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9/30/06 - Saturday: AND AWAY WE GO!!!

So, I ended up getting the BETA out around 4:00 am today. It's too bad that the majority of the testers are on the other side of the world. So, their day was already pretty much over, as I was just crawling into bed to get my sanity back:)

So, when I woke up, I felt really good knowing that I have hit my latest milestone correctly. To take a break from the typical stuff I do on Saturday's, I decided to create the ending movie. If you recall, I did the ending movie for The Coming in 2 hours (train tide) last year, and even though it was going to be complicated, I knew I could at least get a dent in it today if I just focused. Well, I did focus all day, and I am happy to say that the first version of it is done. I am sure I will have to go back and add/remove names here and there, but the main flow along with the music is done. Another milestone!

As far as the BETA goes, yes I received some threads in our bugs forums, but they were really simple things to fix. I have to pat myself on the back, because I was really focused today. I practically lived on the forums, and the instant someone posted a bug, I was right there posting back, getting as much information as possible, so that I could fix it. In fact, out of all the bugs reported, there is only one left to fix, although I have to admit, it is one of those weird ones that don't happen on all machines. I am sure I can come up with something for it...

As usual, I was totally immersed in RPGFan radio. It really is great to get some new music to listen to, because honestly, even I have been getting tired of listening to the same tracks over the past 2 years. I guess that is what comes with module design. Anyway, I have to admit that I have been hearing a lot of new tracks that I would like to use in future games. It's hard, because as I am trying to wrap this game up, I am coming up with scenario's just by listening to all this new music. Damn, can a guy get a break?! :)

Tomorrow, the NY Giants are on a bye week, so I shouldn't get wrapped up in football too much. I am participating in a football league at the office though, so I must remember to get my picks in 5 minutes before kick off time. But, I have to watch ESPN first:) Gotta be in the loop, ya know! Like I was saying, I am going to spend a lot of time working on some pre-release stuff, and I have to assume there will be more bugs for me to finish, so I need to allocate a block of time for that as well.

To be honest, I have been in a good mood lately, and I think it stems from the fact that I am very close to getting my life back:) Final Fantasy XII/Legend Of Zelda - Twilight Princess, here I come!

Till tomorrow...

THE GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (96-100)

96. I'm the NRA (Billy Lee Black Rule)
Opposition to gun control is probably the only thing you could get all RPG characters to agree upon. Even deep religious faith and heartfelt pacifism can't compete with the allure of guns.

97. Three Females Rule
There will always be either one or three female characters in the hero's party, no matter how many male characters there are.

98. Experience Not Required
When the main character is forced to do some complex or dangerous task for the first time, even though he has never done it before he will still always be better than the oldest veteran.

99. Law of Reverse Evolution (Zeboim Principle)
Any ancient civilizations are inexplicably much more advanced than the current one.

100. Science-Magic Equivalence (Citan Rule)
Although mages' specialty is magic and scientists' specialty is technology, these skills are completely interchangeable.

9/29/06 - Friday: BETA V0.20

So, at the time of writing this, the BETA is more or less ready. What does more or less ready mean? Well, I am just making one last minute change (I couldn't help myself!) before uploading it. Once I do upload it, I will have to write up a pretty lengthy post about what is new, what to expect, etc. It is just something I always do when I have a release ready for download at our forums.

You know, it's funny. If you go back to my September 30, 2005 update, you can see that I was just really getting started. Hell, I was just starting work on the first floor of a new dungeon:) Man, the time really does fly. Heh, I remember back them when I thought I would be done with the game n late December:) I promise to be better with scheduling things for Chapter 3:)

Well, as you can imagine, I am too bust trying to get this BETA out to really talk about much, but I should be able to get into more specifics, including release dates tomorrow. Hopefully, tomorrow will just be a day of marketing work and whatnot, so I won't be as stressed as normal. Unless of course the testers tear open the game faster than I expect:)

Oh, and just another shout out for RPGFan Radio! My god, I am addicted! Never in my LIFE would I think people other than me would take video game music SO seriously...

Till tomorrow...

THE GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (91-95)

91. Wherever You Go, There They Are
Wherever the characters go, the villains can always find them. Chances are they're asking the guy in the street (see above). But don't worry -- despite being able to find the characters with ease anytime they want to, the bad guys never get rid of them by simply blowing up the tent or hotel they're spending the night in. (Just think of it: the screen dims, the peaceful going-to-sleep-now music plays, then BOOM! Game Over!)

92. Figurehead Rule
Whenever someone asks you a question to decide what to do, it's just to be polite. He or she will ask the question again and again until you answer "correctly."

93. Puddin' Tame Rule
The average passer-by will always say the same thing no matter how many times you talk to them, and they certainly won't clarify any of the vaguely worded warnings or cryptic half-sentences they threw at you the previous time.

94. Franklin Covey Was Wrong, Wrong, Wrong
Sticking to the task at hand and going directly from place to place and goal to goal is always a bad idea, and may even prevent you from being able to finish the game. It's by dawdling around, completing side quests and giving money to derelicts that you come into your real power.

95. Selective Invulnerability Principle
RPG characters are immune from such mundane hazards as intense heat, freezing cold, or poison gas... except when they're suddenly not. Surprise!

9/28/06 - Thursday: FINISHED WITH RUN THROUGH...

So, I finally finished up my run through today. More importantly, I finished it up on my slow ass desktop. Besides a few hiccups here and there, and a bit of lag, things worked out fine. I am still standing by my decision to not support machines that are as slow as mine, but it did allow me to see some of the possible issues, some things that might happen on faster machines that I do support. I always, I wrote these down in my notebook. At the time I am writing this, I only 1-2 pages of stuff to fix. Real easy stuff, mostly typos and whatnot... Hopefully (crosses fingers), I can put together the final BETA tomorrow for people to try before I release this damn thing to the world:) If you are interested in this final BETA, please write me at gamecoder@optonline.net. The more the merrier. Seriously! The quality of this game will be that much better when I have a wide selection of different people with different machines playing the game.
So, throughout the day while I developed, I was listening to music, as usual. This time however, it was a special 24/7 online radio station, that just plays RPG music! I am sure everyone knows about this but me, but I was really happy to find it! There is some game named Snatcher (the name is SO familiar) which had a lot of its tracks played throughout the night, and I was really impressed. This is also good, because I have to admit, I am tired of listening to the same music day in and day out... To check it out, go to http://www.rpgfan.com

Till tomorrow...

