Today at the GP we got in the final installment of the Tearing of the Weave trilogy, Anauroch, Empire of Shade, the Sundering of the World. Now, the previous two adventure books already bore an unsettling resemblance to the Shadows of the Past campaign I was working on. This final book takes the cake though. It is like the were looking over my shoulder as I worked all these years. The resemblance between the two stories is unbelievable. Now, I know I have no real proof that my campaign idea is older than theirs, in fact I can't be sure that is truly is. I know that they began work on the trilogy in 2005 but the idea could have been much older than that.
Anyways, this kind of takes a lot of the sting out of losing all my work on Shadows of the Past. I wouldn't have really felt too comfortable working on the campaign knowing the two were almost identical so I guess I was spared the stress. Also, I find it kind of funny that I say that and yet two posts ago I went on a rant about how similar my new project is to MotB. I'm just a funny hypocrite I guess.
As a side note, I've been thinking about uploading my new work in segments to the FRW people so they can test it out. I think it might help to get a lot of the "alpha" testing done in increments rather than all at once at the end. Just a thought.
-Inder
Monday, November 19, 2007
Thursday, November 15, 2007
Midnight Snack
Going by my new schedule I think you all can expect regular updates from me every Friday. It's one of the only two days I have off now. I might update with small tidbits at other times in the week, probably Saturday since I don't work then either, but Friday is much better for me. And since it is technically Friday here I am! This will be a short little post before I march off to bed, not like some of Dirtywick's blog posts which I've been reading lately. He goes on even more than I do.
I've been working on side content for the past few days. The main reason for this is that I've been revising the main plotline's story. I've made a few large changes from my original concept, but they are all for the better. The story was a little confusing prior to the change and inconsistent with itself at times. Considering I often pride myself on my stories as a DM above all else, I couldn't let that slide.
I've been rewriting a lot of the opening cutscenes as a result of this, which has been a bit of a pain. The new story helps me write much more exciting dialog, though, and I've been tearing through most of the writing. Tomorrow I hope to complete all the cutscenes and "catch-up" to where I was before.
As a side note, my wife picked up Assassin's Creed for me today, since she's so sweet. I highly recommend it. If you can get past the whole weird genetic memories thing (you'll see), it is still a highly enjoyable action game.
-Inder
I've been working on side content for the past few days. The main reason for this is that I've been revising the main plotline's story. I've made a few large changes from my original concept, but they are all for the better. The story was a little confusing prior to the change and inconsistent with itself at times. Considering I often pride myself on my stories as a DM above all else, I couldn't let that slide.
I've been rewriting a lot of the opening cutscenes as a result of this, which has been a bit of a pain. The new story helps me write much more exciting dialog, though, and I've been tearing through most of the writing. Tomorrow I hope to complete all the cutscenes and "catch-up" to where I was before.
As a side note, my wife picked up Assassin's Creed for me today, since she's so sweet. I highly recommend it. If you can get past the whole weird genetic memories thing (you'll see), it is still a highly enjoyable action game.
-Inder
Friday, November 9, 2007
The Exciting Conclusion
Alright, it has been a very busy work week, but here I am on a Friday with time to myself. I'll get right to the last part of this torrid series.
My modules, yes, plural, for Shadows of the Past are all gone. Deleted by MotB. After installing MotB it informed me that it was not in the correct install directory and that I should reinstall. Nevermind the fact that it was in the correct install directory! Frustrated after 30 minutes of shuffling files from folder to folder with no results I go to uninstall. Some of you might be shaking your heads at my foolishness at this point.
While the bar ticks away the destruction of my work (unknown to me, of course) I go and read some readmes on MotB and the current state of NWN2. You know, the BioWare boards and such. It is there that I discover that, apparently, a current issue with MotB is that if you uninstall it... it will not save your MyDocuments/NeverwinterNights2/modules folder's contents. Sure enough, when the uninstall was completed my entire folder was gone. Every module stored on my computer was within my NeverwinterNights2 folder. And they were all gone.
Really, I just felt numb at first. For the next day or two it didn't quite sink in that all my work was gone. Slowly, over the following week it all hit me. Everything I've ever created in NWN2 is gone. It is a hollow feeling; mostly, I mourn for the wasted time.
There is a silver lining, of course. The time wasn't truly wasted. I learned more about the toolset and the creation of quality modules than I knew I could. Now, with MotB firmly entrenched and working correctly I have begun a new project in earnest. Allow me to share a few screenshots.
Welcome to Llorkh. Some of you Realmslore experts will already recognize the name. Llorkh is a small, walled town, nestled into the foothills of the Greypeak Mountains of the North. Situated at the western end of the Black Road, this town is a stronghold of Zhentish might in the North. Ruled by a cruel devotee of Cyric, the resurgence of Bane and his followers to the east threatens the city with civil war as the Banites seek to depose the Cyricist lord of the city.
When you, an adventure of no small merit, wake up in the forests outside Llorkh, afflicted with a strange, magical disease and surrounded by Zhentish corpses, you have little choice but to seek shelter in the city to avoid the coming winter. What path you take once in the unstable town and what role you will have in the conflict to come, is up to you.
