. Once I did get home, I began
putting together the ReadMe and some other things. I then decided to check
the forums. Earlier in the day, I had uploaded a Release Candidate just
for the hell of it. I wasn't expecting anyone to have anytime, as I knew
that they would have to complete testing in one night. Well, of course a
game breaking bug was found. Remember that aforementioned little fix I
made in the morning on the train? Yep, it broke the game horribly. I
quickly gave Jason (the one who reported the bug) some DM
commands to run so he could continue playing, and quickly found the
problem, and fixed it. And this is where things got interesting...
So, from being a
professional software developer, I know all too well about how one little
bug fix you make could end up introducing 5 more bugs. I also truly
understand the thought process that drives QA teams. Yes, I fixed the bug,
but was it really fixed? I mean, I thought I fixed it before, and look at
the issue Jason ran into. At this point, I knew I was going
to be going through the game again:( It's just one of those things I had
to do to ensure that everything would play out the right way. |
| Before that
though, I thought, "Let me make some changes to the ending
movie". So, I am using Camtasia Studio for all
my multi-media needs, and the demo only lasts 30 days. That was one of the
reasons why I whipped up the movie so fast. At any rate, when I opened it
up to make some changes, I found out the 30 days had just passed... My
luck, huh? Well, I figured, what the hell, I'll shell out $50 or whatever
it costs to buy a license. It's all for the greater glory! Then, I come to
find out it would cost me $299! Yeah... I will be
downloading the demo on my Father's machine, and making my changes there.
Those changes will also come later than expected, because the machine was
free. Oh well, it is what it is.
Finally, I decided to
just do my damn test run. I didn't expect to go through the entire game, just
to the point where it broke before, which of course was halfway through:)
Oh yeah, at this point, it was 12:00. After stopping my play though to do
some other things, I finally finished around 5:00am. Let me tell you how
happy I was to see Jason online posting that he finished the
game in 12 hours, as well as Alistair doing his play though:)
Alistair is 12 hours ahead of me, so it made sense he was playing at
5:00pm his time. However, Jason was just as crazy as me, as
we are both on the east coast! So, Jason ended up going
through the entire game, and Alistair focused on side
quests. Heh, even Oli was up (she is in Spain), letting me
know (rightfully so!) that she doesn't want to see me stressing myself
like this again. We also talked about some new pieces of art she is going
to do, and you can see the next progression in the piece above. Anyway,
after finishing my part, I was finally convinced everything was good to
go. I started the submission process around 6:00 am, and when I went to
submit the larger files, I realized that since my hard drive crashed, I
didn't have the username/password to the vault FTP site. I e-mailed Maximus,
and then decided to get some sleep for 3 hours or so. Maximus
let me know it had to be submitted by noon, so if I woke up at
10:00 am, I would have enough time. Well, around 6:30 am, guess who was
just getting up for school? Yep, you guessed it. Hugie! I
knew he had the FTP info, so shout out to him for getting me that
information.
So, after talking to
another co-worker (man, I talked to everyone this morning!), I finally
went to sleep at 7:00 am, only to wake up at 10:00 am to finish the
submission. So, at this point, everything is in the hands of Maximus. I
will update this post accordingly when the game is posted. I now bid you
farewell.
Till later tonight...
*Passes out*
THE
GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (151-155)
151.
Gender Equality Addendum (Rynn Rule)
In the unlikely event
that the main character of the game is female, she will not be
involved in any romantic subplot whatsoever beyond getting hit on by
shopkeepers.
152.
Stealing The Spotlight (Edea Rule)
The characters who
join your party only briefly tend to be much cooler than your regular
party members.
153.
"Mommy, why didn't they just use a Phoenix Down on Aeris?"
Don't expect battle
mechanics to carry over into the "real world."
154.
Gold Saucer Rule
The strongest weapons/items/spells
in the entire game can only be found by doing things like racing birds.
155.
Evil May Live Forever, But It Doesn't Age Well
Even though it took
the greatest armies in the world and all of the world's greatest magicians
to seal away an ancient evil in an apocalyptic war, once said ancient evil
breaks free three fairly inexperienced warriors can destroy it. |
10/10/06
- Tuesday: ALMOST GOLD!!! |
 |
Folks, Rose
Of Eternity - Chapter 2 - Cry The Beloved is almost gold!!!
Seriously... I busted my ass today playing through the game after finally
making all the bug fixes from the last BETA. Guess what?! I
got through, with no plot breaking bugs. I did end up writing almost a
page of notes, but that is nothing compared to the 6 pages I used to get!
It was a rough day, and I was beginning to feel the pressure at various
times during the day. The thing that got me out of it was the thought that
it is almost over. Sure, there will be subsequent bug fixes/patches, but
compared to what I have been doing these past 2 years, it will be nothing.
So, let's break this
down, so everyone is on the same page: |
- I have exactly 5
issues to wrap up. When I say issues, I mean simple things like add
more placeables to a plain area, make sure the player cannot go
through a certain door during a particular event, etc. Real easy...
- Rebuild the ending
movie. I noticed a typo in them (figures!), so I will take the time to
add another tester to the list who came through in the clutch last
week (you know who you are!)
- I need to actually
update the module description.
- Create a ReadMe. Now,
I will just make a copy of the ReadMe from The Coming, and
add/remove things accordingly.
- Pack up all files.
