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1/31/06 -Tuesday:  FINALLY, SOME NEW UNISON ABILITIES!!!
It has literally been over a year since I have implemented a new Unison Ability.  Seriously...Back in December of 2004, I put the finishing touches on Antipode, the Unison Ability used by Lenin & Lenina.  And that was the last I really touched that code...

So, it was with great joy that I began working on a new one between Challseus & Aramus.  In fact, I have pushed back the release date of the ALPHA so that I can at least get this one new ability in, so that the testers at least have some new skill to play with.  As you all know, I can't just create some generic ability.  Nope!  I have do get my hands dirty and come up with some slick scripting:)  I already know what needs to be done, so perhaps I can get that done tomorrow on the train tomorrow.  The biggest issue actually will be creating the special effects.  After this one, I will think about moving on to creating a new one between him and Clopon.  I emphasize think, because I don't want to leave the testers hanging that long...

Till tomorrow...  

1/30/06 -Monday:  MORE POLISHING...
Not much to write really.  I successfully made it through all of the pages of issues.  I now have a big decision to make tomorrow morning.  Try to add a little more content so the ALPHA testers have more to work with, or just give it to them now.

If I give it to them now, I would first have to make another play through, to make sure everything is in working order.  A year ago, this would be annoying, but since I have cut-scene skipping this year, it is so much easier (sorry that I keep talking about cut-scene skipping, but since this is everyone's biggest complaint with The Coming, I am so happy to have it working).  I will probably end up just giving it to the testers now, and moving on.  We'll see...

Till tomorrow...

1/29/06 -Sunday:  JUST HAD AN EPIPHANY!!!
So, after a full day of testing yesterday, I ended up with about 2-3 pages worth of notes.  This wasn't bad at all, considering I usually have 4-5.  Add in the fact that there are 3 new areas since they last ALPHA, and I would say that I am in good shape.  In general, they way I have been proceeding has been working out great.  It goes like so:  Create new areas/content/etc., and don't worry about bugs and such.  After about 1-2 weeks of adding new content, play through game a bunch of times to find all outstanding issues.  Fix issues:)  Rinse repeat.  Not innovative or anything like that, but it works for me.  It will also be good for the ALPHA testers, as they can get their updates a lot faster than before.

So, as the title of this update suggests, I had a couple of great ideas come to me today while listening to some music (what else is new???) that community member Hugie was kind enough to send to me.  In general, even though I have had the story more or less written in my head for 7 years, when it comes down to actually implementing it, things change.

Basically, I know how Cry The Beloved should end.  I have know for years...However, I just came up with some new plot ideas for what should happen before the end.  These new plot lines will help to clear up some loose ends for people, as well as make things a bit more interesting.  Over at our forums, we have a brainstorming section, but I think I will continue to think about my new idea for a bit before presenting it, so it doesn't get torn to shreds:)

Till tomorrow...

1/28/06 -Saturday:  ANOTHER PLAY THROUGH OF THE ALPHA...
Today, I did one thing, and one thing only.  I went through the entire ALPHA , from start to finish.  I did this about 4 times.  The reason for this was to see how the game reacts to the different choices you can make in the beginning.  These aren't major plot changing choices, but there are still many different things that need to be checked.

I have to say, I am really happy I got the cut-scene skipping implemented.  Testing is a cinch now that I don't have to sit through every cut-scene.  Don't get me wrong, I think they're great (hell, I should since I made them:)), but after 40+ times, they begin to get old.  Tomorrow, I will begin to go through the various pages of notes I have, and make fixes.

Till tomorrow...

1/27/06 -Friday:  IT'S POLISH TIME!!!
As I stated a couple of days ago, it is now time for some polishing.  I already went through some of the bugs that were listed in our forums.  One noteworthy one was anytime a cut-scene plays where the camera is spinning around a party member (new ability, new addition to team, etc.), the PC ends up being inside of them at the end.  This something that was a problem with The Coming , but in all honesty, I didn't think it was a big deal.  When more than 8 people complained about it, I figured out I should take 20 minutes and knock it out.

Some of you may also remember me ranting about how I couldn't get a new track into the game.  Well, community member Hugie of Tale Of Mage fame was kind enough to offer to do the conversion for me.  In a nutshell, there is a weird process that needs to be completed to get the protection off the MP3, which involves a CD burner, or sadly, my laptop does not have one.  So, thanks to Hugie for helping me out!  Till tomorrow...

1/26/06 -Thursday:  DAMN SHINY WATER BUG!!!
So, today started off very frustrating, to say the least.  The night before, I was doing some testing of a new area, and everything was going good.  Well, on the train this morning, when I tried to load the area, it kept crashing.  Now, I knew that I had added some new content to the area, as well as some scripts, but for whatever reason, the game still continued to crash.  I then took a backup version of the module from January 22nd.  When I loaded it up, the game still crashed.  Then, a light bulb went off in my head.  I went to the options page, and saw that Shiny Water had somehow been enabled.  Let his be a lesson kiddies:)

Till tomorrow...

1/25/06 -Wednesday:  BACK TO POLISHING...
Well, I am more or less pleased with the 3 new areas I made.  I was able to knock them out very fast, but keep the same high level of quality I am used to.  I base this solely on my memory upgrade, as well as finding out about he F9 key.

So, now that I am done with this current iteration of building, I am going to go back into polish mode.  A bunch of bugs (about 18) have been piling up over at the forum, and I really need to address them.  They are not major, but they still need to be addressed. 

Once I finish up that, I will surely be back in Dematol for my monthly building there.  Then, I will get to what I have not been looking forward to in a while...Party Member AI.  In general, it is really beginning to piss me off, and I would NEVER release this game with the current way the AI is behaving.  I know I will just have to DEBUG various fights to pinpoint what the error is, but again, I don't look forward to it.

As for the 1st day of results from the poll (thank you everyone that took the time to answer it), I have to admit I am a bit shocked.  Out of 12 voters, 25% took 6 hours to complete The Coming.  16.67% took 7 hours, and another 16.7% took 8 hours.  2 people answered that they finished it in 4 hours, and none said it took them 3 hours.  My early thoughts?  I hope the people who complained the module was too short weren't ones that took 9 hours:)  Because, I am only 1 person, and to maintain a high quality game, the length of play has to be kept to a minimum.  At any rate, the poll is already doing it's job, and I definitely think I will be leaving it up for a couple of weeks, to collect as much data as possible.

Here's a little interesting thing however.  I know it takes me about 3-4 hours to complete The Coming, and I made the damn thing, so I obviously know where everything is, and don't take the time to read the dialog, etc.  The ALPHA is currently running about 5 hours (most testers said it took them 4 hours, and I added at least another 1-2 hours of content in the past couple of weeks).  So, this is GREAT, because there is a lot more to come.  So, in short, my promise about making Cry The Beloved longer than The Coming looks like it is coming true!