I'm extremely excited about this project. It will be substantially more non-linear than Shadows of the Past was intended to be. I have nagging concern about the module, though. MotB is a great game and I have taken a page out of their book in this game's style and, even, its story. In fact, depending on how nit-picky you get, I have taken several pages. Chapters. Reems. Time will tell exactly how similar my work is to Obsidian's. To an extent, there are only so many ideas in the world and it is not surprise that two entities have similar ones. The community, I fear, will have to be the ultimate judge of whether I am a big rip-off or just being paranoid.
I have a few cool gameplay tidbits to leave with before I get back to cleaning. Just like in MotB you will be able to kick your party members out and most of them will be completely optional, "hidden" companions. There will be a few times when a companion will be required but these times are few and far between and always have a reasonable explanation in game (instead of GOD WHY WON'T GROBNAR LEAVE!?). *ahem*
Also, the disease that afflicts your character is something that you have a medium of control over. You will be able to use it to attack and create other useful effects. This will be at a cost to you, of course.
My last specific gameplay goal for this project is to make it completely multiplayer friendly. This will probably be the most difficult of my goals but I hope to make it a reality. As I work on scripts and cutscenes I always try to mindful of what will happen if a second PC is present. Rarely do a make calls with commands such as GetFirstPC() and other similar things. I hope for players to be able to LAN up with a buddy or two and play through this game.
Okay, I've rambled on. It is time to get back to cleaning.
-Inder
My modules, yes, plural, for Shadows of the Past are all gone. Deleted by MotB. After installing MotB it informed me that it was not in the correct install directory and that I should reinstall. Nevermind the fact that it was in the correct install directory! Frustrated after 30 minutes of shuffling files from folder to folder with no results I go to uninstall. Some of you might be shaking your heads at my foolishness at this point.
While the bar ticks away the destruction of my work (unknown to me, of course) I go and read some readmes on MotB and the current state of NWN2. You know, the BioWare boards and such. It is there that I discover that, apparently, a current issue with MotB is that if you uninstall it... it will not save your MyDocuments/NeverwinterNights2/modules folder's contents. Sure enough, when the uninstall was completed my entire folder was gone. Every module stored on my computer was within my NeverwinterNights2 folder. And they were all gone.
Really, I just felt numb at first. For the next day or two it didn't quite sink in that all my work was gone. Slowly, over the following week it all hit me. Everything I've ever created in NWN2 is gone. It is a hollow feeling; mostly, I mourn for the wasted time.
There is a silver lining, of course. The time wasn't truly wasted. I learned more about the toolset and the creation of quality modules than I knew I could. Now, with MotB firmly entrenched and working correctly I have begun a new project in earnest. Allow me to share a few screenshots.
Welcome to Llorkh. Some of you Realmslore experts will already recognize the name. Llorkh is a small, walled town, nestled into the foothills of the Greypeak Mountains of the North. Situated at the western end of the Black Road, this town is a stronghold of Zhentish might in the North. Ruled by a cruel devotee of Cyric, the resurgence of Bane and his followers to the east threatens the city with civil war as the Banites seek to depose the Cyricist lord of the city.
When you, an adventure of no small merit, wake up in the forests outside Llorkh, afflicted with a strange, magical disease and surrounded by Zhentish corpses, you have little choice but to seek shelter in the city to avoid the coming winter. What path you take once in the unstable town and what role you will have in the conflict to come, is up to you.
I'm extremely excited about this project. It will be substantially more non-linear than Shadows of the Past was intended to be. I have nagging concern about the module, though. MotB is a great game and I have taken a page out of their book in this game's style and, even, its story. In fact, depending on how nit-picky you get, I have taken several pages. Chapters. Reems. Time will tell exactly how similar my work is to Obsidian's. To an extent, there are only so many ideas in the world and it is not surprise that two entities have similar ones. The community, I fear, will have to be the ultimate judge of whether I am a big rip-off or just being paranoid.
I have a few cool gameplay tidbits to leave with before I get back to cleaning. Just like in MotB you will be able to kick your party members out and most of them will be completely optional, "hidden" companions. There will be a few times when a companion will be required but these times are few and far between and always have a reasonable explanation in game (instead of GOD WHY WON'T GROBNAR LEAVE!?). *ahem*
Also, the disease that afflicts your character is something that you have a medium of control over. You will be able to use it to attack and create other useful effects. This will be at a cost to you, of course.
My last specific gameplay goal for this project is to make it completely multiplayer friendly. This will probably be the most difficult of my goals but I hope to make it a reality. As I work on scripts and cutscenes I always try to mindful of what will happen if a second PC is present. Rarely do a make calls with commands such as GetFirstPC() and other similar things. I hope for players to be able to LAN up with a buddy or two and play through this game.
Okay, I've rambled on. It is time to get back to cleaning.
-Inder
Friday, November 2, 2007
The Dawn of the Dead
Okay, part two.