This to me is the biggest issue. I have said this time and time again,
but I will say it again. Cry The Beloved uses ALL
FILES FROM THE COMING!!! Even though I will state this on the
download page, in the readme, and on this website, I know I will still
get some people to complain about missing haks or something. The thing
is, I don't want to duplicate the stuff in a new hak. Either way, I am
prolly over thinking it, but that is the main issue. It's gonna suck
for those that never played The Coming, but for those
that did, I hope you kept all the files from it. If not, download them
now! :)
- Upload all files, and
PRAY LIKE HELL that no one posts something like, "I found a
plot stopping bug!". Man, will I be pissed. Not at the
person, but at myself. I pride myself on double/triple/quadrupal
checking everything, and I had testers who were of the same
mind.
Please, please let me
have a successful launch. Nothing ruins a launch like having a plot
stopping bug found after hundreds of people have already downloaded your
game. Again, maybe I am worrying about nothing, but we shall see very
soon.
Oh, and if I didn't
specifically say it, it would be nice if all of this could be done by the
end of tomorrow night:) We'll see... No promises!!!
Till tomorrow (and
hopefully, some good news!)...
THE
GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (146-150)
146.
Seventh Inning Stretch (Elc Rule)
At some point in the
game the main hero will receive a deadly story-driven injury and will be
put in a hospital instead of having a mage heal him. This will leave him
out of commission for at least the length of two sidequests; the female
lead will also be temporarily out of commission as she steadfastly refuses
to leave the hero's side. Ultimately a simple vision quest is all that
will be required to bring the hero back to normal.
147.
Vivi's Spellbook Principle
Over the course of
the game, you will spend countless hours learning between twenty and one
hundred skills and/or spells, approximately three of which will still be
useful by the end of the game.
148.
Gender Equality, Part 1 (Feena Rule)
Your average female
RPG character carries a variety of deadly weapons and can effortlessly
hack or magic her way through armies of monsters, killer cyborgs, and
mutated boss creatures without breaking a sweat. She may be an
accomplished ninja, a superpowered secret agent, or the world's greatest
adventurer. However, if one of the game's villains manages to sneak up and
grab her by the Standard Female Character Grab Area (her upper arm) she
will be rendered utterly helpless until rescued by the hero.
149.
Gender Equality, Part 2 (Tifa Rule)
If any female character, in a burst
of anger or enthusiasm, decides to go off and accomplish something on her
own without the hero, she will fail miserably and again have to be
rescued.
150.
Gender Equality, Part 3 (Luna Rule)
All of the effort you
put into maxing out the female lead's statistics and special abilities
will turn out to be for naught when she spends the final confrontation
with the villain dead, ensorcelled, or held hostage. |
10/9/06
- Monday: JUST WHEN I THOUGHT THERE WAS NO MORE... |
 |
Don't worry,
the title of this update is not referring to Chapter 2. Rather,
it is what was going through my head as I have been listening to RPGFan
Radio for the past few weeks. Seriously, I really thought the only
credible Japanese RPG composers were the likes of Nobuo Uematsu,
Hitoshi Sakimoto, and Yasonoru Mitsuda. I have been proved wrong
time and time again over the past couple of weeks.
I have been proved wrong
so much in fact that I have already been building the soundtrack for Chapter
3 solely off of what I have been hearing on that particular
station. At this point, I already have travel/world map type music, I have
some pretty epic boss battle music, and I have some music for a scene
which I will obviously not talk about it, among other reasons, because no
one has even played Chapter 2 yet:) Seriously though, I have
been having a ball, and look forward to find new tracks.
|
| In
particular, one track has really stuck out for me. It is called Communication
Breakdown, by Yuki Kajiura. It is from
the game, Xenosaga Episode II. This music is
just so epic, and so great. I tried googling it, and it appears to be
everyone else's favorite track from the game as well. The only problem is,
I have been having one hell of a hard time finding a place to download it
from. If worse comes to worse, I will shell out the $35 to get the full
soundtrack, but I would rather not. So, and of you music fans out there,
if you have this track, or know of a good game music download site, give
me a holler at gamecoder@optonline.net.
So umm, yeah... Game
stuff... The real reason peeps come here. Well, let's just say that I have
been busy. Even though the date for this is Monday, October 9th, I am
really writing in on Wednesday, October 11th. Yeah, that is how busy I
have been. And, I knew I wanted to talk about music in this update, but
couldn't remember the work I did. Well, long story short, I finished a
TON. Read the next update to know what I mean:)
THE
GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (141-145)
141.
Guards! Guards! (or, Lindblum Full Employment Act)
Everything will be
guarded and gated (elevators, docks, old rickety bridges, random stretches
of roadway deep in the forest) except for the stuff that actually needs to
be.
142.
Thank You For Pressing The Self-Destruct Button
All enemy
installations and city-sized military vehicles will be equipped with a
conveniently located, easy-to-operate self-destruct mechanism.
143.
Falling Rule
An RPG character can
fall any distance onto anything without suffering anything worse than
brief unconsciousness. In fact, falling a huge distance is an excellent cure
for otherwise fatal wounds -- anyone who you see shot, stabbed, or mangled
and then tossed off a cliff is guaranteed to return later in the game with
barely a scratch.
144.
Materials Science 101
Gold, silver, and other precious
metals make excellent weapons and armor even though in the real world they
are too soft and heavy to use for that purpose. In fact, they work so well
that nobody ever melts their solid gold suit of armor down into bullion,
sells it, and retires to a tropical isle on the proceeds.
145.