Till tomorrow...

IMPORTANT!!! - I would really appreciate it if anyone who has not taken the survey please take it (can be seen in the left border).  It literally takes 1 click to finish, and the data is really interesting and important to me.  It lets me gauge how people experience my games.  Thanks!

1/24/06 -Tuesday:  TRYING OUT A NEW POLLING SYSTEM...
So, I am finally getting around to implementing something I should have done a while ago:  POLLS.  I know very well that not all people who play modules actually leave comments, so I thought setting easy polls would allow me to have some questions answered.  That said, here is the 1st one:

This question is very important for me, because I know how long it take myself to play through, but I obviously know where everything is.  In general, most people say that The Coming was too short, but I would like a more concrete number, hence the poll.  This will go a long way in making sure that Cry The Beloved is an adequate length.  In fact, I estimate that Cry The Beloved is about the same length as The Coming as of now.  Not bad, considering it took half the time, and the quality of the build is better (in my opinion anyways).

Now, I haven't really thought this through all of the way, so I don't know if I will have weekly polls, monthly polls, or just always show every single poll.  Any thoughts are welcome, although I just realized something.  I could create a poll that asks how does the viewer like viewing the polls:)  At any rate, like anything else, I am sure it will change many times.  Or perhaps, I will find that no one even used them:)  I guess we will find out.

Okay, back to business.  So, as you may or may not know, I went through The Coming over the weekend.  Lets just say that I had a very good time:)  So, besides looking for things wrong, I was also trying to get a feel for what was magical in The Coming.  I wanted to know what made it special, so I could easily transfer it to Cry The Beloved.  In all actuality, the part I had the most fun with was the combat.  I guess it makes sense, because the core of development went towards that part.  For example, it was very fun to be fighting in North Shinkara Forest, where those goblins could activate a Last Resort and kill you quite fast.  I almost forgot about the Rose Of Courage (this will entice enemies to attack Aramus), but once I remembered, I loved the strategy of using it.  I am not sure why, but it seems like combat with 2 party members was more interesting than with 3.  That might be due to the fact that once meet Challseus, you would have already gotten your 1st Last Resort, as well as some other items, making the combat a bit easier.  I guess what I am trying to say through this rambling is, I want to have that same feeling when I play Cry The Beloved.  It's almost there, but I will definitely have to tweak the current monsters I have created, possibly making them tougher (unless my ALPHA testers tell me the game is already tough enough:)).  

The point in development I am at right now is going to be quite interesting to say the least.  I have more or less finished up the placeholder dialog, as well as a short intro cut-scene.  Once I implement the skipping functionality for all of the cut-scenes I have created over the past week, I will begin the creation of a new area, as well as a host of new/old enemies.  I also have to come up with a new Unison Ability for Aramus/Clopon, Aramus/Challseus, etc.  I don't want to ruin too much, but lets just say this new area will add a sense of replayability to the game, and that is always good.  In essence, this sequence has been a long time coming...

On the forum front, things have slowed down a bit, but it makes sense, as no one really has many new bugs to report.   New ideas continue to be developed however, and I imagine once I get the new ALPHA out, things will pick up again.  Well, off to sleep now.  I am responsible for pushing out new server code tomorrow morning, so I have to be up very early:(

Till tomorrow

1/23/06 -Monday:  I HAVE FOUND THE PERFECT MUSIC TRACK!!!
So, today, I worked on a bit of dialog for the new sequence that I have been working on for the past couple of days.  I am doing more or less the general framework for it.  I am sure that once some of the writers take a look at it, they will rip it to shreds, and make it better.  However, at least they will know what I am trying to say in the conversation, and how I want it to be:)

So, at work today, I was listening to some music (what else is new) via iTunes.  In the latest version of iTunes, they have added a new Mini Music Store at the bottom.  Essentially, whenever you are connected to the internet, if you are playing some music that iTunes knows about, it will display other works by the artist that you can purchase.  Anyway, I was listening to a track, and saw an album I totally forgot about come up.  I immediately began searching through the tracks to find the one which I know I would love.  After purchasing it, I probably had it on repeat for damn near 6 hours! 

I won't spoil what the track is, or who it will be for, but rest assured, I think people will really like it.  I have already come up with 2-3 scenarios in my head just by simply listening to it.  The only problem is getting it into the game.  Currently, the track is 4:02 minutes, but it loops twice.  Normally, I would just edit the track, cut out half of it, compress it even further, and convert it into a BMU.  The problem is, when you buy a song from Apple , it has all of this protected crap on it which makes it difficult to do anything with it.  So, I will have to try to get the track another way.  Damn you Apple!

Till tomorrow...

1/22/06 -Sunday:  DAY OF RELAXATION...
My apologies, but this will be a short update, as I have a splitting headache.  Essentially, in the morning, I went through about 90% of The Coming.  It was interesting, to say the least, because it had been so long since I actually played through from beginning to near end.  It may sound corny, but it really feels good to play through something I was working on close to 2 years ago:)

Anyways, I did not get that much development on Cry The Beloved, as I decided to just take a day for myself.  Instead, I watched some of the playoffs, and about 3 episodes of 24.  Besides that, I didn't do much.  I am now going to go to sleep a bit earlier, so I can feel refreshed for the week.

Till tomorrow...

I won't spoil what the track is, or who it will be for, but rest assured, I think people will really like it.  I have already come up with 2-3 scenarios in my head just by simply listening to it.  The only problem is getting it into the game.  Currently, the track is 4:02 minutes, but it loops twice.  Normally, I would just edit the track, cut out half of it, compress it even further, and convert it into a BMU.  The problem is, when you buy a song from Apple , it has all of this protected crap on it which makes it difficult to do anything with it.  So, I will have to try to get the track another way.  Damn you Apple!

Till tomorrow...

1/21/06 -Saturday:  VERY PRODUCTIVE DAY!!!
I definitely had a fun filled day of development today.  I was not bothered by a lot of real world distractions, besides getting a haircut, watching a little of the History Channel, and replying to a very interesting thread over at the Bioware Modules Forum.