THE GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (86-90)

86. Wait! That Was A Load-Bearing Boss!
Defeating a dungeon's boss creature will frequently cause the dungeon to collapse, which is nonsensical but does make for thrilling escape scenes.

87. Supply and Demand Axiom
Killing a powerful enemy will usually yield an item or weapon that would've been extremely useful if you had gotten it before killing that enemy.

88. Edison's Lament
No switch is ever in the right position.

89. Well, That About Wraps It Up For God
All major deities, assuming they actually exist and weren't just made up by the Church to delude its followers, are in reality malevolent and will have to be destroyed. The only exception to this rule is the four nature spirits who have preserved the land since time immemorial, but now due to the folly of mankind have lost virtually all of their power and need you to accomplish some ludicrous task to save them.

90. Guy in the Street Rule
No matter how fast you travel, rumors of world events always travel faster. When you get to anywhere, the people on the street are already talking about where you've been. The stories of your past experiences will spread even if no witnesses were around to see them.

9/27/06 - Wednesday: 1.68 CLOAKS???

So, I was continuing my play though of the game today, and to my astonishment, a cloak that I had created a while back was showing up in game. I then remembered that I had updated to 1.68 when I had to reinstall NWN after my hard drive crashed. That said, I was very happy with it. It never overwrote the CEP ones I am already using, so I have no complaints at all:)

So, it is official. I now have my favorite part in the game. It's to the point where I wanted to play it over and over again, which is weird, because I generally get tired of play testing over and over again. As usual, my notebook has been filling up with various things, all of which can be taken care of in a few hours. Well, off to sleep for me, so I can get a head start on stuff tomorrow. As always, working from home, if anyone has been following my work schedule:)

Till tomorrow...

THE GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (81-85)

81. Dungeon Design 101
There's always goodies hidden behind the waterfall.

82. Dungeon Design 102
When you are confronted by two doors, the closer one will be locked and its key will be hidden behind the farther-away one.

83. Dungeon Design 103 (or, Wallpaper Warning)
Your progress through a dungeon will be indicated by a sudden change in decor: different wall color, different torches on the wall, et cetera.

84. Dungeon Design 201 (or, The Interior Decorators Anticipated Your Out-Of-Body Experience)
Most dungeons will include "hidden" passages which are nearly impossible to see from a bird's-eye view, yet would be blaringly obvious from the party's perspective.

85. Dungeon Design 301
All "puzzles" in RPG dungeons can be sorted into one of the following types:
finding some small item and sticking it into a slot;
pushing blocks (rocks, statues) onto switches;
pulling switches or levers to open and close doors;
learning the correct order/position of a group of objects;
entering a certain combination of doors;
something involving a clock or elevator;
something that is unsolvable because a vital clue in the dialogue was mistranslated out of Japanese.

9/26/06 - Tuesday: HALFWAY THROUGH...

So, I am about at the halfway point of the game. I keep forgetting how much longer it is compared to The Coming, especially with the fact that you can do a bunch of unrelated things if you want to, and of course, I had to test that just to make sure it worked. However, I am coming to a set of linear areas, so it should be more straightforward.

So, it has really been an experience testing the game on my old machine. Even though I won't be officially supporting 6 year old machines, it still gives me an idea of the type of lag people will experience. In fact, I have been doing a lot to make said areas a bit cleaner, such as removing superfluous placeables, and sound effects.

I have of course been writing down various notes in my notebook, but I have been lucky enough to be able to knock them out on the train to/from work. As always, just little things here and there. Nothing major that could break the game. I am really starting to feel confident of the 2nd to last build. I would really like to get it to the testers Thursday, which would give them time to test over the weekend. While they will be testing, I will doing the last minute things, such as adding in custom load screens, load hints, etc. Oh, and I have another surprise in store for everyone:)

Well, I'm going to stop now, so I can get a head start on the page or so of issues I identified tonight.

Till tomorrow...

THE GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (76-80)

76. Magical Inequality Theorem
In the course of your travels you may find useful-sounding spells such as Petrify, Silence, and Instant Death. However, you will end up never using these spells in combat because a) all ordinary enemies can be killed with a few normal attacks, making fancy attacks unnecessary, b) all bosses and other stronger-than-average monsters are immune to those effects so there's no point in using them for long fights where they'd actually come in handy, and c) the spells usually don't work anyway.

77. Magical Inequality Corollary
When the enemy uses Petrify, Silence, Instant Death, et cetera spells on you, they will be effective 100% of the time.

78. Pretty Line Syndrome (or, Crash Bandicoot: The RPG)\
Seen in most modern RPGs. The key to completing your quest is to walk forward in a straight line for fifty hours, stopping along the way to look at, kill, and/or have meaningful conversations with various pretty things.

79. Xenobiology Rule
The predatory species of the world will include representatives of all of the following: giant spiders, giant scorpions, giant snakes, giant beetles, wolves, squid, fish that float in midair, gargoyles, golems, carnivorous plants, chimeras, griffons, cockatrices, hydras, minotaurs, burrowing things with big claws, things that can paralyse you, things that can put you to sleep, things that can petrify you, at least twenty different creatures with poisonous tentacles, and dragons. Always dragons.

80. Friendly Fire Principle (or, Final Fantasy Tactics Rule)
Any attack that can target both allies and enemies will hit half of your allies and none of your enemies.

9/25/06 - Monday: LET THE FINAL RUN THROUGH COMMENCE!!!

No time to really say much at this point... I have begin testing the game on my desktop at home, just to see how it might run on a very slow machine. When I say slow, I mean an AMD XP 1000, and 400 or so MB of ram. Did I mention it was made in 2000?

Long story short, this game is apparantly not made for this type of system. More specifically, the cut-scenes are just too much for it. Too much happens, and it bogs down the machine at the start of them. Interestingly enough, the cut-scenes I have had issues with haven't been reported by any testers, I am not going to worry about it at all (that's a first!). In other words, I am officially not supporting machines that old...

Well, I'm off to sleep now...

THE GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (71-75)

71. Seventh Law of Travel
When on a voyage to another continent, the journey will last only as long as it takes you to talk to all the other passengers and the captain.

72. Eighth Law of Travel
There are no shortcuts, ever -- unless you are forced to take them, in which case they will be much longer and more dangerous than your original route.

73. Last Law of Travel (Big Joe Rule)
As has been described, you must endure great trials just to get from town to town: locating different vehicles, operating ancient transport mechanisms, evading military blockades, the list goes on. But that's just you. Every other character in the game seems to have no trouble getting to any place in the world on a moment's notice.