Materials Science 201
Everyone you meet
will talk enthusiastically about how some fantastically rare metal (iron,
say) would make the best possible armor and weapons. Oh, if only you could
get your hands on some! However, once you actually obtain iron -- at great
personal risk, of course -- everyone will dismiss it as yesterday's news
and instead start talking about some even more fantastically rare metal,
such as gold. Repeat until you get to the metal after "mythril"
(see The Ultimate Rule.) |
10/8/06
- Sunday: OPTIMIZATIONS GALORE... |
 |
Going to
really keep this short, as I want to get to bed an hour earlier than
usual, so I don't break down before releasing the game. Yes folks, it is
imminent:) Why no release date? Well, I have learned my lesson in this
community, and I will not put out a date I cannot stick to. I will say
this week, and that is it *looks both ways*
So today was a long and
boring day full of optimizations. No more for me:( I cannot possibly
support every machine out there (I am only 1 person!), so we'll see what
happens. In the bug forum, there are only about 3 left, though two are
more of a reminder to do something, and not a bug per se. I also have
various things left in my notebook, but nothing too serious. You know, a
typo here, don't let a player bring this item in here, etc. |
| Once that is
done (I am hoping by the time I get home tomorrow night), I will do my
obligatory final run through of the game. What, I hope you folks didn't
think I would release it with my final seal of approval:) In the process
of making bug fixes, it is so easy to break something unrelated that you
had no idea about, and I will not chance putting a game out that has a
major plot breaking bug, or anything like that.
I will be contacting
some of the people who e-mailed me last week to see if they are able to do
the final test run with me. Most of my regular testers are busy during the
week, and I need the testing done in like 1 night *gasp*. I don't want to
force anything on anyone, so if no one steps up to the plate, I will. The
last BETA was pretty rock solid (no reports of anything game
breaking that I can recall), and 3-4 of the testers made it all the way
through the game. So, I am pretty confident that all I have to do is put
the game on easy, and speed play through everything.
Oh damn, I just remembered
I had some edits from Jason, but I will just knock those out
tomorrow on the train I am thinking. Enough editing for one night:)
Till tomorrow...
THE
GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (136-140)
136.
Dealing With Beautiful Women, Part 1 (Yuffie Rule)
All good-looking
young females are there to help you. This rule holds even when the girl in
question is annoying, useless, or clearly evil.
137.
Dealing With Beautiful Women, Part 2 (Rouge Rule)
All good-looking
middle-aged females are out to kill you. This rule holds even when the
woman in question has attained your unwavering trust and respect.
138.
Well, So Much For That
After you have
completed your mighty quest to find the object that will save the known
universe, it will either a) get lost, b) get stolen, or c) not work.
139.
The Ominous Ring of Land
The classic Ominous Ring of Land is
a popular terrain feature that frequently doesn't show up on your world
map. Just when you think things are going really well and you've got the
Forces of Evil on the run, monsters, demons and mad gods will pour out of
the center of the ring and the situation will get ten times worse. The
main villain also usually hangs out in one of these after attaining
godhood. If there are several Ominous Rings of Land or the entire world
map is one big ring, you are just screwed.
140.
Law of NPC Relativity (Magus Rule)
Characters can
accomplish superhuman physical feats, defeat enemies with one hand tied
behind their back and use incredible abilities -- until they join your
party and you can control them. Then these wonderful powers all vanish,
along with most of their hit points. |
10/7/06
- Saturday: YES, FOLKS, SHE'S AT IT AGAIN!!! |
 |
Off the heals
of a successful new website launch, Oli is back at it again.
I was sitting at work on Friday afternoon, and got an IM from here that
just consisted of a link. I always begin to get giddy with glee when this
happens, because I know the link will bring me somewhere cool. As usual, I
was taken to the image you can see to your left.
It should go without
saying that this concept sketch includes Aramus, Challseus, &
the Keeper of the Rose. Even more surprising was the fact that I
didn't prompt her to do this for me. I think in general, most people who
work with me know that I am not a manager (I use the term
loosely since I cannot think of any other term) who nags people to
get stuff done. I don't like making all the decisions and ruling with an
iron fist. I like to have people around me who are proactive in what they
do. It is getting easier because
1) I have been working
with the same people for damn near a year now
2) Said people know the Rose
Of Eternity just as well, if not better than me (no, seriously!).
This leads to them being
able to do things I don't need to know about, whether it be writing a new
piece of dialogue to flesh out a character, to fixing inconsistencies in
the story that they find (hey, I'm not perfect), to coming up with new
pieces of art that I never even thought of.
Getting back to the art,
she had a bunch of things she said she was working on, and I have to say,
I was amazed. There is one scene that occurs in The Coming that
she says she is going to do a portrait for. In fact, anyone who
played The Coming will immediately recognize it when it is
done.
When all is said and
done, if I was to get the funding to open up my own development studio,
say, next week, I would try to hire everyone I am working with now to do
some contract work with me immediately. Hell, I would even see if they
wanted to join the company period. That is how much I trust them. Of
course, who knows if they would even want to work with me, but that is a
different subject:)
Right, so, I did do some
work today, I just don't want to elaborate. Lots of editing (read: lots)
to get in, as well as some bug fixes. Speaking of which, I have some more
to fix right now...
Till tomorrow... |
|
THE
GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (131-135)
131.
First Rule of Politics (Chancellor's Axiom)
Any advisor of a
major ruler has been scheming after his throne for quite a while. Thanks
to the miracle of timing, you will arrive at the king's inner sanctum just
in time for the coup.
132.
Second Rule of Politics (Scapegoat's Axiom)
If the advisor works
for an evil ruler, the advisor is as bad or even worse, and there's a good
chance he's the final villain. (See Fake Ending Rule.) If the advisor
works for a good ruler, he usually has the good of the kingdom at heart;
not that that helps, because your party will invariably be made the
scapegoat for all that's wrong with the nation and immediately thrown in
the dungeon.
133.
Last Rule of Politics
Kingdoms are good.
Empires are evil.
134.
Inheritance of Acquired Characteristics (Ramus Rule)
Twenty-three generations may pass,
but any person's direct descendant will still look and act just like him.
135.