So, I probably haven't mentioned it, but I have been working on a new cut-scene.  So you are thinking, "So, who cares...You are always working on a new cut-scene.  Speaking of which, stop!"  Well, I have to say, I am very pleased with the results of this cut-scenes.  There are a bunch of scenes I have envisioned over the years, and I have had the opportunity to implement them in Cry The Beloved.  This one in particular came out very good, and I think this might be one that people don't want to skip until they have seen it more than 3-4 times:)  I am usually not cocky about things, but I really do love this new cut-scene.  And yes, I am still following my new formula.  As soon as there is a lot of dialog in it, I switch to the standard NWN dialog screen (are you people happy now!) :):)

I just have to finish up some of the placeholder dialog, implement the skipping functionality for it, and I can wipes my hands clean of the situation.  As I mentioned earlier, development has definitely sped up.  One thing that has helped is my increase in system memory, from 256 MB to 1.2 G.  Another thing (I think I have already mentioned this) is the fact that I have found out about hitting the F9 key while working in the toolset.  For those of you who don't know, doing this will quick launch the game, without you having to select anything.  The only bad thing is that it automatically loads the 1st character in your local vault directory.  I got around this by deleting all characters from there, except for the Aramus/Challseus ones.

The next thing on my plate is implementing some new Unison Abilities for Aramus/Clopon, Aramus/Challseus, etc.  This definitely long overdue, and I have to take extra care with it.  I don't want anything overpowering, yet the player has to feel cool when they get it to work.  Again, another one of those fine lines I have to walk carefully...I have had some ideas in my head for the past couple of months now, but I got some really good suggestions from some posts at the Cry The Beloved forum, which I think I will implement.

Speaking of which, things are going pretty well there.  A lot of bugs have been documented there, and it will be so much easier to check back there for other bugs when I go into polishing mode again (hopefully, in 2 weeks).  One particular part that I like is the Character Development forum.  Here, everyone can debate about the story, life, and future of various characters from Rose Of Eternity, such as Castias, Kain, or Adelas.  I already have some foundation stories, but it always hopes to get other perspectives.  In and all, I am glad it was set-up.  It may not get all of the traffic in the world, but it's all good:)

Well, I'm off to do something I didn't think I would do for a LONG time...Replay The Coming... There are 3 reasons I am about to do this.  One is, see if the current party member AI issues I am getting exist in it.  That will tell me something broke when I updated to 1.66 (yeah, it was that long ago I played it).  The 2nd reason is because I want a fresh Aramus, exported from The Coming, which has everything.  I want to be able to balance Cry The Beloved using the best possible character that would be available, and then work my way down from there.  The 3rd is quite simple.  I want to remember what annoyed me about The Coming, and make sure I don't repeat it in Cry The Beloved (and I am not talking about inescapable cut-scenes:))

Till tomorrow...

1/20/06 -Friday:  SOMETIMES, I HAVE SOME GOOD LUCK...
So, I woke up this morning feeling a lot better about last night.  When I attempted to go to work today, there were some train delays.  I e-mailed my boss, and miraculously, he told me to just stay home!  I was so very very happy.

Once I got back home, after checking some work e-mail, and checking with my boss what I was supposed to do, I did some coding for a project I worked on 3-4 weeks ago.  Once I was finished with that, I really didn't have anything else to do, so I began to work on the game again.  After a couple of hours, I had to stop again for about 40 minutes to call into work for a conference.  After the conference call, I of course went back to developing.

Everything at the new forum is coming along very good as well.  There have been so many posts, it is difficult to sift through them.  I tried my best to answer as many questions today, but I know that I am going to have to take at least 2-3 hours tomorrow morning to answer everything.

Till tomorrow...

1/19/06 -Thursday:  I REALLY, REALLY, REALLY NEED TO LEARN HOW NOT TO CARE ANYMORE...
Yes people, it's my bi-weekly I am so damn pissed at the world because someone who OBVIOUSLY should have played my module, DID play my module, and then dropped a vote of 5 on it.  He/she even stated in their comment that they don't like console style RPG's, or Japanese style RPG's.  Now, I really feel like this person wasn't a troll, but I can't keep my feelings inside anymore.

For the past few months, every 10-15 votes I receive, I get a vote of 5 or less from people that attempted to play a module that obviously was not something they should have tried.  I just don't know what to do, except find ways to stop giving a damn...

I mean, ever since I have been getting more exposure (IGF Modding Competition, Interview, etc.), my rating has actually been going down.  Here's an interesting stat.  Some modules that are rated lower than mine have never received a vote lower than 9.  No vote lower than 9!

Sigh...I just don't know.  Sorry for the rant, but it just pisses me off so bad.  I am literally scared every time I go to my download page, because I now expect to get votes of 5 or lower...The only thing that I can think of is to just get it through my thick head that I will continue to get low votes, because my module is not the standard NWN module, and since it is highly rated, I have a higher chance of getting a lower vote from someone who the module is not for...It's sad, but true...

Actually, I am starting to understand how famed module author Rick Burton feels.  Since his modules are so beloved by so many people, he endured so many low votes from people expecting too much, or just trying to bring him down.  At one point, he essentially said "screw the community", and stopped posting for a while (this was before he got hired by Bioware).  I am not comparing myself to him in anyway, but mentally, I feel like I can really understand how he felt.

I wish it could just roll off my shoulder, like some other module authors (whose name will remain anonymous), but it is just so damn hard. There is no logical reason why I should be pissed at these votes...I...just have nothing to say anymore...Perhaps this will give me the reason to really strive to stop caring what people think.  Once I get like that, my NWN life should be easier for me...

Till tomorrrow...

EDIT: I actually accomplished a lot of stuff today, and was looking forward to writing this update, but I will just wait until I simmer down...

1/18/06 -Wednesday:  I'M ON A ROLL!!!
Well, I just have to give myself a pat on the back, because I have been consistently getting a lot of work done every day for the past week or so.  In fact, I probably finished more this past week then when I was on vacation.

On the train ride into work, I created the boss fight, and interestingly enough, it just worked, with no problems:)  On the train ride home, I began to work on the next area.  I have successfully added a new custom track for this area, as well as some nifty CEP placeables that will make the area seem more authentic.

The reason I have been flying through the creation of these areas is because I'm not just sitting there and adding every detail now.  I have other people depending on updates to the ALPHA, so I had to change how I develop.  Once I get stuff that works, adding in other stuff, such as full edited conversations, can be done later.

I do want to talk about one thing however.  There is a discussion over at the NW Modules Forum about what setting people like to play modules in (i.e. Forgotten Realms ).  Well, I just have to say, people are really passionate about this stuff.  The thread just popped up yesterday, and it is already at 8 pages!  After reading through it, I have come to realize that I really have nothing to add at all.  I guess I am just not in the right frame of mind to care about these worlds, and how rich they are in detail.  It is all very foreign to me, and as I never played PnP DnD, I guess I will never understand it.  With the way people feel about DnD in general, I am amazed I am even able to make a module that people play!