I've also been extremely busy lately working. A little over 5 weeks ago now I was fired from my job at FedEx. Suffice to say that they have an extremely unreasonable attendance policy that, in mu opinion, guarantees you will get fired if you work there long enough. They are kind of shooting themselves in the foot here. As my manager put it, when it comes to my job "there's none better". To make up for it I have my old job at my local game store back. I work 38+ hours a week there now, so time is sparse compared to before. Overall, I'm much happier for the change. The job at FedEx was at night, basically outdoors, and painful physical labor. I make just as much money now as before thanks to the amount of hours I have at the game store, named the Game Preserve (henceforth known as the GP). The only real downside is that I received benefits through FedEx that were extremely good and extremely cheap. Now I have no insurance of any kind.
As an update on my last post, I have finally solved my virus woes. The guys at TechSupportGuy Forums were extremely helpful. They directed me to a number of free programs that scanned my computer and examined my logs line by line to ensure the most targeted and accurate spyware removal possible. If any of you have serious computer issues that you cannot solve yourself, then I recommend you check them out.
-Inder
I've also been extremely busy lately working. A little over 5 weeks ago now I was fired from my job at FedEx. Suffice to say that they have an extremely unreasonable attendance policy that, in mu opinion, guarantees you will get fired if you work there long enough. They are kind of shooting themselves in the foot here. As my manager put it, when it comes to my job "there's none better". To make up for it I have my old job at my local game store back. I work 38+ hours a week there now, so time is sparse compared to before. Overall, I'm much happier for the change. The job at FedEx was at night, basically outdoors, and painful physical labor. I make just as much money now as before thanks to the amount of hours I have at the game store, named the Game Preserve (henceforth known as the GP). The only real downside is that I received benefits through FedEx that were extremely good and extremely cheap. Now I have no insurance of any kind.
As an update on my last post, I have finally solved my virus woes. The guys at TechSupportGuy Forums were extremely helpful. They directed me to a number of free programs that scanned my computer and examined my logs line by line to ensure the most targeted and accurate spyware removal possible. If any of you have serious computer issues that you cannot solve yourself, then I recommend you check them out.
-Inder
Thursday, November 1, 2007
November the 1
Hello, blog. I'm back.
I've been so busy with things not NWN2. I have a lot to update everyone on. So much that it will have to come as an exciting multi-part series! I'll start with my most recent problem first.
As I post this I have another virus scan running in the background. A few days ago I became infected with a large host of spyware, viruses and other malware. The extent of the infection was so great that my computer basically could not be used. Now I have the majority of the malware under control but one problem persists. A program called Trojan.Vundo a.k.a. VirtuMonde. Now, I'm not a tech support worker but I'm no scrub when it comes to computers. Even I can't get rid of this bastard. I have an open thread on the TechSupportGuy forums, http://forums.techguy.org/malware-removal-hijackthis-logs/645767-malicious-program-problem-psw-x.html, if any of you are extremely savvy with removing malware and have any tips.
It figures that this would happen only days after I get MotB installed (which is a whole 'nother can of worms that I will touch on next time). I was just starting to get to work using the new tools available to me.
So, there it is. I'm not dead. Check back soon for the next installment in this exciting trilogy!
-Inder
I've been so busy with things not NWN2. I have a lot to update everyone on. So much that it will have to come as an exciting multi-part series! I'll start with my most recent problem first.
As I post this I have another virus scan running in the background. A few days ago I became infected with a large host of spyware, viruses and other malware. The extent of the infection was so great that my computer basically could not be used. Now I have the majority of the malware under control but one problem persists. A program called Trojan.Vundo a.k.a. VirtuMonde. Now, I'm not a tech support worker but I'm no scrub when it comes to computers. Even I can't get rid of this bastard. I have an open thread on the TechSupportGuy forums, http://forums.techguy.org/malware-removal-hijackthis-logs/645767-malicious-program-problem-psw-x.html, if any of you are extremely savvy with removing malware and have any tips.
It figures that this would happen only days after I get MotB installed (which is a whole 'nother can of worms that I will touch on next time). I was just starting to get to work using the new tools available to me.
So, there it is. I'm not dead. Check back soon for the next installment in this exciting trilogy!
-Inder
Wednesday, August 29, 2007
GG
Another crash and corruption today. Once again, a system out of memory error during an autosave plunged me into a danger zone where attempting to manually save will indelibly lead to corruption of the file due to a crash during the save. In order to avoid this the only thing I have found to work is to immediately load my 2nd most recent autosave and lose about 15 minutes work (not *too* big of a deal). However, today, because the toolset hates me, it decided to delete the entire contents of my autosave folder. It was mysteriously empty upon my load attempt. I had not manually saved all day. Therefore, I was forced to close the toolset to avoid corruption and reload my save from last night. I lost about 3 hours of work from today.
It is very very hard to motivate myself to continue work on this project when more and more frequently I am forced to repeat my work two or sometimes three times.
To date, I have recorded 48 crashes during saves, 41 corrupted module files and I estimate about 20 hours of lost work. That is on this project alone.
I don't like to say things like this but I really can't find any other way to express my frustration.
GG Obsidian.
-Inder
It is very very hard to motivate myself to continue work on this project when more and more frequently I am forced to repeat my work two or sometimes three times.