Pinch Hitter Rule
Whenever a member of
the hero's team is killed or retires, no matter how unique or special he
or she was there is a good chance someone will show up to replace them
that has exactly the same abilities and can use the same weapons with the
same proficiency. |
10/6/06
- Friday: PASSIVE ABILITIES... |
 |
Today, I
finished off the getting all the custom load screens in the game. Man, I
didn't realize how many areas there were, so it took a while. I also
finished up adding in all the edits Jason did for all the
items in the game. I actually had almost finished these like a month ago,
but the toolset crashed during the process, and I hadn't save for 20
minutes or so, and I was so mad, that I just went to bed. One month later,
I finally finished it:) As I am writing this, my inbox is filling up with
more normal edits, though luckily, he is at the end of the game. I still
have some object/creature edits to finish up as well, but I will do that
Saturday morning.
So, without further
adieu, here is my take on one of the new systems, Passive
Abilities... |
|
PASSIVE
ABILITIES
Taken from
the website - "These are abilities that are triggered
automatically in combat after you have been fighting for over 1 minute.
PA's can be all sorts of types of skills, such as damage dealing, buffing,
or healing. In extra long fights, these abilities can really save the life
of the player."
So, early
on in the development of Cry The Beloved, I knew that I
wanted to expand on the custom systems. I knew I wanted to give the people
something new to play with. I just didn't know what... So, for the first
month or so of development, I didn't test any fighting whatsoever. I
was busy building up the main town of Dematol, as well as
doing some of the first cut-scenes of the game.
When I did
get around to testing some combat, I realized I wanted to move in the
direction of battles that lasted longer. As I continued to test and test
the combat, I realized how cool it would be (to me anyway!) if the longer Aramus
fought, the stronger he would get. So say you were fighting an
enemy for 2 minutes straight, at this point, I was thinking about how cool
it would be to have Aramus get a little boost for a short
duration. And this is how PA's were born.
Now, I call
them Passive Abilities because the player does not have to
do anything to make them activate. Next, I had to figure when these would
be used. I then determined that I would keep track of how long Aramus
was in combat, and if it hit over a minute, some skill would be
activated. . As he is a fighter (or some variant, depending on how people
decide to multi-class him), I figured his first one could be something
that raised his STR. The ability actually used to be called Mighty
Rage, until someone kindly pointed out there was a feat with that
name. He then came up with the name, Crimson Wrath, since Aramus
glows red while the ability is activated.
As I
continued to test this skill out, I was beginning to learn how dynamic it
made battles. I cannot tell you how many times I thought I was going to
die, and then Crimson Wrath kicked in, allowing me to hit
the enemy for a lot more damage, which would in the end let me kill them
before they killed me. It was during these moments that I fell in love
with it. Then, something else happened...
I was
fighting with another party member, who learns the PA, Warden's
Vision. This particular PA raises the attack bonus
of the user by a LOT. Now normally, when they use this, all their blows
more or less land successfully, which makes sense. Well, one day, this
party member was being beat to death, and their Last Resort, Flurry
Attack activated. Those of you who played The Coming should
know that this makes the user hit faster in combat. Well, you can imagine
the look on my face when not only did Flurry Attack go off,
but then Warden's Vision right after it. For the next 18
seconds or so, the party member must have gotten 10 blows to land very
fast, thanks to the combination of both of these skills. It really was a
beautiful thing to see.
And that is
the beauty of the new combat skill systems in general. They all work their
way into the combat system so seamlessly that things I never would have
imagined (like the above example) started happening all over the place. It
was also this particular instance when I fell in love with this particular
party member. And to think, they were never in the original story from
1999:)
I am very
happy with this new system, and the best part is that it also was not part
of my original design so many years ago... Adding new dynamics to the
fighting is what I was looking for, and I think I have achieved this. Contrary
to popular belief (I know I have said this so many times before), this
game was always supposed to be about the over the top fights. I'm closer
than ever before...
Till
tomorrow...
THE
GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (126-130)
126.
Absolute Power Corrupts Absolutely (Althena Rule)
If a good guy is
manipulated to the side of evil, they will suddenly find a new inner
strength that will enable them to wipe out your whole party with a wave of
their hand.
127.
All Is Forgiven (Nash Rule)
However, when the
trusted member of your party turns against you, do not give it a second
thought. They will return to your side after they're done with their
amnesia/mind control/hidden noble goal that caused them to give away all
your omnipotent mystical artifacts.
128.
First Law of Fashion
All characters wear a
single costume which does not change over the course of the game. The only
exception is when characters dress up in enemy uniforms to infiltrate
their base.
129.
Second Law of Fashion
Any character's costume, no matter
how skimpy, complicated, or simply outlandish, is always completely
suitable to wear when climbing around in caves, hiking across the desert,
and slogging through the sewers. It will continue to be completely
suitable right afterwards when said character goes to meet the King.
130.
Third Law of Fashion
In any futuristic
setting, the standard uniform for female soldiers and special agents will
include a miniskirt and thigh-high stockings. The standard uniform for all
male characters, military or not, will include an extraordinarily silly
and enormous hat. |
10/5/06
- Thursday: EDITS, EDITS, EDITS... |
 |
So, I just
went nuts on edits today. It wasn't that they are hard to do. I mean, the
work is already done by Jason, so all I have to do is get them in the
game. The issue was the fact that there were SO many. I gotta say, I don't
know how I created The Coming without an editor. The
mistakes I make while writing are ridiculous. So, after about 5 hours of
work or so, I finished up all the edits he had for me.
I also worked on getting
all the custom load screens into the game. I left these till the end on
purpose, because in reality, it is just annoying busy work. Luckily, I
have over 300 screenshots to sift through, so I am sure I will find
everything I need.