I was thinking about it the other night.  I have around 7800 downloads...My module, as you all know, requires a pre-made character, and is not a typical NWN module.  Yeah, yeah, we all know that.  I just sometimes wonder how many more downloads I would have gotten if people were able to create ANY class/race they wanted to.  I wonder how many more I would get it is was set in the Forgotten Realms.  Now, I am not about to change what I am doing, but I just sit back and wonder about it sometimes...

Till tomorrow...

1/17/06 -Tuesday:  CATCHING UP AT THE ALPHA FORUM...
So, today was a little interesting, to say the least.  I put the finishing touches on the design of the current area I am working on.  For those that have been paying attention, I essentially finished up the design of 2 new areas in one week.  That might not seem like much, but you have to take into consideration the fact that I designed 4 new custom enemies, 1 of which is a boss, 3 of which that have new custom abilities.  In fact, I am creating the boss sequence right now.  Lets just say that I am an avid listener to what people want, and I have seen many times that people like the ability to deal with conflicts in a peaceful way.  This concept  is totally foreign to me (never had the chance to NOT fight an enemy in a console RPG), but I think I might use it regarding the boss fight I am about to script.

Everything I did today was done on the train.  For whatever reason, I have been able to stay awake on the train.  Sadly however, something is wrong with my battery for my laptop.  It just doesn't last as long.  Maybe after a while, the battery won't recharge to its full potential.  This being my 1st laptop, I wouldn't know.

The reason why I did not get any development done was because I had many topics to reply to in the new ALPHA forum.  Yesterday, I posted that it might take some time for things to get moving.  Well, I was WRONG.  There were about 9-10 new topics that were started yesterday.  Unfortunately, I was tied up at work, because we have a company meeting from 10:00am - 11:00am, a planning meeting from 3:00pm - 4:00 pm, and a workshop from 4:30 pm - 5:30 pm.  In between the meetings, I was working with a new programmer in the group, and of course playing a little foosball.  Damn I really love that game...There is so much strategy that you pick up over the months...Anyway, I usually do my forum posting at work, and since I didn't have a chance, I had to do it at home.  Not that I had any problem with it though.  On the contrary, I was VERY pleased to see people getting involved so early.  We have a couple interesting threads going.  One is about the Aramus' Last Resorts, and how it is difficult to determine when it can be used.  After some discussion, it has turned out that I made an assumption that I shouldn't have...The exact moment when Aramus' life drops below the target %, he can use it.  However, due to a heartbeat script I am running, the prompt might show up a couple seconds after it is ready.  So, I made the assumption people would know they don't have to wait for the confirmation.  I of course new this because I wrote the damn thing, but I am now finding out it wasn't as clear to everyone else.  We have a couple of solutions on the plate, and I will confirm them with everyone on the forum Wednesday at work, assuming I have the time.  Another thing I did was set up the links for all of the ALPHA downloads at one place in a "Downloads" forum.  Now, it probably makes a lot of sense to do this earlier, but I have been so damn busy, that even taking on easy tasks is an issue.  Oh well, it's done now!  All in all, as long as people still give a damn about Cry The Beloved, this forum is really going to be great.

Finally, as a funny aside, not sure how it is in the rest of the world, but in New York, McDonald's is having a promotion till the end of January, where you can get a 6 piece Chicken McNugget for $1.  I work with a lot of people who will go anywhere when there is a sale.  So, about 5 of us walk down 7th Avenue towards a McDonald's, and the place is packed like hell.  Anyway, once in line, someone asked me what I was going to get, and I said "I'm getting 3 six piece McNuggets, why else would I be here?".  Then, some lady in front of me turned around and said that was her reason to.  Then, someone said the offer wasn't good in Manhattan.  So, about 8 of us (not my friends, just strangers who wanted their damn Chicken McNuggets) asked the manager, and they said the deal doesn't start until Wednesday, even though all commercials said it started on Tuesday.  At any rate, once that info got out, I thought there was going to be a riot.  You know how it is when you get a mob of people with similar feelings towards something?  That mob mentality thing?  Well, I was in it.  I thought they were going to hop over the counters and just steal as many Chicken McNuggets as they could find:)  It was crazy.  People were yelling, and eventually, about 75% of the people left, saying they were going to Burger King.

So, did I get mad at the manager you ask?  Hell no...Know why?  I worked at McDonald's for 4 years.  In fact, it was my very 1st job when I was only 15 years old.  So, I can definitely relate.  Not sure why I am about to write this down, but I guess talking about McDonald's is making me reminisce.  When I graduated from High School, I had a scholarship to a college up north from me.  I turned it down, to become a manager at McDonald's.  At the time, I was thinking, "Wow, a real manager.  I can put this on my resume".  I know better now...And that is all I have to say about that...

Till tomorrow... 

1/16/06 -Monday:  HAPPY MARTIN LUTHER KING JR. DAY!!!
First off, happy Martin Luther King Jr. Day!  It does not need to be said why we actually have this day off (in U.S.A. that is).  The man and his family have my utmost respect...

So, I did not get that much done development wise today.  I mean, I did create the blueprint for a new creature, but I did not actually test fighting them yet.  Once I do have this enemy completed, I will be able to move on with the new area I am creating, and get on to the next story portion of the game.  In fact, I designed the boss 4 days ago, so all in all, things seem to be moving quite quick, as expected.

I do have some more good news.  A special forum has been created for all people taking part in the development of Cry The Beloved.  In this forum, people can report specific bugs, where they found them, and how to reproduce them.  It really streamlines the process, as now I only have to see 1 bug report, instead of multiple ones.  It is also better that more people can get involved in the discussions about them.

Another part that I just added earlier this afternoon is a place where we can brainstorm about ideas, such as new Last Resorts, or new types of weapons.  Getting multiple people in on the effort is key, as this was how myself and my co-writer Brian Rhodes worked.  I would come up with a good idea, and he would make it better.  Simple, yet effective:)

As of now, this forum is only open to whoever is working on Cry The Beloved, but I hope to have other categories that anyone can post in.  An example of this would be making the Brainstorming category public, so everyone could have a say in it.  I think that it will be quiet for a while, but once more people start posting, activity might pick up.  I am really trying to make this a community effort, so it would be very cool if this forum thing really works out.  In fact, hopefully tomorrow, I can spend some time creating some more topics that people can post in.

Till tomorrow...

1/15/06 -Sunday:  I AM A FINALIST IN THE GAMASUTRA - IGF MODDING COMPETITION!!!
Well, the title says it all.  I am a finalist in the Gamasutra - IGF Modding Competition The other nominees are Scotok's Bitter Harvest , enoa4's Hythium II: The Halls Of Kilgrim , Mad Wombat's Runes Of Blood , and The Guildhall at SMU's The Hunt .

