Monday, August 09, 2010
Moving
Personal problems have meant this project has been reluctantly shelved for the time being despite being so close to completion with the beta getting excellent feedback. Some glitches did surface but nearly all have been dealt with. In order to get my life back on line I'll be moving house the coming weekend, which will result in a loss of Internet for a few weeks. Maybe by then I'll see some light at the end of the tunnel and can contemplate geting this finished. Wish me luck!
Tuesday, May 18, 2010
Bad Times.
My world has been turned upside down by a personal problem that has made both the immediate and far future hard to focus on. As a result, this project is temporarily on hold, as I'm simply unable to find the time to give it any attention. It will have to await completion until either my life gets back on track, (and at the moment it looks like that's likely to take a long time. I'm struggling on a day to day basis.) or someone else can give a helping hand.
I mentioned a Hydra I was working on in an earlier post for a project based on Tomb of Horrors by Invisigoth, and am pleased to say I have at least managed to finish that. My final version can be seen below, although I understand this is subject to change in the final module.

Not sure when (if at all) I'll be back, which is a real shame considering the module is so close to completion, so if anyone out there thinks they might be able to help, please drop me a note.
I mentioned a Hydra I was working on in an earlier post for a project based on Tomb of Horrors by Invisigoth, and am pleased to say I have at least managed to finish that. My final version can be seen below, although I understand this is subject to change in the final module.

Not sure when (if at all) I'll be back, which is a real shame considering the module is so close to completion, so if anyone out there thinks they might be able to help, please drop me a note.
Sunday, April 18, 2010
Burning the candle at 3 ends!
I know I've been a little slow in updates of late, but that's not to say I haven't been doing anything. On the contrary, I've managed to do quite a bit more on the module, but suddenly seem to have 3 projects on the go, not including of course entertaining my son during the Easter holiday. Comes as quite a shock to the system having got used to him attending nursery in the mornings to suddenly find you have him full time for 2 weeks. Fortunately he's quite a character and well worth the time investment, but it does mean any personal projects of mine tend to get relegated to the evening... a time when my wife likes to compete for my attention lol!
All is well though. I've had another playtester help me pinpoint a problem I knew existed but was unable to resolve. With their help I got to the root of it and have ironed out one of the more persistent bugs thanks to their help. I've also implemented some additional story driven help for a part of the module that some found difficult, and have put some additional life in the town of Oasis.
As well as that, I've also volunteered my artistic skills to another NWN project that plans to re-create the infamous tabletop module "Tomb of Horrors". Knowing from personal experience what an uphill struggle a solo project can be, one can't help feel one has no right to moan about needing more help if not in a position to help others, so when I saw the cry for artists I figured I should put myself forward. I must say the level of professionalism, gratitude, and understanding within the group has made me very happy to have put myself forward. I'm having a lot of fun with a picture of a Hydra I'm working on for the project, plus it gives me the perfect excuse to increase my artistic skills and portfolio. Hopefully they won't object to me posting the Hydra online once it's complete so you can all have a peep, and I'm hoping I'll be able to contribute more than just the Hydra, but that's going to depend on their level of urgency I guess. Watch this space for further news on that project.
As for the 3rd direction I'm being pulled, some close friends were being nostalgic about our tabletop days and suggested we start some fresh sessions. In particular, someone wanted to revisit a character from my old Relbonian campaign that sparked this whole NWN project, so I've been busy prepping character sheets for a new session. It's not quite as easy as it should be as I'm having to cater to a request to use the 2nd Edition Star Wars rules for the game, not that I object mind, as it is a fantastic system that aids storytelling greatly. I already have the story in mind. It should make for a very interesting game that will take the mythology a step further.
Anyways, I'm waffling and have work to do... including a visit to the Mother-in-law!
Cheerio for now and have fun gaming!