To date, I have recorded 48 crashes during saves, 41 corrupted module files and I estimate about 20 hours of lost work. That is on this project alone.
I don't like to say things like this but I really can't find any other way to express my frustration.
GG Obsidian.
-Inder
Friday, August 24, 2007
An Aberration
I have decided to come clean here. I have an insane habit, a madness spawned from the deepest oceans of mankind's fears. It lurks just beneath the surface of my thoughts as I work. Its tentacles grasping and feeling for an opportunity to slide from the black surface into the weak moonlight.
Shortly, I like Illithids.
Basically, whenever I can replace a waypoint with a script hidden illithid I do so. If you were to open all my areas you would see every once in a while.. a mysterious illithid just standing there. This is one of my favorite images I have taken of silly mind flayers lurking around. Remember, as you play my creations... at any moment you could be mere feet away from an illithid!
-Inder
Shortly, I like Illithids.
Basically, whenever I can replace a waypoint with a script hidden illithid I do so. If you were to open all my areas you would see every once in a while.. a mysterious illithid just standing there. This is one of my favorite images I have taken of silly mind flayers lurking around. Remember, as you play my creations... at any moment you could be mere feet away from an illithid!
-Inder
Tuesday, August 14, 2007
Hello August
Low and behold it is almost half-way through August and I have made no updates worth a damn. I have been continuing work diligently. Most recently I have been re-acquainting myself with the World Map system. Making sure I remember how it works still and ensuring that I update all my map pins and transitions. I had another brief foray into the custom .tlk and 2da world. I created a few background/history feats. I always liked how little things about what you've done in game would appear as feats in your feat list in the OC. I always chuckle when I see (despite the fact I was proven innocent) that I am still "THE BUTCHER OF EMBER".
I have been running the toolset all day and apparently it doesn't take kindly to my work ethic. It is getting sluggish and crashy. The lady of the house suggests I turn it off and have a break. But I am on a roll! One of those head smashing, mind bleeding rolls. Those are the good kind though. I normally seem to get the most done during them. I do enjoy the blissful "flash of genius" rolls, of course. The ones where everything falls in to place as I bend the toolset to my vision in record time.
On a terrifying side note I may have corrupted the OC module files while poking around in them somehow. I'll have to reinstall if this is true. Most likely will be. My kind of luck. Other people who fiddle with NWN stuff often tell me they have never known anyone with worse luck regarding corruptions.
Hey! Turns out I was wrong. Yay! No reinstall.
I like this new style of blog post, where I narrate my nightly work. Maybe I should do it more often to ensure that I actually update this thing.
My current OC delving is for the purpose of figuring out how they redirect the player to separate WPs . It is actually proving to be extremely difficult to figure out for such a little thing. I've found that to be how it usually works though... the littlest things require so much complex effort while the largest ones often require the simple setting of an integer.
Wow, this is really, really confusing stuff. Going to focus.
-Inder
I have been running the toolset all day and apparently it doesn't take kindly to my work ethic. It is getting sluggish and crashy. The lady of the house suggests I turn it off and have a break. But I am on a roll! One of those head smashing, mind bleeding rolls. Those are the good kind though. I normally seem to get the most done during them. I do enjoy the blissful "flash of genius" rolls, of course. The ones where everything falls in to place as I bend the toolset to my vision in record time.
On a terrifying side note I may have corrupted the OC module files while poking around in them somehow. I'll have to reinstall if this is true. Most likely will be. My kind of luck. Other people who fiddle with NWN stuff often tell me they have never known anyone with worse luck regarding corruptions.
Hey! Turns out I was wrong. Yay! No reinstall.
I like this new style of blog post, where I narrate my nightly work. Maybe I should do it more often to ensure that I actually update this thing.
My current OC delving is for the purpose of figuring out how they redirect the player to separate WPs . It is actually proving to be extremely difficult to figure out for such a little thing. I've found that to be how it usually works though... the littlest things require so much complex effort while the largest ones often require the simple setting of an integer.
Wow, this is really, really confusing stuff. Going to focus.
-Inder
Monday, August 13, 2007
The Kid is not Dead
Not only am I still alive, but the project is too. Work has been continuing on it steadily. I haven't made any truly exciting milestones recently, so I haven't felt like I have anything post-worthy. Don't worry, a content-full update is incoming shortly.
-Inder
-Inder
Tuesday, July 31, 2007
41 minutes
I ran another content test today. Things are getting pretty exciting. It took me 41 minutes to run through all the content I have made so far. I was also speed clicking through dialog and skipping a few optional encounters. I imagine it would have taken an hour if I hadn't been in a hurry.
This makes me very happy though. An hour of gameplay already! This mod is only about 1/4 done with content scripting and conversations so it will probably be 4-5 hours to play when it is complete. And then when you take into account that the first chapter will be comprised of this mod and 3-4 others... It may well take 12 hours to play through the first chapter. 3-4 chapters total...
I'm getting ahead of myself. For now I must get ready for work. A hell week looms.