To say that I am extremely pleased would be an understatement:)  I am ecstatic!  Just for some background, I found out about this little competition back in mid-August.  For those that don't know, I released The Coming on July 6th (I will NEVER forget that date...).  So, when I heard about the competition, it was a no brainer to submit it.  I had already done all of the hard work, so why not?  However, about 3 weeks before the deadline, I decided to make some last minute changes to the module.  One was adding more type of upgrades ( Illuminate, Elicit, etc. ).  Another was attempting to implement cut-scene skipping (yeah, we all know how that turned out...).  I vividly remember some people complaining that it was taking time away from Cry The Beloved, but I knew it was just something that I had to do.

Once I had it submitted, I sort of forgot about it.  At the time, I really had no idea what my chances were, and who the judges were.  The way I looked it was, if the judges were looking for the best DnD game made with the Aurora Engine, then I wouldn't win.  However, if they were looking for the best RPG made with the Aurora Engine, I figured my shots were better.  I still don't know who the judges were, but I believe they will release the names soon.

So, now that I am a finalist, I have to prepare for my trip to San Jose, California.  If you want to know all the details, just read the link I posted in the 1st paragraph.  Essentially, I will have to demo the module in front of people at a booth for 2-3 days.  The funny thing is, my company ( Zingy ) will be at the conference as well.  What a weird coincidence that I have been begging my company to send me, and now I have a reason to go.  It would be cool if I even had a booth next to my company's:)  Anyways, showing the game should be easy.  I can just start off with the trailer, and then have some pre-saved games of certain areas where they people can see the combat in the game, most likely in North Shinkara Forest.  I can even use this time to premier Cry The Beloved:)

So, what I am about to say will probably shock 95% of you...I will NOT be that upset if I don't win the competition.  I am looking deeper into things.  By this time, everyone knows I want a job in the game industry.  Well, I will be SURROUNDED by people from the industry the entire time I will be there.  This will be my chance to do meet and greets with them, explain to them my passion for video games, and see what they can do for me.  So, in other words, this is just another opportunity to get my name out in the public eye.  I have to strike while the iron's hot, and this is the time.  I will have to do a lot of research on all of the important people that will be there, and see how I can approach them.  Yes, I will be that annoying guy running everywhere with my laptop:)  I am literally willing to do anything, and that includes annoying the hell out of people:)  Now, I know there are a lot of skeptics out there that say the chances are slim to none, and that I shouldn't waste my time.  Well, they are right about one thing...The chances are slim to none.  However, my feeling is, you will never get anywhere in life by sitting back and thinking everything is impossible. 

You know, it's funny.  I was just talking to both my Father & Mother, and they were telling me how they used to worry about me as a kid because all I did was play Nintendo.  Kids used to tease me in school because all I ever talked about was video games.  I had every issue of Nintendo Power, and knew all of the secrets to every game, including the infamous Konami code (Up, Up, Down, Down, Left, Right, Left, Right, B, A, Start).  I actually came up with my own designs for bosses for the Mega Man series.  I brought my Super Nintendo EVERYWHERE I went, including to my grandparents apartment in Brooklyn, New York,  and my other grandparent's house in Chicago, Illinois.  I used to hum the music to Final Fantasy 4 & Actraiser while I studied.  I daydreamed about the opera scene of Final Fantasy 6 while in church.  I skipped football practice and had to run for 30 minutes straight, just so I could be the 1st one to get a Nintendo 64 along with Mario 64.  I drove around for 5 hours and went to over 16 stores with my co-writer, Brian Rhodes just to be able to get a copy of The Legend Of Zelda: The Ocarina Of Time.  I mentally developed what would become Rose Of Eternity for 7 long years.  And you know what?  I am DAMN PROUD OF IT!  I would never be where I am today if it wasn't for my prior actions that some would have classified "uncool" back in my high school days.  Sitting back, reflecting about all of this really makes me feel good.  They are such great memories, and hopefully, 18 years from now, I will look upon this period of my life the same way...

Till tomorrow...

1/14/06 -Saturday:  DAMN AI...
So, even though I added an extra layer of functionality to the party members of Cry The Beloved, something else has happened, where they are not making the correct decisions in combat.  Some of my ALPHA testers pointed out that in combat, the casters wouldn't always cast their spells correctly.  I have confirmed that sometimes a caster will begin casting their spell, and then in the middle of doing so, will stop, and sit in their combat stance for a couple of seconds, and then attempt to cast again.  I might have narrowed down the issue last night, but it is undoubtedly something that I did when I added that extra layer of AI:(

On a more positive note, I have been listening to the music for Hitoshi Sakimoto lately.  He is well known for the music he composed for Final Fantasy Tactics.  I in fact used 4 of his pieces in The Coming, and I think I will make more use of him in Cry The Beloved.  There is just something delightfully different about his music that I really like.

Finally, due to popular demand, I have decided to make use of another track.  This track was played during the cut-scene where the player was 1st introduced to Aramus & Clopon in the beginning of The Coming.  Well, quite recently, I have received many e-mails from people telling me it was their favorite track.  For whatever reason, I only used the track once, but since people like it so much, I have to use it in Cry The Beloved:)  That said, if you have any tracks that you really liked from The Coming, shoot me an e-mail, and I will let you know if I plan to use it in Cry The Beloved  or not.  Remember, since the majority of people usually only tell me what they don't like, it is hard for me to gauge what they do like (musically that is...):)

Till tomorrow...

1/13/06 -Friday:  DECISIONS, DECISIONS...
So, even though I know what I have to create next, I am a bit unsure on how to proceed.  Up to this point in the game, there is a medium amount of combat.  As far as I am concerned, the majority of it is plot related.  Also, I wouldn't consider the amount the isn't plot related to be viewed as filler either.  Being the type of designer that I am, I will not just put in combat just for the sake of making the game longer.  However, I do think the player deserves to have a little extra combat, if not for anything else, than to enjoy some of the new custom abilities.  It is a fine line that I am walking, but hopefully, everything will work out.  I actually should talk this over with some of the ALPHA testers, to see how they feel about the combat thus far, and if they wouldn't mind some more.

Till tomorrow...

1/12/06 -Thursday:  JUST WHEN I THINK I HAVE SEEN EVERYTHING...
So today was interesting, to say the least.  I woke up with intentions of going to work, but when I looked in the mirror and saw that my eye was still swollen, I decided that I just need to stay home and take care of it before it got worse.  