Tomorrow, I plan on
clearing out all the bugs in the bug forum, and going through the game
again myself. It should be a real quick run through, as there are some
areas that luckily, I don't have to test, as I am confident they are rock
solid. Till tomorrow... |
|
THE
GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (121-125)
121.
Child Protection Act (Rydia Rule)
Children 12 and under
are exempt from death. They will emerge alive from cataclysms that
slaughter hundreds of sturdily-built adults, often with barely a scratch.
Further protection is afforded if the catastrophe will orphan the child.
122.
Missing Master Hypothesis
Almost every strong
physical fighter learned everything he/she knows from some old master or
friend. Invariably, the master or friend has since turned evil, been
killed, or disappeared without a trace.
123.
Missing Master Corollary (Sabin Rule)
If a fighter's master
merely disappeared, you will undoubtedly find him/her at some point in
your travels. The master will challenge the student to a duel, after which
the student will be taught one final skill that the master had been
holding back for years.
124.
Gojira Axiom
Giant monsters capable of leveling
cities all have the following traits:
 | Low intelligence
 | Enormous strength
 | Projectile attacks
 | Gigantic teeth and claws,
designed, presumably, to eat other giant monsters
 | Vulnerable to weapons
1/10,000th its size
 | Ecologically sensitive |
| | | | |
125.
"You Couldn't Get To Sleep Either, Huh?"
If any character in
the game ever meets any other character standing alone at night looking at
the moon, those two will eventually fall in love. |
10/4/06
- Wednesday: MISCELLANEOUS STUFF... |
 |
As the title
suggests, I was busy with lots of little things that have to happen before
I release the game. In terms of actual game work, I did none, mostly
because all the major things are really done. Some of the testers are
going through the game, and reporting various issues, but everything is
polish related. Or, at least the things I am going to work on:) I will be
home tomorrow, so I need to knock out these edits Jason did for me (been
meaning to for a while). I will also put to rest some of the minor issues
being reported to me.
Till tomorrow...
P.S. Oh, and I will go
into more detail about Passive Abilities on Friday. Things
were just too hectic today. |
|
THE
GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (116-120)
116.
You Always Travel In The Right Circles
Whenever you meet a
villager or other such incidental character who promises to give you some
great piece of needed knowledge or a required object in exchange for a
seemingly simple item, such as a bar of soap or a nice straw mat, be
prepared to spend at least an hour chasing around the world exchanging
useless innocuous item after item with bizarre strangers until you can get
that elusive first item you were asked for.
117.
Talk Is Cheap Rule
Nothing is ever
solved by diplomacy or politics in the world of RPGs. Any declarations of
peace, summits and treaty negotiations are traps to fool the ever so
gullible Good Guys into thinking the war is over, or to brainwash the
remaining leaders of the world.
118.
Stop Your Life (Setzer Rule)
No matter what kind
of exciting, dynamic life a character was leading before joining your
party, once there they will be perfectly content to sit and wait on the
airship until you choose to use them.
119.
Don't Stand Out
Any townsperson who is dressed oddly
or otherwise doesn't fit in with the rest of the townsfolk will either:
- Join your party after you
complete some task,
- Be in the employ of your
enemy, or
- Befriend any female member of
the party, and then be immediately captured and held hostage by the
villains.
120.
Little Nemo Law
If any sleeping
character has a dream, that dream will be either a 100% accurate memory of
the past, a 100% accurate psychic sending from the present, a 100%
accurate prophetic vision of the future, or a combination of two or all
three of these. |
10/3/06
- Tuesday: A NEW BEGINNING!!! |
 |
I'm not sure
the path of everyone who got to this page, but if you have this book marked,
go to http://www.roseofeternity.com
and hit refresh!. So, this is the little surprise that I was talking about for the
past month or so. I mean, come on, with a brand new spanking game, I gotta
have a brand new spanking website to go along with it.
Much respect to our Lead
Artist, Oli Ferrando, she did the initial work on the overall
design and flow. After she worked her magic (and what magic it is!), I
took over the reins, and started filling the site up with tons of content.
And, as you can tell from reading this update on the old site L&F, I
still have more things to do. This
isn't the end of this blog update, just the end for right now. I will fill
the rest in on the train ride into work tomorrow, and upload the rest. For
now, enjoy the new site! |
| EDIT
- Okay, on with the rest of this update.
Right, so just to
reiterate, I want to publicly thank Oli for her wonderful
work on the look and feel of the new site. This process actually started
way back in December of 2005, but I then put it on hold, so that she could
spend her time working on the portraits for Aramus, Clopon, &
the Keeper Of The Rose. After she was done with those, she ended
up getting extremely busy at her real job, so it was put on the back
burner. Then, earlier this summer, she sent me two screenshots of a new
design she wanted to use for the site. I immediately fell in love with the
one that is being used now. Once that was finalized, she did the majority
of the main flow for the entire site, like how to display custom skills,
and whatnot. If I recall correctly, this was finished in late July. At
this point, the only thing that really needed to be done was for me to
fill the website up with all of the new content. I was obviously extremely
busy, so I didn't even get the actual website itself on my laptop until a
month or so ago. Then, I was just left with the task of slowing adding all
the new things, mostly new screenshots, and the content for the new custom
skills pages (Bonds of Battle, Distinctive Development, Passive
Abilities, etc). This past week, I really put the effort in high
gear, because I just needed to get it out of the way, as well as introduce
folks to the things I have been working on this past year.
Over the next couple of
days, I am going to take one of the new systems, and break it down,
including where it was inspired from, who helped design/refine it, and
issues I had. Well, without further adieu...