74. If You Meet The Buddha In A Random Encounter, Kill Him!
When you're out wandering around the world, you must kill everything you meet. People, animals, plants, insects, fire hydrants, small cottages, anything and everything is just plain out to get you. It may be because of your rampant kleptomania (see Garrett's Principle.)

75. Law of Numbers
There will be several items or effects which depend on the numerical value of your hit points, level, etc., which makes no sense unless the characters can see all the numbers in their world and find it perfectly normal that a spell only works on a monster whose level is a multiple of 5.

9/24/06 - Sunday: ALMOST THERE...

Will keep this short as I am just getting around to writing it Monday morning, but things went well yesterday. At this point, there are only 2 threads of importance in the BETA Bugs forum. After I take care of those, I will do a quick run through (no, really, it has to be quick), fix whatever I need to, and send it to the testers. I'm feeling very confident in the latest build, mostly because it has been ALPHA/BETA tested about 6-7 times over the past year.

Till tomorrow...

THE GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (66-70)

66. Second Law of Travel
There will be only one of any non-trivial type of vehicle in the entire world. Thus, only one ocean-capable steamboat, only one airship, and so forth. Massive facilities will have been constructed all over the world to service this one vehicle.

67. Third Law of Travel
The only way to travel by land between different areas of a continent will always be through a single narrow pass in a range of otherwise impenetrable mountains. Usually a palace or monastery will have been constructed in the pass, entirely filling it, so that all intracontinental traffic is apparently required to abandon their vehicles and go on foot up stairs and through the barracks, library and throne room to get to the other side. This may explain why most people just stay home. (In some cases a cave or underground tunnel may be substituted for the palace or monastery, but it will still be just as inconvenient with the added bonuses of cave-ins and nonsensical elevator puzzles.)

68. Fourth Law of Travel
Three out of every four vehicles you ride on will eventually sink, derail or crash in some spectacular manner.

69. Fifth Law of Travel
All vehicles can be driven or piloted by anyone. The main character just needs to find out where the bridge or steering wheel is, as he already knows all of the controls.

70. Sixth Law of Travel
Nobody gets to own a cooler ride than you. If you ever do see a cooler vehicle than the one you've got now, at some point before the end of the game you will either take over this vehicle, get something even bigger and better, or else see it destroyed in a glorious blaze.

9/23/06 - Saturday: YEAR LONG BUG FINALLY SQUASHED!!!

So, today started out very slow. I woke up late, took a long shower, and by the time I was ready to get into development, I had to go out to get a haircut. When I got back, I was sort of confused on where I wanted to go with the day, and even did some work for 45 minutes or so before shelving it. I finally figured out what I wanted to do, and got at it.

One of these things was making blueprints for every possible level for all party members. I would usually do them on an as needed basis, but I decided to just finish them all off today. Felt good to get that behind me. I think I made it high enough so no one can complain about their party member's levels falling behind. Here's hoping.

I also wanted to briefly talk about something that has been happening to me the past couple of weeks. Anytime I have the toolset open for more than 7 hours or so, when I try to save it, I get a C++ exception, and basically, anything that was not saved will be lost. I can't get too mad at Bioware, because I am sure they never expected people to be in the toolset for more than 8 hours at a time:) Anyway, because of this, I have learned to save often, and also move said saved file to a tmp directory, because it sometimes gets corrupted when I get the C++ exception. So, anyone crazy enough to do that much development at one time, watch out!

After that, I decided to finally put an end to a year old summoning bug. Previously, I wrote a post saying that Jason Melancon had helped me identify the problem. In my haste, I made the fix he suggested, and assumed it was done. Well, I was wrong:( Well, not totally. In fact, Jason's fix was just 1/2 of the problem, but it definitely pointed me in the right direction. So, I decided to finally just bite the bullet, and spend some hours to fix it. You see, it isn't like this bug was persistent because it was that tough to squash. I just had the attitude of "I'll fix it later". Well, there aren't many more things to fix, so it was inevitable that I would come back to it. Remarkably, after only a few hours of debugging, I found out the error, and as always, it involved 1 line of code:)

I also nerfed Aramus' Whirlwind Push Ability. Sorry, guys:( Before, the player could use it over and over again, pushing their enemies away. Some of my testers ended up abusing this, and bringing it to my attention, so I have now put a 18 second cool down time on it. You can still use the normal whirlwind attack as usual, but only every 18 seconds will you be able to push enemies away.

There were other little things, but I honestly can't remember. Off to some other things related to the game, but not having to do with actual development:)

Till tomorrow...

THE GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (61-65)

61. Henchman Quota (Nana, Saki, and Mio Rule)
One of your antagonists will have three lovably incompetent stooges whom you fight over and over again. Although they're trusted with their boss's most important plans and equipment, they will screw up repeatedly, argue incessantly among themselves, blab secret information, and generally only come out victorious when their job was to be a diversion or a delaying tactic. A high point of the game will come when the True Villain reveals himself and you're able to convince the stooges you're all on the same side. They won't help you out any more successfully than they helped the antagonist, but at least you won't have to fight them any more.

62. Thousand Year Rule
The Ancient Evil returns to savage the land every thousand years on the dot, and the last time it showed up was just about 999.9875 years ago. Despite their best efforts, heroes of the past were never able to do more than seal the Evil away again for the future to deal with (which brings up the question of just how exactly does this "sealing away" work anyway, but never mind.) The good news is that this time, the Evil will get destroyed permanently. The bad news is that you're the one who's going to have to do it.

63. Principle of Narrative Efficiency
If the main villain (or the enemy you've been trying to kill for most of the game before he summons the real final villain) was ever defeated in the past by another group of adventurers, one of them will secretly be in your party and one of them will be the hero's father.

64. Ayn Rand's Revenge
Outside the major cities, there is no government whatsoever. Of course, perhaps that explains why it's so difficult and dangerous to get anywhere outside the major cities.

65. First Law of Travel
Anything can become a vehicle -- castles, cities, military academies, you name it -- so do not be alarmed when the stones of the ancient fortress you are visiting shake underfoot and the whole thing lifts off into the sky. As a corollary, anything is capable of flight if it would be cool, aeronautics or even basic physics be damned.

9/22/06 - Friday: LOOKING TOWARDS THE FUTURE...