-Inder
This makes me very happy though. An hour of gameplay already! This mod is only about 1/4 done with content scripting and conversations so it will probably be 4-5 hours to play when it is complete. And then when you take into account that the first chapter will be comprised of this mod and 3-4 others... It may well take 12 hours to play through the first chapter. 3-4 chapters total...
I'm getting ahead of myself. For now I must get ready for work. A hell week looms.
-Inder
Sunday, July 29, 2007
How can you read it? There's no pictures!
I have been informed that my blog is "difficult to read" since "there are no pictures".
...
After much reworking I think I'm done with the Evermoors!
Pictures. The Evermoors look way better when I artfully take pictures than they do in-game. I know I said I was officially done with area design but I was never truly satisfied with the way the Evermoors turned out. Too much like a swamp. And though most people, including D&D design crews and authors, don't seem to realize there is a difference between a swamp and a moor... I do... thanks to Wikipedia. Enjoy!
-Inder
...
After much reworking I think I'm done with the Evermoors!
Pictures. The Evermoors look way better when I artfully take pictures than they do in-game. I know I said I was officially done with area design but I was never truly satisfied with the way the Evermoors turned out. Too much like a swamp. And though most people, including D&D design crews and authors, don't seem to realize there is a difference between a swamp and a moor... I do... thanks to Wikipedia. Enjoy!
-Inder
Saturday, July 28, 2007
The New and the New
Obsidian has clearly been very busy with the first expansion pack to NWN2, the Mask of the Betrayer. The game seems to be on course for a september-ish release. If you're here reading this than you probably already know all this info but the game takes place in Thay/Rashemen. This is extremely exciting to me. The Sword Coast is a classic region and I don't think we'll ever run out of fun to have there, but these two regions have never had a game set in them. This is some fresh territory. The Red Wizard prestige class is being added, which is great because I intend for Red Wizards to factor into my game later on. I'm just happy to see Thay explored. So frequently we encounter Red Wizards so very very far from their homeland of Thay. It will be interesting to be a hero in their home territory.
We're also getting the "Favored Soul" basic class...
Let me just put this out there. I don't like new basic classes. When I pick up a copy of "Complete X" nowadays and look at all the new classes they add I retch a bit in my mouth. I do not think that there has ever been a need for new base classes. Ever. No Favored Soul, no Dragon Shaman, no Duskblade, no Hexblade, no Warmage... none of them! All of these things can be accomplished with multiclassing. People just don't like to multiclass because it is frequently weaker than this new classes. Most of the new classes are redundant or don't make sense anyway. Like Samurai. Seriously, a Samurai is just a fighter from Japan. Not a whole new class.
I guess it is becoming a sign of my "age" that I despise these things. I remember a more pure D&D. A time before I had to contend as a DM with 30 different "Complete" and "Races of" books and a whole Player's Handbook 2, all of which are official content so cannot rightfully be turned down.
Regardless of what is coming in the expansion I am thrilled it is coming so soon. There will never be enough content for us builders to mess with and I am salivating with anticipation over the Mask of the Betrayer.
-Inder
We're also getting the "Favored Soul" basic class...
Let me just put this out there. I don't like new basic classes. When I pick up a copy of "Complete X" nowadays and look at all the new classes they add I retch a bit in my mouth. I do not think that there has ever been a need for new base classes. Ever. No Favored Soul, no Dragon Shaman, no Duskblade, no Hexblade, no Warmage... none of them! All of these things can be accomplished with multiclassing. People just don't like to multiclass because it is frequently weaker than this new classes. Most of the new classes are redundant or don't make sense anyway. Like Samurai. Seriously, a Samurai is just a fighter from Japan. Not a whole new class.
I guess it is becoming a sign of my "age" that I despise these things. I remember a more pure D&D. A time before I had to contend as a DM with 30 different "Complete" and "Races of" books and a whole Player's Handbook 2, all of which are official content so cannot rightfully be turned down.
Regardless of what is coming in the expansion I am thrilled it is coming so soon. There will never be enough content for us builders to mess with and I am salivating with anticipation over the Mask of the Betrayer.
-Inder
Wednesday, July 25, 2007
Head meet Wall: The Revenge
New problems. There are always new problems. Today I had a corruption scare. All 3 backup copies of my module became corrupted. At least, I thought so. Turned out it was just the hakpak I was using. I'm still not sure what about it was causing the problem, but the instant I disabled it and removed all elements of it from my computer my module began to load fine. It sure was scary hour or two trying to determine the problem. For a while, I thought I'd lost ALL my work.
Otherwise, I am still plugging along. Trying to figure out why a few scripts function oddly or not at all. Stealing more scripts from the OC. Standard stuff. Hopefully my next update will have some substance.
-Inder
Otherwise, I am still plugging along. Trying to figure out why a few scripts function oddly or not at all. Stealing more scripts from the OC. Standard stuff. Hopefully my next update will have some substance.
-Inder
Tuesday, July 24, 2007
Head meet Wall
Been diligently working on the module all week after taking the weekend off from it. First thing that I bashed heads with was custom .tlk files. I started with the easy thing first, I know! Anyways, I spent a whole day tackling that and finally figured everything I wanted to know out. It is working like a charm now. Custom feats. Custom companion influence. Everything is working great. I'm almost done with the first big cutscene now too. Things are taking shape and it is very exciting.