BONDS OF BATTLE
Taken from website - "The
concept of BOB is quite simple. The longer 2 allies fight alongside each
other, the greater the bonds that forms between them. As this bond
continues to grow, so too does the skill of both allies when they are
fighting side by side. In game terms, whenever an enemy is killed by one
ally, and the other ally landed at least one blow on them, if the 2 allies
were near each other when the enemy died, BOB points are earned between
the 2. Once certain tiers of points are achieved, specific abilities will
be unlocked so that while the 2 allies fight near each other, they will be
stronger."
Ah yes, Bonds of Battle,
or BOB for short. So, in The Coming, there were only 2
custom skill systems: Unison Abilities & Last Resorts. This
was all good and fine, but back in September of 2005, I started to think
about new systems to implement, for a few reasons.
1) I
wanted to further distinguish this game from the rest of games out there,
so people could never say they had a similar experience playing any other
module.
2) I
wanted to keep things new and fresh. Sure, I could have just stuck with
what I had, and expanded on it, but I felt people may start to get too
tired/too used to the current systems.
So, just to clarify,
don't think I just added new systems just for the sake of adding new
systems. I would always think of the ramifications of adding said systems,
and try to determine if it was needed or not. Trust me, there are about
another 3-4 in my back pocket that I wanted to implement, but when it came
down to it, they wouldn't make sense.
So, as I have always
stated over and over again, I am really into a true sense of full party
member combat. The party members are so integral to Cry The Beloved,
that I began to think of ways to create new systems around them.
Now, of course, I have the Unison Ability system, which is
obviously centered around them, but BOB takes it to the next
level.
There will be points in
the game where you can only bring along a certain party member. As I have
been slowly learning, some people really connect with some party members
over others. Well, I wanted to reward people who tended to stick with one
party member. For instance, let's take Aramus & Clopon.
She seems to be the person people love to hate, but deep down
inside, you all know you love her! Anyway, it would only make sense that
the longer you fight with her, the bigger the bond between the 2 would
grow. On a purely conceptual level, this is what BOB is all
about. Likewise, if Aramus never decides to take Challseus
long on any missions, it would make sense that their bond
would not grow.
So, back in October of
2005 I believe, I was having tons of back and forths with community member
James Gawne, but most of you would know him by the name, ShrikeKnight.
We were just talking about new custom skills to add to people in
the game, and I decided to present my idea to him. It was a very general
concept, but over the next few weeks, it involved into what it is today.
Shout out to James for the help with that!
When it came down to
actually implementing BOB, it really went well. For you
scripting heads out there, the hardest part was coding the part which
would determine if BOB points would be allocated for a kill
or not. First, whenever any enemy is hit, I set a local
variable on them, with the TAG of the person that hit them. Then, when an
enemy is killed, I check to see who the killer is. Depending on who the
killer is, I do a check for nearby party members. I then compare the tags
of said party members to the tags of people that have hit the enemy, and
if I find a match, I allocate BOB points accordingly.
As for the
implementation of the actual skills you receive once you gain enough BOB
points, it is even easier. The way the skills work is, whenever Aramus
and the party member who he has formed a bond with are near each
other, their skills will be activated, whether it be a STR increase, or HP
regen, or whatever. So, I just have a heartbeat script that is constantly
checking to see if 2 members who have formed a bond with each other are
nearby, and if so, activate the skill. Easy, and efficient.
Over the past year,
things have changed a bit, with regards to the actual skills. For
instance, Aramus & Challseus get a magic immunity skill
when they achieve enough BOB points. Well, this was just
recently changed, as it used to be a spell resistance of either 1, 2, or 3
(depending on the amount of points they have). Well, not being too
familiar with spell resistance, I just figured this would be good enough.
That is, until some of the guys on the team started pointing out how
worthless it was. I won't go into the details, because I am sure all of
you DnD heads know about spell resistance, but let's just say I now have a
better understanding:)
The only other issue was
trying to balance the amount of points you get over the course of the
game. 300 is the absolute peak for this game, and I can only really think
of one situation of how someone would get that many points. The original
design decision was to make it extremely hard to get them, so that the
player would really feel good when they got their first 100 BOB
points. I ended up changing this, when some people complained how
hard it was to get them. I think I found a good middle ground now.
And that is BOB. Out
of all the new custom systems, I like this one the best, which is why I
chose to speak about it first. I think it is a nice spin on the Unison
Ability system, and that people will generally like it. Oh, and I
already know how I can expand on this in Chapter 3:) Yep, my
mind never stops!
Well folks, that's it
for today. Tomorrow, I will talk about Passive Abilities.
Till tomorrow...
P.S. Special
thanks to all of those that reached out to me after my little rant
yesterday. Trust me, I saw the e-mails, I was just so busy getting the new
site up, that I could respond. But yes, I would be happy to have you help
with the baselines. Thanks for the support! Oh, and for those wondering,
everyone that did test the baselines got back to me with positive
feedback. So ,I guess those 8 hours I spent on Monday weren't wasted...
THE
GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (111-115)
111.
Principle of Archaeological Convenience
Every ancient machine
you find will work perfectly the first time you try to use it and every
time thereafter. Even if its city got blasted into ruins and the machine
was then sunk to the bottom of the sea and buried in mud for ten thousand
years, it'll still work fine. The unfortunate corollary to this rule is
that ancient guardian creatures will also turn out to be working perfectly
when you try to filch their stuff.
112.
They Don't Make 'Em Like They Used To (Cid Rule)
Modern-day machinery,
by contrast, will always break down at the worst possible moment (for
example, when you only need one more shot from the giant cannon to defeat
the final boss.)
113.
Place Transvestite Joke Here (Miss Cloud Rule)
If the male lead is
required to dress up like a girl for any reason, he will be regarded by
everyone as much more attractive than any "real" girl. If the
female lead cross-dresses as a man, she will be immediately recognized as
who she is by everyone except the male lead and the main villain.