Today was a weird day, to say the least... Well, it started out quite normal, actually. I integrated the dialogue Phil Carter did for me on the train ride into work, and also did some other marketing type stuff to get ready for the release of Cry The Beloved. At work, they ended up buying Chinese food for us at 1:00 pm, which was pretty cool. There was a catch, however. So, I was in a meeting from 11:00 to 12:30 or so, and when I got out, we decided to play some foosball. While in there, the VP of HR came in, and told us that if we wanted the Chinese food, we had to play a game of pop culture trivial pursuit. I honestly wasn't in the mood, so I declined. A few minutes later, I went out to the kitchen to get some water, and there were a whole bunch of people out there. As I was walking by, she asked me to pick a number between 1 & 5. I said 1, and boom, I was put on team 1. I'm such a sucker...
It actually ended up being a lot of fun, and I look forward to more things like this at the office. And, my team came in last place as well:(

So, on the train ride home, I did some more dialog  work, and then preceded to pass out from exhaustion. As I was getting off the train, I was shocked (not really, because I do it all the time!) to find that I left the charger for my laptop at work. Figures... Luckily, before I hopped back on another train back to Manhattan (no way I am going to miss out on a weekend of development), my Mother agreed to let me use her charger for the weekend, since she had other things to do. When I got home, I did some other minor things, that I have needed to do for quite some time. Just gotta keep up polishing effort. It can't go on forever!

So, as I go through this process, I can't help but think about Chapter 3. Yes, I already have the main outline for what will happen, but it is how I will present this to the player that I have been thinking about. Going from Chapter 1 to Chapter 2, I definitely was able to accomplish a lot of the things I wanted. Now, I have a long list of new things, to keep the game fresh, that I want to accomplish in Chapter 3. It's way too early to really get into that much depth about it (hell, I haven't even released info on Chapter 2 yet!), but let's just say I am moving in the direction of quality over quantity. I am looking to create only a few events in the entire game, but these are the type of epic events that could last up to 2 hours. My plans are all really contingent on how powerful NWN2 is, to be honest. At any rate, the overall goal is quite simple. I don't want any players to have the feeling of, "Hmm, I feel like I have done this type of event, just with different enemies, before...". I want to keep them on their toes, and continue to shock them.

With regards to the many custom systems (no really, there is a lot!), I think they may be more or less defined for the entire series. The trick now is to make the most of them, and come up with lots of variations to keep things fresh. In fact, the fact that I have already defined these complicated systems already opens up more time for the aforementioned epic events. Although, I said the same thing when I first started Cry The Beloved, and I added up adding tons of new systems, so I guess we'll just have to see:)

Till tomorrow...

THE GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (56-60)

56. Zeigfried's Contradiction
Just because someone is weird doesn't mean they're important.

57. Natural Monopoly Rule
No city will have more than two shops, unless it is crucial to the story that there be a hundred vendors which you must visit in order (see You Always Travel In The Right Circles.) All of these shops will sell the same goods for the same price.

58. But They Don't Take American Express
Every merchant in the world -- even those living in far-off villages or hidden floating cities cut off from the outside world for centuries, even those who speak different languages or are of an entirely different species -- accepts the same currency.

59. Apathy Principle
Your group is the only bunch of people trying to save the world. All other would-be heroes will either join your party or else turn out to be cowards and/or con men.

60. The Good, The Bad, And The Ugly Rule
a. Any male character who is ugly, malformed, or misshapen is either evil or so moral, spiritual, and/or wise that it's a wonder no one's proposed him for sainthood yet.
b. Any male character who has a physical disfiguration that doesn't seem to impede him (i.e. a prominent scar across the face or a bad eye) is evil, unless he is the male lead, since scars are cool and no other good guy can be as cool as the hero. An exception is made for characters who are clearly ancient, and therefore automatically not as cool as the young hero.
c. Any female character who is ugly, malformed, mishapen, or physically disfigured is evil, since all good female characters are there to be potentially seduced by the male lead -- see Know Your Audience.

9/21/06 - Thursday: LONG A$$ DAY...

I will keep this short, as it is 1:00 am over here, and as usual, I have to be up in 6 hours... So, today, I really knocked out a lot of stuff. I am now down to 9 threads in our bug forums. I would say that is very good, considering that they aren't really critical. I just keep telling myself, "...damn, this can't go on forever:) There will be a point very soon where there is nothing left to polish:)

I was also lucky enough to get a revised piece of dialog from our writing guru, Phil. As usual, it was great! I will most likely take the time to integrate it in the game tomorrow morning on the train, and if I have time, polish up the rest of the dialog in the game.

Till tomorrow...

THE GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (51-55)

51. Planet of the Apes Rule
All cities and countries have ancestors that were wiped out by their technological advances.

52. Insomnia Rule
A "free stay at the inn" is never really free. Expect to be woken up in the middle of the night for a mandatory plot event.

53. The Bling-Bling Thing (Lemina Rule)
No matter how much money and treasure you acquire, the greedy member of your party will never be satisfied and won't stop griping about the sorry state of the party's finances.

54. I Don't Like Gears Or Fighting
There are always giant robots. Always.

55. Houdini's Postulate
Anyone, whether they are in the player's party or not, who is placed in any kind of prison, fortress, cell, or detention block will escape immediately. Party members will be freed either by a small child they just happened to befriend earlier in the day or by an unexpected disaster that overcomes the enemy base, NPCs will be freed by the released party members, and villains will break out all by themselves because they're such badasses. Once a person has escaped from jail, no attempt will be made by the police to recapture them in the future.

9/20/06 - Wednesday: *CAN'T KEEP THINKING OF WITTY TITLES*

As the title suggests, I cannot keep thinking of titles:) Anyway, not much to say really, still going through the process of getting everything together. I finished up a minor quest on the train ride into work, but on the train ride home, I immediately passed out, probably because I only had 4 hours of sleep the previous night:)

I also continued to clear things out of the BETA Bugs forum at our dev site. I lagged a bit tonight, mostly because I know I will be working from home tomorrow (Gotta love Thursday's).

Tomorrow, will try to really bring a close to some other things as well... Till tomorrow...

THE GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (46-50)

46. ¿Quien Es Mas Macho? (Fargo Rule)
Every powerful character you attempt to seek aid from will first insist upon "testing your strength" in a battle to the death.

47. We Had To Destroy The Village In Order To, Well, You Know The Rest (Selene Rule)
No matter what happens, never call on the government, the church, or any other massive controlling authority for help. They'll just send a brigade of soldiers to burn your entire village to the ground.

48. Zidane's Curse (or, Dirty Pair Rule)
An unlucky condition in which every major city in the game will coincidentally wind up being destroyed just after the hero arrives.