-Inder
-Inder
Friday, July 20, 2007
I was never really gone
I'm back, but in truth I was home the whole time. A few days ago I got sick with something. We aren't sure what. It was fairly gross and I won't go into it here. Suffice to say I was expelling large amounts of blood. I woke up the next morning, strangely, feeling 100%. Absolutely great. Haven't had the problem again. I got busy then. A friend came over and we spent the day playing NWN2's OC in multiplayer (something which is ludicrously fun). Now I'm back to work on the module. The first couple of convos are done. I've also completed a few set up scripts to ensure that freshly made characters have some gear and money. Everything is coming along smoothly. Today I intend to finish the module's first major cutscene.
-Inder
-Inder
Tuesday, July 17, 2007
1018 & 1019
Figures. Two last minute additions to the module, bumping it up to 19 areas. 1018 should be extremely small and easy to create while 1019 may take a little while. Time to get to work.
-Inder
-Inder
What's in a Name?
A good point was raised recently to me on the BioWare Boards. "Shadows of the Past" isn't the best name around. It was pointed out that "Shadows of X" is a pretty commonly used, perhaps overused, name scheme. That is true, but there is a limit to how much I care about that. One thing that bugs me about the name is that it is kind of a pun. Now, unless you're a clever one you probably don't realize how. Just take my word for it, since explaining how it is a pun would spoil some serious plot elements.
In any event, I'm not terribly fond of the name. I mean, I like it, but I'm still hoping something better will come along. The campaign has bore that name for years though, ever since Pen&Paper days. I have been toying with other names though and I have a few ideas. Hopefully the perfect name will crop up before the project is complete.
-Inder
In any event, I'm not terribly fond of the name. I mean, I like it, but I'm still hoping something better will come along. The campaign has bore that name for years though, ever since Pen&Paper days. I have been toying with other names though and I have a few ideas. Hopefully the perfect name will crop up before the project is complete.
-Inder
Monday, July 16, 2007
1017
It is done. All 17 areas are now complete. I leave for work in 20 minutes. It has been a long day. I've been up for 16 hours already and I won't be able to go to bed for at least another 5 or 6. Ugh.
Anyways, tomorrow I open each area one by one and give them a good going-over. Make sure all the walkmeshes are correct, no funky glitches, etc. If there are no big problems I will be able to begin convos/scripts and actually breath some life into the module. Hopefully by Friday I will be starting the first play tests. For now, work time... I wish bed-time.
-Inder
Anyways, tomorrow I open each area one by one and give them a good going-over. Make sure all the walkmeshes are correct, no funky glitches, etc. If there are no big problems I will be able to begin convos/scripts and actually breath some life into the module. Hopefully by Friday I will be starting the first play tests. For now, work time... I wish bed-time.
-Inder
Walk / No-Walk
I just spend the better part of an hour tinkering with the camp pictured in my previous post. Huge swathes of tiles were baking as unwalkable, despite the fact that everything was an environmental object with walkmesh triggers. I came to the conclusion that there were simply too many of these so I had to slowly remove one object at a time, bake, and see if the tile became walkable. A frustratingly slow process. The area is fine now, it was just a pain.
I've made extensive use of the walk and no-walk tools in this area. I like what I've done but it worries me a bit. Video games like NWN2 so frequently use illogical terrain as a barrier. Like a bush or a shallow stream. For the most part I am also guilty, though I would never have a bush impede you! Rough slopes and water will for the most part obstruct you. I try to be consistent with what blocks your path and what doesn't, but I'm afraid I may have broken the rule with this area. You see, there are a few "secret" approaches to the enemy base that you can utilize. Basically, these approaches are areas of terrain that, in any other area of the mod, may be unwalkable but are walkable here. I will have to test this area thoroughly to determine if anyone notices these paths or even realizes they are capable of using them.
-Inder
I've made extensive use of the walk and no-walk tools in this area. I like what I've done but it worries me a bit. Video games like NWN2 so frequently use illogical terrain as a barrier. Like a bush or a shallow stream. For the most part I am also guilty, though I would never have a bush impede you! Rough slopes and water will for the most part obstruct you. I try to be consistent with what blocks your path and what doesn't, but I'm afraid I may have broken the rule with this area. You see, there are a few "secret" approaches to the enemy base that you can utilize. Basically, these approaches are areas of terrain that, in any other area of the mod, may be unwalkable but are walkable here. I will have to test this area thoroughly to determine if anyone notices these paths or even realizes they are capable of using them.
-Inder
Cats and Dogs Living Together!
A new area is now completed. Here are a few pics.
Orcs and Gnolls! Out of desperation these orcs and gnolls have banded together to attempt to resist the forces of Wood Elves and forest-kin that seek to drive them from the High Forest. Their combined power has become a serious thorn in the side of the High Forest's agents in the last few months.
Okay, and I promise I will post screenshots outside the High Forest eventually!