All is well though. I've had another playtester help me pinpoint a problem I knew existed but was unable to resolve. With their help I got to the root of it and have ironed out one of the more persistent bugs thanks to their help. I've also implemented some additional story driven help for a part of the module that some found difficult, and have put some additional life in the town of Oasis.
As well as that, I've also volunteered my artistic skills to another NWN project that plans to re-create the infamous tabletop module "Tomb of Horrors". Knowing from personal experience what an uphill struggle a solo project can be, one can't help feel one has no right to moan about needing more help if not in a position to help others, so when I saw the cry for artists I figured I should put myself forward. I must say the level of professionalism, gratitude, and understanding within the group has made me very happy to have put myself forward. I'm having a lot of fun with a picture of a Hydra I'm working on for the project, plus it gives me the perfect excuse to increase my artistic skills and portfolio. Hopefully they won't object to me posting the Hydra online once it's complete so you can all have a peep, and I'm hoping I'll be able to contribute more than just the Hydra, but that's going to depend on their level of urgency I guess. Watch this space for further news on that project.
As for the 3rd direction I'm being pulled, some close friends were being nostalgic about our tabletop days and suggested we start some fresh sessions. In particular, someone wanted to revisit a character from my old Relbonian campaign that sparked this whole NWN project, so I've been busy prepping character sheets for a new session. It's not quite as easy as it should be as I'm having to cater to a request to use the 2nd Edition Star Wars rules for the game, not that I object mind, as it is a fantastic system that aids storytelling greatly. I already have the story in mind. It should make for a very interesting game that will take the mythology a step further.
Anyways, I'm waffling and have work to do... including a visit to the Mother-in-law!
Cheerio for now and have fun gaming!
Wednesday, March 03, 2010
Intro Movie Made
Well... I've made my first attempt at an intro movie for Chapter One of The Relbonian Chronicles, bringing me ever closer to a final release, although I have hit a snag with it. Although I don't have PowerPoint, I managed to combine my editing skills in both Windows Live Movie Maker and Activision "The Movies" to make something I'm satisfied with. In order to keep the file size down I couldn't go into the complete Mythology, so condensed it down, hoping that it will be enough of a teaser to encourage further reading on the subject within the module, and give an indication as to why our hero is destined to meet the God of Death.
My problem stems from the process whereby the video is "Binked" to make it compatible with NWN. My understanding was that the process would condense the file, but in reality it has doubled the size to over 40 meg, which is clearly undesireable. Perhaps if the movie started in AVI format Bink would be more successful, but I don't have the tools to convert my movie to AVI in order to experiment. Perhaps someone here can offer suggestions?
Anyway, here's the movie (subject to successful imbedding). Comments appreciatted. :)
My problem stems from the process whereby the video is "Binked" to make it compatible with NWN. My understanding was that the process would condense the file, but in reality it has doubled the size to over 40 meg, which is clearly undesireable. Perhaps if the movie started in AVI format Bink would be more successful, but I don't have the tools to convert my movie to AVI in order to experiment. Perhaps someone here can offer suggestions?
Anyway, here's the movie (subject to successful imbedding). Comments appreciatted. :)
Monday, February 15, 2010
Slowly but Surely
Well, what can I say? Yep, I had a bit of a rest from building. Sometimes you need to take a step back to avoid being overwhelmed, but I have been tackling it again. Since the Beta has been released, I've had some great feedback from Olivier Leroux and DSenset. Both have helped greatly in pinpointing some minor flaws that I've set about ironing out. Olivier in particular has been an enormous help, playing the Beta through to the end and finding a few surprise mistakes that slipped the net, including a conversation that didn't include the possibility that a player had already seen something that their henchman suggests they deal with. That error alone took most of an afternoon to deal with. It seemed simple enough at first... just place a trigger that sets a variable so I know that the PC has seen an area, but when it came to tracking it in the relevant conversation it proved to be a lot more complex, for the simple reason that the hanchman has so many responses depending on how well he gets along with the player. So... I wasn't just inserting one extra line in the convo, but also hunting down all the lines that linked to the original response that now required two responses. Not only that, but there were also lines where the style of the response could change, such as if the henchman hates the PC. Complicated stuff, but worth the effort to increase immersion, and besides, by forcing me to study the conversation hard, I also stumbled across an incomplete conversation branch. I think I find conversations to be the most troublesome because of all the factors one has to take into account, but also the most rewarding when complete. There are many amusing moments to be had with the henchman, but not all will be witnessed, all thanks to the keeping track of the player reputation with the PC.