After resting for a bit, and keeping a hot damp cloth on my eye, I decided I might as well take advantage of my misfortune and get some development done.  I'm not sure, but miraculously, I ended up basically finishing the new area I started creating a few days ago.  I even fully implemented a new custom enemy, with Last Resorts and everything.  See, I knew things would go faster now that I was creating the more linear parts of the game, but I didn't think I would work this fast.  So, reiterate what I have done over the past 3 days, I have created a new area, and 3 new custom enemies, 2 of which that have custom abilities.  I will finish implementing the custom ability on the 3rd enemy tomorrow on the train ride into work.  There are also other things I need to add to this area, but the foundation is more than done.  All it really need is some of my patented polishing:)

So, as the title of this update suggests, something happened today that just shocked me.  Anyone who truly knows me, knows that I am a stat tracking fiend.  One thing I keep a close eye on is the stats regarding this very website.  I mean, lets be honest.  I would not be writing these updates everyday if no one was reading them.  On the contrary, seeing how many people come to this page everyday gives me more of a reason to write.  I won't disclose the numbers, but lets just say that last month was the best month ever, in terms of traffic to these updates.  In fact, the numbers have steadily grown since I started doing these back in late August.

At any rate, there are other things that my tracking software tracks, such as keywords people search for.  I always look at these, but when I was checking them this morning, I noticed one that made me laugh out loud.  It was, " Toman how to cook fish".  At first, I had no idea what it meant.  Then, a light bulb went off in my head.  As some of you may know, in The Coming, there is a quest where a man asks you to get some food from his wife.  When you give him the fish, he complains about it not being cooked.  So, apparantly, whoever was on the site did a search for how to cook the fish:)  Yeah, yeah, I know, it isn't a big deal to anyone else, but it just makes me smile to find out people are coming here looking for other ways to complete quests in this game.  It almost makes me want to go back and add that option.  If I have an extra hour, I might just do that...

Another thing that I never really talked about was the traffic that the other parts of the website receive.  Now, I only really used to look at how many visits I received a day, and I always assumed that every visitor was more or less coming to this updates page.  After checking the numbers however, I can see that people still go to the other pages of the website, almost as much as they come here.  For instance, people are still going to the Last Resort, Unison Ability, & Cast pages a lot.  And I mean a lot.  Another page that gets a lot of hits that is no surprise to me are the walkthrough pages for both Aramus & Challseus.  Anyway, my point for bringing it up is, I feel that I should make some more updates to these pages, as people still go to them.  What I have had in mind for a while is to update the Custom Items page with every item in the game.  On the Last Resorts page, I would list every last resort, along with who can perform them, and what they do.  In general, this website would transform into a full fledged strategy guide.  Especially since I know everything that is going to be in Cry The Beloved, people may become overwhelmed with everything in the game.  This of course is still a little brain child of mine, but perhaps I can find time to slowly do this on breaks at work...

Till tomorrow...

1/11/06 -Wednesday:  AND IT BEGINS...
Well, let the madness begin!  I have already started to get e-mails from many of the testers, as well as others who want to be a part of the ALPHA.  Last time, things were hectic, although I was a little under the weather, so to speak.  This time however, I will try my hardest to answer e-mails within the hour I receive them.  So far, I have been pretty good.  As I mentioned last night, a problem was pointed out to me late last night, so instead of going to sleep early, as I wanted to, I stayed up, and addressed the issue.

So, keeping with the trends of my life for the past month or so, I awoke to find out I have a swollen eye, or as some people called it at work, a sty.  I don't know how the hell I got it, but at this point, I am not even surprised at all.  It guess it is just my lot in life...That said, I was able to leave early from work today, which translates into me being able to get more work done than I had initially anticipated.

What I did do today was continue working on the new area, as well as getting the foundation of 3 new custom enemies finished.  I toyed around with how I wanted the area to look like for about 2-3 hours today, by continuing to change to lighting, elevation, etc.  I have almost come to a decision, but I am not going to rush anything.  For all of my worrying, things seem to be on schedule.  I think one thing that made me worry was that things that should have been easy took forever, and things that I thought were difficult were finished in a day...Go figure...

I will try to knock out as much as possible, because I expect to be dealing with A LOT of e-mails over the weekend, concerning the ALPHA.  I have to say, now that I have others helping me with Rose Of Eternity, I could easily spend up to 4 hours just sifting through e-mails and such.  It is a very ambitious task of trying to coordinate everything, and I know I am not perfect.  I know there are things that could be done more efficiently.  This is all a learning process, and I am very blessed that the people I have been working with are ALL accepting of this fact.  Many thanks to all of them:)

Till tomorrow...

1/10/06 -Tuesday:  MOVING ON...
So, now the ALPHA is signed, sealed, and released.  And of course, there was a minor incident with a missing hak, but the issue will be rectified before I go to sleep tonight.  In fact, the only person that pointed it out was Amy Laurin, so hopefully, no one else has had a chance to dig into it yet...

With this new ALPHA , first and foremost, the testers will see 95% of the bugs that they reported fixed, as well as a whole bunch that I discovered, but never said anything about.  They will also get to play with a few new areas, see more of the story unfold, and a lot of other small tidbits that I will not disclose at this time (and hopefully, the testers will not leak anything out as well:) ).  I am really looking forward to their feedback, especially with how I am treating the intertwining stories.  As weird as this sounds, I also can't wait to get all of the bugs.  Now, there will always be bugs during development, but the fact that I have been able to have a good group of people finding them has really been a godsend.  If I ever get a development studio of my own, I know where to go to fill out my QA department:)

As for myself, I was able to start working on a new area, as well as some new monsters today.  For creating the new area, I did my usual routine which includes adding sound effects, changing the fog, as well as some other visual settings.  Then, I simply ran through the area for about 15 minutes, to get a feel for what it will look like when the player goes through it.  I even through in some enemies for fun.  As for the creation of the new enemy, all I was able to accomplish was creating their main weapon.  I did not add any Last Resorts or any other custom abilities yet, as I am still not sure what they will be.

In general, I am going to have to start coming up with some new things to talk about, because from this point on, it seems like everything is a big spoiler:(  Hell, I am even running out of screenshots to post...

Till tomorrow...

!!!IMPORTANT!!! - NWVault community member, and fellow builder Erik Karlsson 'Berra' has a new live journal where he talks about his upcoming module, Surviving Horror 2 Additionally, like myself, he has a need for testers.  The difference is, his module is done, and ready to go.  He just needs a few BETA testers.  If you have a few hours to spend, send him a message at his live journal .  As I have been dealing with my ALPHA for the past month or so, I know exactly how it feels to get the input of others on a module before uploading it to the Vault where anyone can play it.  So, again, if you have some free time, shoot him a message.  Thank you:)

1/9/06 -Monday:  ALPHA V0.30 AVAILABLE TUESDAY MORNING!!!
I am tired as all hell, so I will keep this short.  The ALPHA is complete, and ready to go.  Tomorrow morning when I get into work, I just need to package up all of the new files/haks/music files/etc, and upload them.  Once I do that, I will send out the links to everyone.  Thank you so much for your patience.