But now I am at 16/17 areas. One more and then the joy of convos and scripts.
-Inder
Orcs and Gnolls! Out of desperation these orcs and gnolls have banded together to attempt to resist the forces of Wood Elves and forest-kin that seek to drive them from the High Forest. Their combined power has become a serious thorn in the side of the High Forest's agents in the last few months.
Okay, and I promise I will post screenshots outside the High Forest eventually!
But now I am at 16/17 areas. One more and then the joy of convos and scripts.
-Inder
It's out there...
I've posted an announcement about this project on the BioWare Boards. Berliad has already given me a few kind words of encouragement.
I can't take it back now. Now it's out there. It lives on the internet now, not just in my private little world.
Kinda scary.
I can't take it back now. Now it's out there. It lives on the internet now, not just in my private little world.
Kinda scary.
Sunday, July 15, 2007
How it all Comes Together
Obsidian provided us with a great new method of game building in NWN2: the campaign. Stringing multiple modules together allows for larger and better games. I enjoy the possibilities and flexibility that the system affords to the designer. Shadows of the Past will, of course, be using the campaign system. As of right now, Chapter 1 tentatively has 3 modules that comprise it. A 4th module may be added later on, depending on whether or not I feel one is warranted. Each module will consist of 15-20 areas. My work has been centered on the 1st module of chapter 1 at the moment and I am pleased to say that this module is almost done. This module consists of 17 areas and will take the player through the story all the way until the city of Everlund itself. I currently have 15/17 areas completed and then I can begin on writing conversations and scripts, which is something I immensely enjoy. I anticipate the final two areas to be done in a few days.
It is time for me to get back to work. I leave today with another screenshot of the High Forest. I was going to add a pic of Sylwood Hamlet but somehow that screenshot became all distorted and weird.
- Inder
It is time for me to get back to work. I leave today with another screenshot of the High Forest. I was going to add a pic of Sylwood Hamlet but somehow that screenshot became all distorted and weird.
- Inder
Saturday, July 14, 2007
The Short Version
I am returned. I left off earlier just short of diving into a description and preview of the Shadows of the Past (SotP). Like most modules I've been designing for NWN1 and 2 it is set in the Forgotten Realms. Personally, I am a lore nerd for the setting and memorize pointless dates, locations and events. This knowledge always helps shape and define my modules. That being said, I went out of my way this time to garner even more knowledge of the setting. I intend to fill the campaign with as many details as I can without it becoming overwhelming. Hopefully the result will be a completely believable FR experience.
Now, for what the campaign is actually about. Set in the Silver Marches, your character receives a mysterious summons from an unknown party to the tiny logging village of Sylwood Hamlet, nestled just inside the Silverwood. Curious, you make the journey but not long after you arrive the village is in flames. Suddenly, you find yourself on the run from the army of Everlund, a nearby metropolis, being hounded for a crime you did not commit. In your journey to clear your name you come upon the intricate and deadly deception that has befallen the city of Everlund.
Well, there's the blurb. If I had a box I'd put that on the back of it. What I just described will only be the first installment of the campaign. That's right, it will be a series. I know some people are probably disappointed by this. "Oh great, another "OC" that will never be finished". You may be right sadly, but damnit if this idea dies then it goes down fighting.
In any event, it is a multi-part campaign. I am hesitant to use the term "Chapters" but I will anyways. Chapter 1, what I just described, will be called "The Deception of Everlund". This chapter will have you and your companions traveling all around the Savage Frontier and the Silver Marches in an attempt to evade the Army of the Vale, Everlund's army, and prove your innocence. Expect to explore some high profile places, such as the Evermoors and the High Forest, as well as some less well-known areas and places that I created myself.
Time for some screenshots:
Here is a screenshot of the Forest Queen's Peace, the only inn in Sylwood Hamlet and one of the first areas in the game. I am personally very fond of this area.
This one is a part of the High Forest, another favorite of mine.
Well, it is late/early and I'm going to take off. Soon I will post a link to this blog in the Modules forum of the BioWare boards. So, I hope you like what you see.
-Inder
Now, for what the campaign is actually about. Set in the Silver Marches, your character receives a mysterious summons from an unknown party to the tiny logging village of Sylwood Hamlet, nestled just inside the Silverwood. Curious, you make the journey but not long after you arrive the village is in flames. Suddenly, you find yourself on the run from the army of Everlund, a nearby metropolis, being hounded for a crime you did not commit. In your journey to clear your name you come upon the intricate and deadly deception that has befallen the city of Everlund.
Well, there's the blurb. If I had a box I'd put that on the back of it. What I just described will only be the first installment of the campaign. That's right, it will be a series. I know some people are probably disappointed by this. "Oh great, another "OC" that will never be finished". You may be right sadly, but damnit if this idea dies then it goes down fighting.
In any event, it is a multi-part campaign. I am hesitant to use the term "Chapters" but I will anyways. Chapter 1, what I just described, will be called "The Deception of Everlund". This chapter will have you and your companions traveling all around the Savage Frontier and the Silver Marches in an attempt to evade the Army of the Vale, Everlund's army, and prove your innocence. Expect to explore some high profile places, such as the Evermoors and the High Forest, as well as some less well-known areas and places that I created myself.