The good news is that I've now dealt with most of problems brought to my attention, so I can once again concentrate on the things I know to be missing. There are still 2 major conversation files to finish, a small side quest to be implemented, and some towns folk required, as well as a script for the selling of an item that the Druids use for Quills, and the stocking of shops with specialist scrolls.... oh dear... it all seems so daunting when you list it like that. So close and yet so far.
Another thing that is essential is an end movie, and unfortunately I'm not sure I have the software to create such a thing, but it's going to be a "must have". I simply can't do what I want in a cutscene, and without the end movie, the game won't feel complete. Is there anyone out there who could help me if I supplied sound and artwork?
Further good news is that despite the uncovering of errors, feedback on the whole is very encouraging. I've had some excellent comments on the general feel of the mythology from books and items within the module.
That's all the news for now. I have work to do!
The good news is that I've now dealt with most of problems brought to my attention, so I can once again concentrate on the things I know to be missing. There are still 2 major conversation files to finish, a small side quest to be implemented, and some towns folk required, as well as a script for the selling of an item that the Druids use for Quills, and the stocking of shops with specialist scrolls.... oh dear... it all seems so daunting when you list it like that. So close and yet so far.
Another thing that is essential is an end movie, and unfortunately I'm not sure I have the software to create such a thing, but it's going to be a "must have". I simply can't do what I want in a cutscene, and without the end movie, the game won't feel complete. Is there anyone out there who could help me if I supplied sound and artwork?
Further good news is that despite the uncovering of errors, feedback on the whole is very encouraging. I've had some excellent comments on the general feel of the mythology from books and items within the module.
That's all the news for now. I have work to do!
Tuesday, January 05, 2010
Awesome!
No, I'm not blowing my own trumpet. I've been taking a rest from building while I await feedback from the Beta Testers, and in the meantime have been playing with my Christmas present... Dragon Age Origins... this is what I refer to as awesome.
It's the latest roleplaying option from Bioware. Simply put it's the best game of this genre I've played for a long time. The graphics are very good despite anything you might have heard to the contrary. Don't believe any screen caps you've seen as proof of poor quality, as many of those I've seen as supposed evidence fail to point out they include a blur effect where the camera is focusing on a different object. Animation too is very good, with individual combat moves catered for, which go as far as capturing expressions on faces during battle. While on the subject of faces, the character creation process allows for maximum customisation of how your character looks, to the point that you can even alter the angle AND expression of your character portrait.
While character classes may seem a little limited to those of you who crave the multitude of classes offered by NWN, I personally find it refreshing. There are 3 base classes, although these can be broken down further so that you specialise in a particular area, so a Mage for example may end up being a healer, or a Rogue become an Assassin.
The storyline is excellent, with an accompanying mythology refreshingly simple yet richly detailed, so you quickly find yourself becoming absorbed in the setting. Character interaction is good too, with plausible responses for the most outlandish player choices, and excellent inter party banter that is some of the best I have seen in any game.
There are a couple of minor downers, but these are easily outweighed by the positives. Item icons are very limited, while their descriptions suffer from the same lack of detail, relying instead on bland descriptions of their properties. Gone are the flowery explanations of powers you may have grown used to in NWN. Having said that, there is plenty of mythology to read up on in the codex, but I would have preferred the items themselves to offer similar descriptions.
I should also briefly mention interiors. Gone are the Tardis like buildings of NWN, now replaced with lovingly created realistic interiors that have a more mature mediaeval feel to them.