114.
Make Room! Make Room!
There are always more
people in a town or village than there are houses for them to live in.
Most of the village is made up of shops, temples, bars, secret passages,
inns, and the mansion that belongs to the richest man in town. 115.
Law of Scientific Gratification
If the hero needs a
new invention to progress, he will find out that somewhere in the world
someone has spent his or her entire life perfecting this invention, and
usually just needs one more key item located in a monster-infested dungeon
before it is completed. |
10/2/06
- Monday: I WOULD BE LYING IF... |
 |
...if I said
I wasn't in an extremely pissed off state of mind. I wake up this morning
to only 3 bugs, but one of them, super serious, depending on how you want
to look at it. I admit I made the
mistake of testing solely on my laptop, which happens to work perfectly I
might add, so slower machines are having little hiccups here and there.
So, when I get a bug report about a cut-scene that isn't running the way
it should, and when I can't reproduce it on my machine, I
feel as if I am going to have a heart attack/stroke. It's been a roller
coaster, but right now, people, I am not having fun, and dammit, I
should:) |
| The other
issue is trying to justify to people why things hiccup now and again. It's
hard to tell them that, when they can run any NWN module
perfectly, or any next gen game for that matter. It's hard to explain that
the NWN engine can only take so much, and the things I am doing, it just
wasn't made for. Hell, I wouldn't be so quick to believe
this if I was one of the testers:) Now, as I mentioned before, I never ran into these issues
before while testing on my laptop, so when I know I am about to release
the game, it is quite stressing.
You all know I worry a
lot, so imagine what is going through my head right now. Now, I know what
some of you are thinking. "Screw em if they can't run the game.
Don't compromise the game's excellence because they can't run it". In
fact, I see this attitude in the community everyday, especially with
certain Premium (read - NOT cancelled) modules *looks both
ways*. Well, having that attitude isn't in my personality, and ultimately,
it might lead to my demise. I try to please everyone, knowing damn
well I can't, yet I still try to. Heh, I guess I am a download
whore:) I don't want to alienate any people, and that includes people will
machines slower than mine.
So, I went into today
determined to make things work. Remember, I have good old reliable (my
computer from 2000), so I started what would end up being like an 8 hour
project to benchmark some things. I first made a copy of the current game,
and created different versions of said game with different starting
points. The comp is too slow to actually try to open up the toolset and
changed the locations at will, so I figured I would save time. All in all,
each game would be setup to run a specific cut-scene. After I set that
stuff up, I then began to create my solutions to the issue, make various
games with different starting points, and then take all these
versions of the game, and put them on my desktop. Did I mention the
Desktop cannot connect to the internet, so I have to use a memory stick?
Did I also mention that if I put the stick in, then take it out, then put
it back in, my machine restarts. Did I also mention it takes 10 minutes
for it to restart? Yeah, I was having that type of day...
So, I definitely saw
results between the 2 versions. Things definitely seemed to run a bit
smoother. However, I still needed to test these things out on testers
machine. Unfortunately, because of time zones and school/work/mothers, not
a single person was able to test these hot fixes out.
So, imagine I am about
to finish the game I have spent that last 15 months of my life
making, and the one thing that is holding me back, I cannot even test? No,
I'm sorry, more like 30 months, because I started this game right after
The Coming. You know, I talked to a lot of developers at
this years Games Developer's Conference, and they all told
me their horror stories of crunch time. Well, I know I cannot really
compare it to theirs, but man, this crunch time is killing me.
Sorry for the rant
folks, but I just had one of those days. I remember community member
El Dano made a post where he said something along the lines
of how a developer needs to stop doing what they are doing if they aren't
having fun. Well, I am this close to putting it out, and
saying you need 2GB of ram to play it:)
Okay, begging time:)
Please, please, please, if anyone out there (I know someone is out there,
I get 200 visitors a day to these updates!) has 20 minutes to
spare in your day, please email me, so you could possibly try out these
baselines I created. It really would be painless, and help things out a
lot. If so, my e-mail is gamecoder@optonline.net.
END
OF RANT, I SWEAR!!!
So, I have
found some really new music that I absolutely love, and I have already
designed 2 of the areas for Chapter 3 (in my head of
course). Yeah, before you guys start screaming HYPOCRITE, do
remember that even though I want to be done with Chapter 2, it
doesn't mean I don't think about Chapter 3:) Hell, I know I
won't have to worry about testing on a super machine, because mine can
barely run NWN2 anyway:)
So, as
promised from yesterday, here are reasons I should just go to Chapter
3.
1) Time...
Plain and simple... I mean yeah, all the convos and scripts are done for Chapter
1 & 2, but trying to make those areas again will be a pain,
especially with outdoor areas not being tiles... Speaking of which...
2) Will all
the tile sets I used even be available for NWN2? I am sure they will be
someday, but will I be able to recreate every monster, every NPC, every
item, etc?
3) The
fans. Do they really want to wait for an updated version of Chapter
1 & 2? I would think not, but who knows. Actually, posting a
poll might be the best thing to do...
4) My
personality. What does that mean, you ask? Simple. I know I couldn't just
redo everything. It would be more of a remix. All the things I wanted to
do, I will try to fit in. Again, this could be good or bad, depending on
the answer to question 3).
Well, off
to bed with me. Gotta be up in some hours to go to work...
Till
tomorrow...
EDIT
- Just got done talking to Alan Miranda, CEO of Ossian Studios. He just
informed me the issue could be related to 1.68, especially since the
testers weren't reporting these errors before it... Now, if I could just
get someone to revert to 1.67 for me for one night...