Time for some screenshots:
Here is a screenshot of the Forest Queen's Peace, the only inn in Sylwood Hamlet and one of the first areas in the game. I am personally very fond of this area.
This one is a part of the High Forest, another favorite of mine.
Well, it is late/early and I'm going to take off. Soon I will post a link to this blog in the Modules forum of the BioWare boards. So, I hope you like what you see.
-Inder
Friday, July 13, 2007
Beginning Halfway
A Blog. It's something I never thought I'd have. The word itself still exists as some kind of jargon in my head. They're something people talk about in 5 minute segments on news shows on CNN or FOX. It is especially strange that they should hold this odd position of half-existing in my head, since my wife has a blog that she updates regularly and I see nearly every day. In fact, she is the one that suggested I create this blog.
In any event, here I am. My pre-made template website is a bastion for my thoughts and ideas in the tremendous ocean of the internet. ... That sounded a tad pretentious... nor did it make a whole lot of sense.
Neverwinter Nights. It is about time I mentioned it considering it is the reason I made this blog in the first place! I am an amateur module designer (I guess we all are) for this fantastic game. I got my start designing in early 2003 with Neverwinter Nights 1 and now I work with the Obsidian developed sequel. My name on this blog is the same as my BioWare forum name and my NWVault name, Inder. Feel free to look me up, you will see that I have contributed very little to the NWN community. It is something I feel a bit ashamed of, honestly. Over 4 years of practice with mod-creation and only one, average quality (at best) module released to the vault? That is a pretty poor work rate.
I think I am probably a very good example of the typical mod designer in the community. We have great ideas, they take over your mind and run wild with your imagination. You sit down at the toolset to give digital form to these ideas. You work for days and days... and then sometimes the daunting nature of your task looms ahead of you. Your eyes get tired and you start to think in C++. You take a break, months go by, a new idea appears and the cycle starts over. I probably I have 3 or 4 NWN1 modules still on my hard drive that are between 75% and 90% complete. One of my favorites, the Perils of the Black Road, was so close to completion and then NWN2 was right around the corner and I got the pre-release toolset. The poor mod was never finished (of course, I intend to create it in NWN2 one day but you know how intentions are).
With the extreme power of design we have in NWN2 my head is full of ideas all the time. This toolset is so powerful and so full of possibilities that I think I can finally create the greatest mod ideas running rampant in my head. I took the first 9 months or so with the toolset for practice, I knew I would butcher whatever I made due to inexperience with the toolset. I was right. My early NWN2 works aren't very good, but each one got better. Now I feel like I finally have the experience and skills to do justice to a module (rather, a campaign) that has existed in my head since I first ran it as a P&P D&D campaign (nearly 7 years ago). Alas, I rambled and now it is time to get ready for work. My next update will be to display my efforts in my largest endeavor ever, a campaign called "The Shadows of the Past".
-Inder
In any event, here I am. My pre-made template website is a bastion for my thoughts and ideas in the tremendous ocean of the internet. ... That sounded a tad pretentious... nor did it make a whole lot of sense.
Neverwinter Nights. It is about time I mentioned it considering it is the reason I made this blog in the first place! I am an amateur module designer (I guess we all are) for this fantastic game. I got my start designing in early 2003 with Neverwinter Nights 1 and now I work with the Obsidian developed sequel. My name on this blog is the same as my BioWare forum name and my NWVault name, Inder. Feel free to look me up, you will see that I have contributed very little to the NWN community. It is something I feel a bit ashamed of, honestly. Over 4 years of practice with mod-creation and only one, average quality (at best) module released to the vault? That is a pretty poor work rate.
I think I am probably a very good example of the typical mod designer in the community. We have great ideas, they take over your mind and run wild with your imagination. You sit down at the toolset to give digital form to these ideas. You work for days and days... and then sometimes the daunting nature of your task looms ahead of you. Your eyes get tired and you start to think in C++. You take a break, months go by, a new idea appears and the cycle starts over. I probably I have 3 or 4 NWN1 modules still on my hard drive that are between 75% and 90% complete. One of my favorites, the Perils of the Black Road, was so close to completion and then NWN2 was right around the corner and I got the pre-release toolset. The poor mod was never finished (of course, I intend to create it in NWN2 one day but you know how intentions are).
With the extreme power of design we have in NWN2 my head is full of ideas all the time. This toolset is so powerful and so full of possibilities that I think I can finally create the greatest mod ideas running rampant in my head. I took the first 9 months or so with the toolset for practice, I knew I would butcher whatever I made due to inexperience with the toolset. I was right. My early NWN2 works aren't very good, but each one got better. Now I feel like I finally have the experience and skills to do justice to a module (rather, a campaign) that has existed in my head since I first ran it as a P&P D&D campaign (nearly 7 years ago). Alas, I rambled and now it is time to get ready for work. My next update will be to display my efforts in my largest endeavor ever, a campaign called "The Shadows of the Past".
-Inder
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