Overall the game is excellent, easily deserving a 9 out of 10 even by my standards.
Perhaps annoyingly, I feel that "The Relbonian Chronicles" would perhaps slide more easily into Dragon Age as opposed to NWN, but the toolset is a lot more complex and would no doubt benefit from a creative team as opposed to a solo venture. Maybe there's someone out there who might consider such a venture? I have no idea if any of the NWN resources such as scripts and conversations will import over to Dragon Age as I haven't experimented with the toolset yet (indeed, I'm reluctant to do so until I've finished the game at least once).
That's all the news for now. I hope to go back to polishing the Beta by February.
Happy New Year All!
It's the latest roleplaying option from Bioware. Simply put it's the best game of this genre I've played for a long time. The graphics are very good despite anything you might have heard to the contrary. Don't believe any screen caps you've seen as proof of poor quality, as many of those I've seen as supposed evidence fail to point out they include a blur effect where the camera is focusing on a different object. Animation too is very good, with individual combat moves catered for, which go as far as capturing expressions on faces during battle. While on the subject of faces, the character creation process allows for maximum customisation of how your character looks, to the point that you can even alter the angle AND expression of your character portrait.
While character classes may seem a little limited to those of you who crave the multitude of classes offered by NWN, I personally find it refreshing. There are 3 base classes, although these can be broken down further so that you specialise in a particular area, so a Mage for example may end up being a healer, or a Rogue become an Assassin.
The storyline is excellent, with an accompanying mythology refreshingly simple yet richly detailed, so you quickly find yourself becoming absorbed in the setting. Character interaction is good too, with plausible responses for the most outlandish player choices, and excellent inter party banter that is some of the best I have seen in any game.
There are a couple of minor downers, but these are easily outweighed by the positives. Item icons are very limited, while their descriptions suffer from the same lack of detail, relying instead on bland descriptions of their properties. Gone are the flowery explanations of powers you may have grown used to in NWN. Having said that, there is plenty of mythology to read up on in the codex, but I would have preferred the items themselves to offer similar descriptions.
I should also briefly mention interiors. Gone are the Tardis like buildings of NWN, now replaced with lovingly created realistic interiors that have a more mature mediaeval feel to them.
Overall the game is excellent, easily deserving a 9 out of 10 even by my standards.
Perhaps annoyingly, I feel that "The Relbonian Chronicles" would perhaps slide more easily into Dragon Age as opposed to NWN, but the toolset is a lot more complex and would no doubt benefit from a creative team as opposed to a solo venture. Maybe there's someone out there who might consider such a venture? I have no idea if any of the NWN resources such as scripts and conversations will import over to Dragon Age as I haven't experimented with the toolset yet (indeed, I'm reluctant to do so until I've finished the game at least once).
That's all the news for now. I hope to go back to polishing the Beta by February.
Happy New Year All!
Thursday, December 24, 2009
Merry Christmas!
It's that time of year again! Time to wish you all a Merry Christmas!
Now I have a new PC I thought I'd treat myself to an early present and got Storm of Zehir for NWN2 so I could give it another bash in the hope that the various patches had improved the game beyond my initial disapointment, the intention being that if I liked it enough I'd consider remaking the Relbonian Chronicles for the NWN2 platform. Alas, although the game appears to run fine, the toolset refuses to open, so it looks like I'll be uninstalling it yet again unless someone can offer me any ideas. I'm fully patched up and running under Windows 7.
As for the NWN1 version, I'm getting some useful feedback on the beta which will hopefully result in a more polished product, but it's unlikely to be this side of the New Year which is a real shame.
Ah well, back to work. Have fun all!