49. Maginot Line Rule
It is easy to tell which city/nation is the next conquest of the Evil Empire: its streets are filled with citizens who brag that the Empire would never dare attack them, and would be easily defeated if it tried. (This smug nationalism always fails to take into account the Empire's new superweapon.)

50. Short Attention Span Principle
All bookshelves contain exactly one book, which only has enough text on it to fill up half a page.

9/19/06 - Tuesday: "...they say people in your life are like seasons, and everything that happens is for a reason..."

If you haven't already, read the title for this update... 

I have always liked this line from Kanye West's song, "Heard 'Em Say". Never knew why, but I just did. Well, with the events of today, it means so much more to me. First off, this has nothing to do with Rose Of Eternity, and no one has died or anything. Furthermore, I am not sure how many details I can divulge here, but let's just say that I am going to miss some people...

So, to Mark, Bill, JP, Zahaida, & Fatima, I am sorry about what happened, and I really wish I could have seen you one last time...

Okay, back to the thing you all care about... So, I wasn't feeling good today, so I opted to stay home from work. As always, I felt a little bad about it, but I can easily make up the work tomorrow. When I wasn't laying in bed, I was continuing my polishing efforts. I have to say, I must have tested the same sequence in the game 10 times yesterday, and I admit, it began to get annoying. I swear, every time I did it, I found one little thing I wanted to change. I finally put a close to it, and forced myself to just leave it alone.

I also got to thinking while I was watching the final cut-scenes of the game. As can be expected, I assume that most people think of Aramus as the main hero of the game. I mean, it makes sense, since he is the one you control and whatnot. However, to be honest, I never really wanted Rose Of Eternity to be just about Aramus. I was really going for that large ensemble feeling, much like Final Fantasy 6. 

Anyone who played that game should remember that there was no main hero. Sure, there were ones that had more screen time than others, but there was no definitive hero, like Cecil in Final Fantasy 6, or Cloud in Final Fantasy 7. For me, Locke Cole  was the one I liked the most, and was therefore the hero in my eyes. For others, it was Terra (Tine) Branford. That was the beauty of it really. 

Anyway, just the way NWN is set up and whatnot, this wasn't as easy to do. I mean, I couldn't even have a sequence in the game with just Clopon and Challseus. Just doesn't work like that. Now, that isn't a knock at NWN, because the game just wasn't designed like that. However, it is just another one of the many things about Rose Of Eternity that I had to edit out to fit within the NWN template. If I ever did this game commercially (i.e. use my own engine), I really think people would be surprised at how different it was from this module. It is safe to say that I have had to edit out at least 70% of the things I wanted to do... Again, no one's fault, but just something I always have in the back of my head.

However,  after watching some of the final scenes, I think that I have achieved my goal of at least making people care about others, maybe more so than Aramus. It's not exactly what I wanted, but it is a step in the right direction...

Till tomorrow...

THE GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (41-45)

41. George W. Bush Geography Simplification Initiative
Every country in the world will have exactly one town in it, except for the country you start out in, which will have three.

42. Fodor's Guide Rule
In the course of your adventure you will visit one desert city, one port town, one mining town, one casino city, one magic city (usually flying), one medieval castle kingdom, one clockwork city, one martial arts-based community, one thieves' slum, one lost city and one sci-fi utopia. On the way you'll also get a chance to see the cave with rocks that glow from a natural energy source, the village populated with nonhuman characters, the peaceful village where everyone knows the latest news about the hero's quest (see Guy in the Street Rule), the snow village, the magical forest/lake/mountain, the shop in the middle of nowhere, the fantastic-looking place with lots of FMVs just showing your entrance, the subtropical jungle island populated by friendly natives, the annoying cavern maze, and a place -- any place -- that was destroyed in some past disaster.

43. Midgar Principle
The capital of the evil empire is always divided into two sections: a lower city slum filled with slaves and supporters of the rebellion, and an upper city filled with loyal fanatics and corrupt aristocrats.

44. Not Invented Here
Trade of technology will not exist. One place in the world will have all the techno-gadgets while all the others will be harvesting dirt.

45. Law of Cartographical Elegance
The world map always cleanly fits into a rectangular shape with no land masses that cross an edge.

9/18/06 - Monday: *QUIETLY BREATHES A SIGH OF RELIEF*

So, if you haven't already, go over to NWVault. Maximus apparantly has been very busy:) Along with the new skin, comes the news that NWN2 has been delayed a few weeks to October 31st.

So, I won't even lie... I was a little happy inside, if not for anything else, that fact that people would have a few more weeks to play Cry The Beloved before wiping their hands clean of NWN. I am in no way delaying the release at all. I could have started to slack, but instead, I will take this delay as a sign, and keep to my original plans.

In terms of what I did today, it was the usual polishing and whatnot. Almost there! Till tomorrow...

THE GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (36-40)

36. Clockwork Universe Rule
No matter how hard you try to stop it, that comet or meteor will always hit the earth.

37. Fake Ending
There will be a sequence which pretends to be the end of the game but obviously isn't -- if for no other reason than because you're still on Disk 1 of 4.

38. You Die, And We All Move Up In Rank
During that fake ending, the true villain of the story will kill the guy you'd thought was the villain, just to demonstrate what a badass he (the true villain) really is. You never get to kill the fake villain yourself.

39. "What are we going to do tonight, Vinsfeld?"
The goal of every game (as revealed during the Fake Ending) is to Save the World from an evil figure who's trying to take it over or destroy it. There is no way to escape from this formidable task. No matter whether the protagonist's goal in life is to pay off a debt, to explore distant lands, or just to make time with that cute girl in the blue dress, it will be necessary for him to Save the World in order to accomplish it. Take heart, though -- once the world gets sorted out, everything else will fall into place almost immediately.

40. Zelda's Axiom
Whenever somebody tells you about "the five ancient talismans" or "the nine legendary crystals" or whatever, you can be quite confident that Saving the World will require you to go out and find every last one of them.

9/17/06 - Sunday: POLISH, POLISH, POLISH...UM, AND MORE POLISH!!!

Sigh, what a day... Busy, busy, busy. I polished up 2 side quests today, as well as tons of other little issues here and there. I spent a lot of time at the forums today, just going through a lot of the bugs that have been posted over the months. I purposely left the small ones till the end, because I knew I could systematically knock them out one by one, which is what I did. 