Till tomorrow...

1/8/06 -Sunday:  MISSED MY GOAL OF THE WEEK!!!
As you can tell by the title, I missed my projected date for when I wanted the newest version of the ALPHA to be released.  Oh well, it happens:( My apologies to anyone who was expecting it today...

Essentially, after running through the ALPHA , I found yet another bunch of things I wanted to change.  Some people may look at it as being picky, but the ALPHA testers have been very meticulous in finding errors ( THAT IS A GOOD THING BY THE WAY! ), so I just want to take care of as much stuff as possible.  Towards the end of the night, I decided to take a break, and watch an episode of 24 (I have the DVD and love it).

After I release the next version of the ALPHA, I will yet again move on to the next area.  In general, I am quite pleased with how things have been progressing.

The building of Dematol in general has been quite interesting.  I have come back to it more than 4 times after leaving it for weeks at a time, and still haven't finished it:)  It's not that it is a very large city, or anything like that, but there are just so many different checks that have to be made everywhere, concerning who is in your party, what state the game is in, what time it is, etc.  I think it is healthy what I do though, because if I work on it for more than 2 weeks, I start to get burned out, and bored.  So, I will probably leave Dematol alone until the next time I need to get things ready for the next ALPHA.

Till tomorrow...

1/7/06 -Saturday:  MORE CUT-SCENE SKIPPING RELATED STUFF...
I was a maniac today:)  I must have worked on the module for more than 10 hours today:)  No lie...As I have said before, I am not sure why, but since I have been back from my 3 week vacation, I have actually been more productive.  I just feel more inspired let's say...

So, I did have one moment today where I wasn't sure how to proceed.  I have many functions that run at the end of my cut-scenes, that aren't canceled out by using the cut-scene skipping functions of Gestalt's Cut scene Package.  There is nothing wrong with his package, but I was just doing things that aren't conventional.  At any rate, once I figured out how to proceed, it was smooth sailing...Sort of...

Once I got down to implementing the skipping functionality, I realized it wouldn't be as easy as I initially thought.  Well, it wasn't hard, it was just a lot of tedious work.  Which is the reason I spent so much time working.

Luckily, I was successful in implementing it for all of the major cut-scenes that don't end in an area transition.  I just have to add it to some of the minor cut-scenes, such as the ones where you gain a new party member, or special ability.  Once I do that, I just have to go through the game one more time, make sure everything works, and send the links to the ALPHA testers.

Till tomorrow...

1/6/06 -Friday:  PARTY MEMBER ARTIFICIAL INTELLIGENCE...
Today was a surprisingly good day.  I got sufficient rest, and I actually stayed up the entire train ride into work, and developed the entire time.  Since I still did not have much work to do at the office, I fixed some bugs:)

Again, on the train ride home, I stayed awake the entire to develop.  I am proud to say I successfully fixed all of the bugs/issues I had found earlier this week.

Once I arrived home, I began working on something that is very important to me... Party Member Artificial Intelligence.  If there is one thing that people should know about me and my goals for Rose Of Eternity, it is that I want to bring party member functionality to the next level.  I already started the process with my Unison Ability system...The next thing on my list was to extend the existing AI system for my own needs...

So, tonight, I wrote the core part of the scripts for how the party members in Cry The Beloved handle equipping weapons/armor, as well as how to intelligently switch weapons/armor in combat.  Since I know all of the possible weapons/items that will be in the game, writing the code was quite easy.  I worked in a lot of other nice features that I can't really go into detail right now, but will definitely make things easier for the more casual player...Tomorrow, I plan to take another quick run through of the game, and then start packaging up all of the files for the ALPHA testers.

Till tomorrow...

1/5/06 -Thursday:  GOOD, SOLID DAY...
So, the burning question in everyone's mind is, did I stick to my plan?  Well, yes, and no:(  As some of you may know, the Rose Bowl was on Wednesday night, and since the game was so good, I couldn't go to sleep on time.  In fact, I didn't go to sleep until 12:30 am!  Cut me some slack though, because you don't watch Rose Bowl's like that everyday:)  Because of my lack of sleep, I did not get any work done on the train ride into work. 

When I got to work, I tried not to call too much attention to myself.  I just wanted to sit down, and sift through various e-mails, and in general, not get any new work:)  Well, after about 30 minutes, a worker from the QA department comes over to me and says, "Welcome back Leonard.  I gave you 30 minutes to get situated, and now, I have lots of questions for you..."

That was more or less the MO for the day.  It wasn't too bad however, because it made the day go by quite fast. 

On the train ride home, I did clean up more of the loose ends I had in my notebook.  About half way though however, I fell asleep:)  See what happens when I get to bed late?  Once I got home, I got right to work, since I missed out on the train ride into work, and half of the ride home.  There were so many little things I wanted to have done for such a long time, so I am glad I finally knocked them out.  Tomorrow, I WILL get work done on the train.  That is a promise!

Till tomorrow...

1/4/06 -Wednesday:  HOW TO PROCEED WITH DEVELOPMENT OF CRY THE BELOVED...
Okay, so my vacation is officially over tomorrow morning:(  So, I will just get one thing out of the way.  The ALPHA is not ready.  My sincere apologies to those who were waiting for it, but I wasn't able to get through my my notebook of issues to fix.  However, I am confident I will be able to fix in the coming days.  I will outline how I will do that next...

So, even though development has been coming along quite well, in the honor of the new year, I need to do some re-structuring to better streamline things.  

GET TO SLEEP EARLY

Point blank, during the week, I need to go to sleep a bit earlier...As in 10:00pm...As I will be waking up at 6:00 am to make the train, I will need as much sleep as possible.

LEAVE WORK ON TIME

By following the previous goal, I would have gotten to work before 9:00 am, allowing me to leave at 5:00 pm.  If I can do this, I will get home at 7:45 pm.  This gives me more time to unwind before getting to sleep early.

ONLY DO TRIVIAL TASKS ON THE TRAIN

This is quite simple.  I should stay away from large tasks that could possibly take over 4 hours.  An example of this would be when I was refactoring my summons code.  That sucker took like 4 days on the train!  No more of that I tell you...I will leave stuff like that to be done on the weekends when I can devote more long term time to it.  An example of a smaller task to do would be adding placeables to an area, or fixing typos.