THE
GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (106-110)
106.
Law of Traps
No matter how obvious
the trap, you can't complete the game unless you fall into it.
107.
Arbor Day Rule
At some point, you're
going to have to talk to a tree and do what it says.
108.
You Do Not Talk About Fight Club
Any fighting
tournament or contest of skill you hear about, you will eventually be
forced to enter and win.
109.
Invisible Bureaucracy Rule
Other than the royal
family, its shifty advisor, and the odd mad scientist, the only government
employees you will ever encounter in the course of your adventure are
either guards or kitchen staff. 110.
The Miracle of Automation
Similarily, any
factory, power plant, or other facility that you visit during the course
of the game will be devoid of any human life except for the occasional
guards. There will not be a single line worker or maintenance person in
sight. |
10/1/06
- Sunday: IT'S ABOUT THAT TIME!!! |
 |
So, where do
I begin... Yet, another month passes by. Well, I'm not usually into
guarantees and whatnot, but I can guarantee the game will be
released this month. I already have a target date in mind, but I don't
want to say anything yet. I am sure I will have a better idea later in the
week.
Anyway, I have to admit,
when I woke up, I was scared to go to the forums. I had this really bad
feeling that the BETA bugs forum was going to be filled up. Well, I went
to the page, and sure enough, there were so many bugs, that I wanted to go
back to sleep:) It is a bit discouraging to see so many, but as the day
went on, I consistently squashed them. In reality, they were for the most
part easy to fix, but the number was what really got me... |
| Luckily,
after all the fixes, I was able to post BETA V0.22 (2nd
iteration since Saturday morning). Among other things, it also includes
the ending movie credits (not to be confused with the epilogue
cut-scenes). Speaking of epilogue cut-scenes, Alistair was
the first to get through the entire game (this guy works fast), and I was
so happy to hear that he really loved the ending scenes. Now everyone
knows why I spent my last vacation making them.
It's too bad that he has
exams this week, as it looks like I lost him for the week. Others either
have school or work, so anyone out there that has a few hours to spend,
e-mail me at gamecoder@optonline.net.
For the fans out there, the game is 99% content complete, so you
won't have to worry about playing a half done game or anything like that.
In general though, it really helps to be able to have as many people as
possible play, because everyone has different play standards, and a couple
of the more interesting bugs this morning were ones created when a player
did things I did not even think of. So, please, if you have any spare
time, let me know. The more people I have, the quicker the game gets out!
So, let's look to the
future... I will obviously be done with this game soon, and will soon
after take long needed break (I'm not a robot!). But, I have to admit, I
have been lurking at the NWN2 forums, and some of the things people can do
with the new toolset is looking pretty cool. Therein lies the dilemma...
I'm not going to beat
around the bush. I really, really want to go back and remake the past 2
chapters for NWN2 before I do chapter 3. Why, you ask?
1) Full companion
control. You all have no idea how many ideas I had for Unison
Abilities that just wasn't possible with AI controlled party
members. Don't get me wrong, there are tons in Cry The Beloved, but
I can do more:) Following that, the idea design for this game back in 1999
assumed the player could control their party members, so you can only
imagine how many things are different from what I initially envisioned so
long ago.
2) This is most likely
the main reason. Rose Of Eternity obviously isn't your
normal DnD game, so let's say I release chapter 3 first. There will be
TONS of people that play it, that wouldn't have played the first 2
chapters. Now, this wouldn't be a problem if the games were independent of
each other, but you all know that they aren't. The game is so deeply
rooted in the story, that it wouldn't make sense for them to start so far
ahead in the story. I mean, there are ways to get around this, but...
Next is the issue of all
the abilities you have gained up to that point. Again, since everything is
custom, it is sort of hard to throw someone into the mix with a level 12 Aramus
who has tons of abilities he has gained throughout the series (you
will really know what I mean when I release the info regarding that).
There are certain things you get accustomed to using, like Illuminate.
By the end of Cry The Beloved, I expect the player
to be an expert with this. Can I expect the same thing at the beginning of
chapter 3? Again, there are ways around it, but I am just throwing out
random thoughts.
Well, I am about to do
some more work on some other things, so goodbye for now...
Till tomorrow...
P.S. Hope you dig the
screenshot!
P.S.S. Tomorrow, reasons
why I just want to get to Chapter 3!
THE
GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (101-105)
101.
Law of Productive Gullibility (Ruby Rule)
Whenever anybody
comes up to you with a patently ludicrous claim (such as, "I'm not a
cat, I'm really an ancient Red Dragon") there's an at least
two-thirds chance they're telling the truth. Therefore, it pays to humor
everyone you meet; odds are you'll be glad you did later on.
102.
Perversity Principle
If you're unsure
about what to do next, ask all the townspeople nearby. They will either
all strongly urge you to do something, in which case you must immediately
go out and do that thing, or else they will all strongly warn you against
doing something, in which case you must immediately go out and do that
thing.
103.
Near-Death Epiphany (Fei Rule)
If the party is not
dealing damage to a boss character, then there's a better-than-even chance
that someone in the party will suddenly become enlightened and instantly
acquire the offensive skill that can blow the creature away in a matter of
seconds.
104.
Wutai Rule
Most RPGs, no matter
what their mythology, include a land based on ancient Japan. Full of
pagodas, shrines, shoguns, kitsune, and sushi, this completely
anachronistic place is the source of the entire world's supply of ninja
and samurai characters. 105.
Law of Mooks
Soldiers and guards
working for the Evil Empire are, as a rule, sloppy, cowardly and
incompetent. Members of the heroic Resistance Faction are, as a rule,
dreadfully weak and undertrained and will be wiped out to the last man the
moment they come in contact with the enemy. |
|