I have to admit, with Chapter 3, I am VERY happy with how the 1st part of it will unfold. I'm obviously not going to spoil anything, but development wise, it shouldn't be that hard at all. Famous last words:) Well, I'm off to knock out some more issues before I crash for the night.

Till tomorrow...

THE GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (31-35)

31. Bed Bed Bed
A good night's sleep will cure all wounds, diseases, and disabilities, up to and including death in battle.

32. You Can't Kill Me, I Quit (Seifer Rule)
The good guys never seem to get the hang of actually arresting or killing the bad guys. Minor villains are always permitted to go free so they can rest up and menace you again later -- sometimes five minutes later. Knowing this rule, you can deduce that if you do manage to kill (or force the surrender of) a bad guy, you must be getting near the end of the game.

33. And Now You Die, Mr. Bond! (Beatrix Rule)
Fortunately for you, the previous rule also applies in reverse. Rather than kill you when they have you at their mercy, the villains will settle for merely blasting you down to 1 hit point and leaving you in a crumpled heap while they stroll off, laughing. (This is, of course, because they're already planning ahead how they'll manipulate you into doing their bidding later in the game -- see Way To Go, Serge.)

34. Zap!
Most villains in RPGs possess some form of teleportation. They generally use it to materialize in front of the adventurers when they reach the Obligatory Legendary Relic Room and seize the goodies just before you can. The question "if the bad guy can teleport anywhere at any time, then why doesn't (s)he just zip in, grab the artifact, and leave before the adventurers have even finished the nerve-wracking puzzle on the third floor?" is never answered.

35. Heads I Win, Tails You Lose (Grahf Rule)
It doesn't matter that you won the fight with the boss monster; the evil task he was trying to carry out will still get accomplished somehow. Really, you might as well not have bothered.

9/16/06 - Saturday: POLISH, POLISH, POLISH...

So, at the beginning of the day, I had about 10 pages of notes/issues. By the end of the night, I was down to roughly 1 and a half. Not bad for a days worth of work:) Along the way, I also tested the HELL out of the particular area I optimized the last couple days, just to make sure everything still worked the same. At this point, I am probably ready to go through the game again, compile notes, fix them, then send out the final BETA.

In a way, I can be happy, because there really is no new content to add to the game. Just polishing, and when it comes down to it, it doesn't take that long. I mean hell, I just went through 10 pages yesterday alone! Well, going to keep this short so I can get back to it.

Till tomorrow...

THE GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (26-30)

26. Local Control Rule
Although the boss monster terrorizing the first city in the game is less powerful than the non-boss monsters that are only casual nuisances to cities later in the game, nobody from the first city ever thinks of hiring a few mercenaries from the later cities to kill the monster.

27. Nostradamus Rule
All legends are 100% accurate. All rumors are entirely factual. All prophecies will come true, and not just someday but almost immediately.

28. IDKFA
The basic ammunition for any firearms your characters have is either unlimited or very, very easy to obtain. This will apply even if firearms are extremely rare.

29. Indestructible Weapon Rule
No matter how many times you use that sword to strike armored targets or fire that gun on full auto mode it will never break, jam or need any form of maintenance unless it is critical to the story that the weapon breaks, jams or needs maintenance.

30. Selective Paralysis
Your characters must always keep both feet on the ground and will be unable to climb over low rock ledges, railings, chairs, cats, slightly differently-colored ground, or any other trivial objects which may happen to be in their way. Note that this condition will not prevent your characters from jumping from railroad car to railroad car later in the game.

9/15/06 - Friday: LOTS OF OPTIMIZATIONS!!!

*Ahem*. So, apparently, I am not the big prick I wanted to be:) I devoted damn near the entire day on optimizing this one particular area. I know I said that people should just lower their settings when they play the game, but as I continued to look at the area, I found how I could shrink the size down a lot. In fact, I can now run it with full settings on my laptop, with minimal lag. Now, that doesn't mean everyone can! But, the performance is a LOT better, if I do say so myself:) *Sigh* The things I do for you people... Can you feel the love? :)

Not much else to talk about really. I did some more cleaning up of the bugs in our forums, and I should be down to a page very soon. I have also been taking lots of new screenshots (I LOST OVER 100 WHEN MY HD CRASHED!), so expect to see them coming up very soon, with some other tidbits of information. Till tomorrow...

THE GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (21-25)

21. Aeris's Corollary
Just as the main male character will always use a sword or a variant of a sword, the main female character will always use a rod or a staff of some sort.

22. MacGyver Rule
Other than for the protagonists, your choice of weapons is not limited to the prosaic guns, clubs, or swords. Given appropriate skills, you can cut a bloody swath across the continent using gloves, combs, umbrellas, megaphones, dictionaries, sketching tablets -- you name it, you can kill with it. Even better, no matter how surreal your choice of armament, every store you pass will just happen to stock an even better model of it for a very reasonable price. Who else is running around the world killing people with an umbrella?

23. O Brother, Where Art Thou? (Melfice Rule)
If the male hero has an older sibling, the sibling will also be male and will turn out to be one of the major villains. If the hero has a younger sibling, the sibling will be female and will be kidnapped and held hostage by the villains.

24. Capitalism Is A Harsh Mistress
Once you sell something to a shopkeeper, he instantly sells it to somebody else and you will never see the item again no matter what.

25. Dimensional Transcendence Principle
Buildings are much, much larger on the inside than on the outside, and that doesn't even count the secret maze of tunnels behind the clock in the basement.

9/14/06 - Thursday: CONNECTING THE DOTS...

So, the first day of work wasn't as bad as I thought it was going to be. It was mostly a day of getting up to date on everything that is going on, and catching up on e-mails. I was at least given a few hours before my co-workers started bum rushing me for information:)

The train ride into work wasn't that bad, mostly because I have a new battery, which actually last the entire ride! Imagine that! On the ride into work, I connected some more dots with the last events of the game that lead up to the ending scenes. This included optimizing the area. I am using this particular custom tile set, and it lags a bit. Although, I do have to admit that it is the biggest area in the game:)

After stripping out a lot of the superfluous content, even at the highest settings on my laptop, it ran fine. This final area is now hooked into the preceding area, and after you get through it, it links to the end game content. So, as far as I am concerned, I should be able to play the game from start to finish, including the epilogues. For me at least, this is a big accomplishment.

On the train ride home, I tried to do some work, but was so exhausted, that I just passed out. It's funny, because if I can fight off the sleep for 15 minutes or so, I am good to go. But, it is the hardest 15 minutes, especially when I get the good, comfortable seats on the train. Oh well...