Now I have a new PC I thought I'd treat myself to an early present and got Storm of Zehir for NWN2 so I could give it another bash in the hope that the various patches had improved the game beyond my initial disapointment, the intention being that if I liked it enough I'd consider remaking the Relbonian Chronicles for the NWN2 platform. Alas, although the game appears to run fine, the toolset refuses to open, so it looks like I'll be uninstalling it yet again unless someone can offer me any ideas. I'm fully patched up and running under Windows 7.
As for the NWN1 version, I'm getting some useful feedback on the beta which will hopefully result in a more polished product, but it's unlikely to be this side of the New Year which is a real shame.
Ah well, back to work. Have fun all!
Tuesday, December 01, 2009
Beta Released!
http://nwvault.ign.com/View.php?view=Modules.Detail&id=6062
I'm too tired to do more typing now, so just make sure you read the accompanying text at the above link.
Pixelknight, if you are reading this, please mail me. My laptop has died and I have lost your mail addy. Hope all is well :)
I'm too tired to do more typing now, so just make sure you read the accompanying text at the above link.
Pixelknight, if you are reading this, please mail me. My laptop has died and I have lost your mail addy. Hope all is well :)
Wednesday, November 25, 2009
So Close!
Agh! Fu'm.. *gurgles* ...chit!
*Wipes away dribble from chin.*
Building can be sooooo frustrating! I am so close to having the Beta ready, but have been plagued with problems, mostly to do with PC behaviour, and by PC I mean machine and not player. As some of you will know my Desktop died a while back, but I was fortunate enough to be in a position to rescue my work and continue on a laptop that had been bought about a month prior to the desktop dieing. Now my laptop is on it's last legs. I guess it hasn't coped well with the heavy duty use I've been putting it through. First it started refusing to shut down, now it even struggles to start up. Sometimes it just keeps blinking through start up, and it was only through blind panic combined with trial and error that I discovered holding down control, alt, and delete for some bizarre reason breaks the cycle and lets it start properly.
Fortunately buying a replacement desktop was always on the cards, and the laptop failing helped give a gentle nudge to the wife that now was the time to buy, and today my new machine arrived, complete with Windows 7. For a dreadful moment I thought the new Windows was making the toolset behave very strangely, but having gone away to calm myself down, I convinced myself that the new work I'd done today may have been the problem, and that I should just go back to the older save on the laptop and try again. I'm pleased to report that it looks like my suspicions might have been correct, in that it wasn't Windows 7 giving me aggro, but rather my scripting. I'd been working on a scene where I wanted everyone to start of neutral so I could get some dialogue in, then have some of those present turn nasty, but for some reason I couldn't get the people I wanted to attack, and then all manner of default scripts started throwing errors at me. Having had a hunch that some of my include files were clashing in some way, I decided to tackle the issue from a different angle which involved some careful manipulation of factions to get the outcome I wanted.
Patience people. I'm nearly there. There's a few days I won't be able to work on it, but I'm confident I'll be in a position to give it a run through very soon. I just need to check the difficulty in some places, as I've now implemented game over occuring if the henchman dies. It kind of makes sense with the story, and makes the module a little more challenging. There's also a means of the henchman avoiding an immediatte death in the same manner that the player can re-spawn, so it's not all doom and gloom.
Right... dunno about you lot, but I need my bed!
*Wipes away dribble from chin.*
Building can be sooooo frustrating! I am so close to having the Beta ready, but have been plagued with problems, mostly to do with PC behaviour, and by PC I mean machine and not player. As some of you will know my Desktop died a while back, but I was fortunate enough to be in a position to rescue my work and continue on a laptop that had been bought about a month prior to the desktop dieing. Now my laptop is on it's last legs. I guess it hasn't coped well with the heavy duty use I've been putting it through. First it started refusing to shut down, now it even struggles to start up. Sometimes it just keeps blinking through start up, and it was only through blind panic combined with trial and error that I discovered holding down control, alt, and delete for some bizarre reason breaks the cycle and lets it start properly.