At home, I continued to polish things, and also began sifting through our BETA Bugs Forum and moving all fixed bugs to another sub forum. When I started, the BETA Bugs Forum was 3 pages long. When I was done, it was down to around 1 1/2. Most of them are minor, which is a good thing. I have to admit, I ended up doing this until around 1:00 am in the morning. Sometimes, I just get the urge to do a lot of work, and when I have the urge, I take advantage of it.

So, tomorrow I will begin the research I need to do to optimize the final area that the testers complained about. In a past update, I said that I was going to just tell people they cannot play with the settings on high, since I am pushing the engine to its limits. Well, I still stick by what I said...  However, when I was play testing it, I saw things that I could do make it run more efficiently, so I will compromise:) I am sure I will be able to get rid of a ton of unused tiles, as well as placeables. I will also play around with the fog of war setting...

Till tomorrow...

THE GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (16-20)

16. Hey, I Know You, Too!
You will also confront/be confronted by at least three of these obligatory antagonists:
The amazingly good-looking and amazingly evil long-haired prettyboy who may or may not be the ultimate villain.
The villain's loyal right-hand man, who comes in two versions: humorously incompetent or annoyingly persistent.
The villain's attractive female henchman, who is the strongest and most competent soldier in the army but always lets the party escape because she's, yes, fallen in love with the hero.
Your former ally who supposedly "died" and was forgotten about, until much later in the game when he/she shows up again on the villain's side and full of bitterness.
The irritatingly honorable foe whom you never get to kill because, upon discovering the true nature of his superiors, he either nobly sacrifices himself or joins your party.
The insane clown or jester who will turn out to be surprisingly difficult to subdue.
The mad scientist who likes creating mutated creatures and powerful weapons 'cause it's fun (and also handy if uninvited adventurers show up.)
The adorably cute li'l creature or six year old child who fights you and, inexplicably, kicks your butt time after time.

17. Hey, I Know You, Three!
Furthermore, expect to encounter most of the following obligatory non-player characters (NPCs):
The townsperson or crewmember who wanders aimlessly in circles and never quite gets where he is going.
Hilariously incompetent or cowardly soldiers.
The NPC who has a crush on another NPC and can't quite work up the nerve to tell him or her, so instead tells every other person who wanders by about it at great length.
A group of small children playing hide-and-seek.
The wise and noble captain/king/high priest.
The wise and noble captain/king/high priest's splutteringly evil second-in-command. Nobody, including the hero, will notice the second's constant, crazed scheming until the moment when he betrays everyone to the forces of badness.
The NPC who is obsessed with his completely mundane job and witters on endlessly about how great it is. He's so thrilled by it that he wants to share it with everyone he sees, so given a quarter of a chance he'll make you do his job for him.
The (adult) NPC who has nothing better to do than play kids' games with passersby.
The group of young women who have formed a scarily obsessive fan club for one of your female party members.

18. Crono's Complaint
The less the main character talks, the more words are put into his mouth, and therefore the more trouble he gets into through no fault of his own.

19. "Silly Squall, bringing a sword to a gunfight..."
No matter what timeframe the game is set in -- past, present, or future -- the main hero and his antagonist will both use a sword for a weapon. (Therefore, you can identify your antagonist pretty easily right from the start of the game just by looking for the other guy who uses a sword.) These swords will be far more powerful than any gun and often capable of distance attacks.

20. Just Nod Your Head And Smile
And no matter how big that big-ass sword is, you won't stand out in a crowd. Nobody ever crosses the street to avoid you or seems to be especially shocked or alarmed when a heavily armed gang bursts into their house during dinner, rummages through their posessions, and demands to know if they've seen a black-caped man. People can get used to anything, apparently.

9/13/06 - Wednesday: THE DREADED LAST DAY:(

As the title suggests, today is my last day of vacation. I was getting the "I don't want to go back to that sh** hole" feeling I always get at the end of all my vacations (yes, I admit it! I am always on vacation someway or another:) ). I don't know how to put it. I just couldn't really enjoy the day...

As far as development, I spent the first half of my day trying to make a particular area run a bit smoother. Some testers had complained about it, so I was pulling little things out here and there, to make it better. I have to admit, I was getting pissed, because I just wish the NWN engine could handle what I want to do, but oh well...

Speaking of which, I am just going to put this out in the open right now... I think I am going to have a minimum spec for this game. The reason is simple. Yes, Neverwinter Nights is a 4 year old game, and most people probably play with all the settings up. Well, I am doing so much in certain heavily scripted areas, that you may not be able to have all settings up. Let's break this down a bit more...

Before I start, yeah, I am a software engineer, but I know jack about hardware, in terms of what is good, and what isn't. So, bear with me... So, my dev machine is a Dell Inspiron 8600, with an Intel Pentium M 1.60 GHZ processor. I also have 1.25 GB of memory. My graphics card is a ATI Radeon 9200. I can have the game run at full settings and except for this area/sequence, everything runs fine. However, if I turn graphics down 1 level, it runs okay. Now, on my Compaq Presario AMD Athlon 1000 XP, with 425 MB of ram, and an ATI Radeon 9200, I need to lower the settings even further, and it runs okay. Now, I don't play other modules, so I don't if I normally, I could run them with full settings.

At this point, I am rambling, but my point is that for people with older machines, you will have to lower your settings. Now, perhaps I am just worrying about nothing, but I can already imagine people complaining about the lag, after I have put in the read me/website/module description that the game runs at a higher level. It sucks, but there is nothing I can do about it. I can't compromise the story I want to tell by changing it. I just hope that I am really, really being paranoid, and that the majority of people who play it have super P4's with 2GB of ram:)

After that, I started some more basic polishing. Nothing too special, just the last minute things I have to do to make sure everything is complete. Well, I am off to bed now. I bought a new laptop battery, so I am hoping I can do major things with my laptop on the entire train ride. Here's hoping...

Till tomorrow...

THE GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (11-15)

11. Let's Start From The Very Beginning (Yuna Rule)
Whenever there is a sequel to an RPG that features the same main character as the previous game, that character will always start with beginner skills. Everything that they learned in the previous game will be gone, as will all their ultra-powerful weapons and equipment.

12. Poor Little Rich Hero (Meis Rule)
If the hero comes from a rich and powerful family, it will have fallen on hard times and be broke and destitute by the time the game actually starts.

13. The Higher The Hair, The Closer To God (Cloud Rule)
The more outrageous his hairstyle, the more important a male character is to the story.

14. Garrett's Principle
Let's not mince words: you're a thief. You can walk into just about anybody's house like the door wasn't even locked. You just barge right in and start looking for stuff. Anything you can find that's not nailed down is yours to keep. You will often walk into perfect strangers' houses, lift their precious artifacts, and then chat with them like you were old neighbors as you head back out with their family heirlooms under your arm. Unfortunately, this never works in stores.

15. Hey, I Know You!
You will accumulate at least three of these obligatory party members:
The spunky princess who is rebelling against her royal parent and is in love with the hero.
The demure, soft-spoken female mage and healing magic specialist who is not only in love with the hero, but is also the last survivor of an ancient race.
The tough-as-nails female warrior who is not in love with the hero (note that this is the only female character in the game who is not in love with the hero and will therefore be indicated as such by having a spectacular scar, a missing eye, cyborg limbs or some other physical deformity -- see The Good, The Bad, And The Ugly Rule.)
The achingly beautiful gothy swordsman who is riven by inner tragedy.
The big, tough, angry guy who, deep down, is a total softy.
The hero's best friend, who is actually much cooler than the hero.
The grim, selfish mercenary who over the course of the game learns what it means to really care about other people.
The character who is actually a spy for the bad guys but will instantly switch to your side when you find out about it.
The weird bonus character who requires a bizarre series of side quests to make them effective (with the ultimate result that no player ever uses this character if it can be avoided.)
The nauseatingly cute mascot who is useless in all battles.

9/12/06 - Tuesday: FINALLY!!!

So, I damn near pulled an all nighter last night (after writing the update), taking care of the item edits from Jason. I only got through about 10% or so because the majority of the items that were updated, had to be updated throughout the entire module. As the module size is about 35 MB, updating an item throughout the entire module takes about 2-3 minutes or so. I was watching TV at the same time, so it wasn't that bad. This is obviously going to be something that I will do over the next few days. Interestingly enough, a lot of the stuff he fixed is in The Coming, so after releasing Cry The Beloved, I might go back and fix it there.

Since I was up very late last night, I didn't end up getting up until around noon today... I felt a little sorrow in my heart, as I know my vacation is almost up. Oh well, it is what it is.

So, like yesterday, things got off to a very slow start. I blame the new episodes of Judge Mathis, 106 & Park, mowing the lawn & the internet:) Seriously though, sometimes, I am just not in the right state of mind to develop. I have long learned to not push myself, cause it only does more harm than good. I was finally ready to start around 6:00pm...

So, I had just one more major cut-scene to create. I had long feared to do it, because of some of the complexity involved. Well, for all of my whimpering and whining, I ended up knocking it out in about 4-5 hours! How's that for dedication? :) Once I finished it, I hooked it into the game itself, and everything still worked as expected.

I have to say, a large weight has been lifted off my shoulder. At the start of my vacation, I knew I had to knock out over 10 high quality cut-scenes, and I succeeded in my goal, one day early. Now, all that remains is true, hard core polishing. And, some other stuff...

...The thing about being an independent module maker is that if you make the most of it, you aren't just a designer. You are also the Executive Producer, Head Of Marketing, etc. I am lucky to have so many talented people working with me that I don't have to put on the Lead Writer/Lead Editor/Designer hat as much as I did with The Coming. That said, I still have to get ready for what I hope to be a successful launch. This includes organizing things, making sure people meet certain deadlines, etc. There are so many non-development stuff that has to be taken care, my head is still spinning:)

More to come soon...

Till tomorrow...

THE GRAND LIST OF CONSOLE ROLE PLAYING GAMES CLICHÉS (6-10)

6. Single Parent Rule
RPG characters with two living parents are almost unheard of. As a general rule, male characters will only have a mother, and female characters will only have a father. The missing parent either vanished mysteriously and traumatically several years ago or is never referred to at all. Frequently the main character's surviving parent will also meet an awkward end just after the story begins, thus freeing him of inconvenient filial obligations.

7. Some Call Me... Tim?
Good guys will only have first names, and bad guys will only have last names. Any bad guy who only has a first name will become a good guy at some point in the game. Good guys' last names may be mentioned in the manual but they will never be referred to in the story.

8. Nominal Rule
Any character who actually has a name is important in some way and must be sought out. However, if you are referred to as a part of a posessive noun ("Crono's Mom") then you are superfluous.

9. The Compulsories
There's always a fire dungeon, an ice dungeon, a sewer maze, a misty forest, a derelict ghost ship, a mine, a glowing crystal maze, an ancient temple full of traps, a magic floating castle, and a technological dungeon.

10. Luddite Rule (or, George Lucas Rule)
Speaking of which, technology is inherently evil and is the exclusive province of the Bad Guys. They're the ones with the robots, factories, cyberpunk megalopolises and floating battle stations, while the Good Guys live in small villages in peaceful harmony with nature. (Although somehow your guns and/or heavily armed airships are exempted from this.)

9/11/06 - Monday: LOTS OF STUFF...

Man, today was a busy as day... But before I start, just a moment of silence for those who lost their lives in the attacks on 9/11/01...

So, as I was saying, it was a busy day for me, even though I didn't wake up until 11:00am. Around 12:00pm, my friend who was up visiting ended up coming over with his girlfriend for about 4 hours or so. Besides doing the normal bit of reminiscing and whatnot, we also talked a little bit about Rose Of Eternity. I was sad to see them go, because these are the things that I have missed doing this past year. Just hanging out with old friends, and having a good time.

I have definitely neglected a lot of things this past year, but I know that in the back of my head, the instant I release Cry The Beloved, I will have my life back. Besides getting a chance to catch up on games I wanted to play this past year, as well as new ones (i.e. The Legend Of Zelda: The Twilight Princess!!!), I will start hanging out with my old friends. It's funny, because my friends are always harassing me about being a hermit and making this game and whatnot. And I keep telling them, as soon as I am done, I will be around them so much, they will get tired of me:)

After my friend left, I was in correspondence with a co-worker about trying to see why I couldn't access my web mail. I have heard stories about someone's e-mail account being shut off when they are fired, so I was of course on top of that situation! I knew I wasn't really fired, but it was still weird. Right after that, I ended up helping 2 more of my co-workers with various things, such as the location of certain Java files, build processes, etc. All in all, I spent about an hour and half doing work related stuff. Oh well, it happens...

After that, I finally was focused, and finally knocked out the cut-scene I started earlier. The camera angles were very reminiscent of