Fortunately buying a replacement desktop was always on the cards, and the laptop failing helped give a gentle nudge to the wife that now was the time to buy, and today my new machine arrived, complete with Windows 7. For a dreadful moment I thought the new Windows was making the toolset behave very strangely, but having gone away to calm myself down, I convinced myself that the new work I'd done today may have been the problem, and that I should just go back to the older save on the laptop and try again. I'm pleased to report that it looks like my suspicions might have been correct, in that it wasn't Windows 7 giving me aggro, but rather my scripting. I'd been working on a scene where I wanted everyone to start of neutral so I could get some dialogue in, then have some of those present turn nasty, but for some reason I couldn't get the people I wanted to attack, and then all manner of default scripts started throwing errors at me. Having had a hunch that some of my include files were clashing in some way, I decided to tackle the issue from a different angle which involved some careful manipulation of factions to get the outcome I wanted.
Patience people. I'm nearly there. There's a few days I won't be able to work on it, but I'm confident I'll be in a position to give it a run through very soon. I just need to check the difficulty in some places, as I've now implemented game over occuring if the henchman dies. It kind of makes sense with the story, and makes the module a little more challenging. There's also a means of the henchman avoiding an immediatte death in the same manner that the player can re-spawn, so it's not all doom and gloom.
Right... dunno about you lot, but I need my bed!
Monday, November 09, 2009
Yet more progress has been made, partly due to some help from Lance Botelle, who managed to implement my henchman being able to use "Soul Crystals" in the same manner as the player character, which was kind of essential really if I want to be able to release a Beta soon.
Areas are about 99% done, with the decoration of them being about 95% done, although these might be expanded on a little come the final version.
Great progress has been made on the henchman conversation file, to the point that he can say the same thing in a different style depending on his reputation score with the player, which should give good feedback to the player as to how they are getting on with the henchman. Although feedback is currently present in the form of reputation adjustment alerts, my intention was that these should only be present in the beta and removed for the final release. Lance however has thrown a spanner in the works by suggesting it would be better if they remain. My argument is the henchman responses should be enough feedback and that the alerts detract from immersion. Maybe I'll open up a poll for opinion once the beta is online.
Things are getting quite complex towards the end now, as conversations are increasingly having to depend on journal entries etc., with multiple possibilities presenting themselves. For example, I have a travelling merchant met early on who re-appears at a different location later in the game. Although it is a different location, it is one that the player has been to previously without the merchant present, so a trigger checks where the player is in the story, spawning the merchants cart and merchant if applicable. Not only do these changes to scenery occur, but I then also have to account for how well the merchant might know the player at this stage. Did the player talk to the merchant before? Did they do the quest the merchant had? It all amounts to several headaches when trying to manage it all. All the more reason to have the thing playtested.
Not long now for the beta! *fingers crossed*
Areas are about 99% done, with the decoration of them being about 95% done, although these might be expanded on a little come the final version.
Great progress has been made on the henchman conversation file, to the point that he can say the same thing in a different style depending on his reputation score with the player, which should give good feedback to the player as to how they are getting on with the henchman. Although feedback is currently present in the form of reputation adjustment alerts, my intention was that these should only be present in the beta and removed for the final release. Lance however has thrown a spanner in the works by suggesting it would be better if they remain. My argument is the henchman responses should be enough feedback and that the alerts detract from immersion. Maybe I'll open up a poll for opinion once the beta is online.
Things are getting quite complex towards the end now, as conversations are increasingly having to depend on journal entries etc., with multiple possibilities presenting themselves. For example, I have a travelling merchant met early on who re-appears at a different location later in the game. Although it is a different location, it is one that the player has been to previously without the merchant present, so a trigger checks where the player is in the story, spawning the merchants cart and merchant if applicable. Not only do these changes to scenery occur, but I then also have to account for how well the merchant might know the player at this stage. Did the player talk to the merchant before? Did they do the quest the merchant had? It all amounts to several headaches when trying to manage it all. All the more reason to have the thing playtested.
Not long now for the beta! *fingers crossed*
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