DEVELOP MORE ON TRAIN, AND LESS AT HOME

As the title suggests, I need to do more on the train, and less at home during the week.  When I am on the train, I don't have any of the distractions I would have at home, such as the History Channel, NWVault, or the internet in general.  Following goal #1 (Getting to sleep early), I should be able to stay awake of the train, allowing me to achieve my goal.

KNOW WHEN TO QUIT

This last point is definitely the most important.  I need to know when I am doing too much.  Sometimes, I think I can do it all, but when I think about it, I have been developing Rose Of Eternity as a whole for NWN for over 20 months.  That is a long time to have something in your every waking thought.  In short, it is stressful as hell.  And anyone who was following my updates in the early part of December know the toll it took on me.  As many have pointed out in their e-mails to me, I need to stay alive in order to get Cry The Beloved out:)  I just need to stop pushing myself too much.

Till tomorrow...

1/3/06 -Tuesday:  BOY DO I NOT WANT TO GO BACK TO WORK...
Now, I don't actually go back to work until Thursday, but I am already getting the nasty feeling in my guy.  That feeling that something is wrong.  Yep, the feeling of going back to work:(  Now, I shouldn't complain, because I knew damn well that taking more than 2 weeks off from work at a time would make it harder to come back.  I guess it is what I get...

Seriously though, I truly wish I could do this for a living.  It's not that I don't like my job.  I really do like it when I am there, but the commute annoys the hell out of me, and in general, it was nice to not have to wake up early every morning.  I know that come Thursday, I will have to face the realities of life again, but for the past 2 and a half weeks, it was great!

So, today I did one thing, and one thing only:  Tested the module from start to finish, and write down bugs/issues.  It took me about 5 hours to go through the module this afternoon, and that includes going outside to shovel for 20 minutes, and eating dinner for 30 minutes.  I ended up getting about 3 and a half pages worth of notes.  Boy, am I going to be busy tomorrow:)

Luckily, the majority of the issues were typos and the such.  There were some quirks with my summoning system, but besides that, all is well.  I really wanted to keep going with adding new content, but I knew it would be more beneficial to get this version of the ALPHA out to folks as soon as possible.  Tomorrow, I will begin to fix all of the issues, and will most likely take another run through.  The run through should be quicker, as I won't be reading every sentence of every dialog, and hopefully, if I get them implemented, I can skip the majority of the cut-scenes that don't end in a transition to another area.

Till tomorrow...

P.S.  I think I have found the track I will use for the main theme for Cry The Beloved .  Before, I was thinking of using the track that is played at the end of The Coming when you enter Dematol, but since having this new track of repeat for the past couple of weeks, I am beginning to change my mind.  Nothing is concrete yet, but who knows...At the very least, I will most likely use this one for the trailer that I will release a few weeks before I release Cry The Beloved.

1/2/06 -Monday:  THE "INFAMOUS" RED BERRY QUEST:)
Ah, the Infamous Red Berry Quest.  So many e-mails and comments from people asking why the hell I made them search all over the place for those blasted red berries, just to find out they couldn't finish the quest.  Well, I was feeling very motivated, so I actually implemented the end of the quest.

The end result was quite good.  I'm not sure how I came up with it, but I am very pleased.  In the process, I also ended up creating a new custom item.  So, even though I may have pissed off players in The Coming, I think they will be pleasantly surprised for having so much patience.

I also did some more work today with some conversations (*sighs*) .  I guess I should just stop complaining, because I have a lot more to deal with...

I added some more party member functionality as well.  If you recall, whenever you gain a new party member, I play my signature cut-scene where the camera rotates around them.  Well, the code I wrote for it last year still works for any new party members I come up with.  So, you can imagine how pleased I was when the cut-scene worked perfectly when I was adding a new party member.

I didn't get to mess around with any new custom monsters today, but tomorrow, I will definitely focus on playing through the module, and making sure there are no show stopping bugs.  Have to have that ALPHA ready:)

Till tomorrow...

1/1/06 -Sunday:  ONE HELL OF A YEAR!!!
Well, the title says it all. It has been one hell of a year, and I have to admit, I never in a million years actually thought it would be this good.  Yes, I have had my ups and downs, but hey, that's life.  

So, usually, at the beginning of them month, I reflect on what happened the previous month, and what I plan to do in the coming month.  Well, as you can imagine, I will be sticking with the same theme.  Just replace the term month with year:)

***Warning*** This could get long, so for those that just want to know what I did today, scroll down to see you see the appropriate title.

As I stated before, exactly one year ago, I really didn't imagine I would be where I am today.  In fact, I was on the verge of giving up with development on The Coming.  

If I remember correctly, I was working on the Challseus quest.  For whatever reason, I just started getting various doubts in my head of how successful my module would be.  Plus, I was just damn tired.  I want a life of my own again, where I could actually play video games again.  Luckily, I had just received a laptop for Christmas, so I was able to work on the train ride into and out of work, which helped me a lot.  Then, I just got my inspiration back.  I just felt like I had to finish what I started.

Funny thing is, The Coming was delayed more times than I am willing to say.  I never actually posted anything on any forum giving a specific date, but mentally, I have many release dates for it, that I never obtained.  In fact, I was really close to releasing it in May, but then I went through a period of not thinking it was good enough, which pushed the release date back to the current one (July 6, 2005).

I remember the weekend I released it, I was in Baltimore for a bachelor party for one of my best friends.  Even though I was happy to be around all of my close friends from elementary and middle school, in the back of my head, all thought centered on Rose Of Eternity:)  At one point, I was getting yelled at left and right because I was spending too much time at the main download page, instead of actually hanging out with them.  Thankfully, a community member by the name of DaNippers fielded the majority of the questions, as he was one of the 1st to download it, and go through it multiple times.  Many thanks to him again.

So, the very 1st month was very good in my opinion.  I got tons of downloads, tons of votes, and A LOT of feedback.  Because of the way The Coming was being received, I immediately began to work on Cry The Beloved.  Some say it was a crazy decision, and that I should have given myself more time, but I have to admit...I was addicted to building, and making my long time dream come true...

After about a month into building, I decided to put up the Job Opportunities page, and was totally flabbergasted at the amount of e-mails that I received from people.  I never actually thought people would put in THEIR free time to help me with my dream.  It is a testament to the greatness of the NWN community.  The state of Cry The Beloved could never be where it is now, without the help of everyone.

I often just sit back and reflect on how things have gone from April 16th, 1999 to today.  Just a little vision in the head of myself and co-conspirator Brian Rhodes turned out to be this.  You know what sparked the idea of Rose Of Eternity?  One night, myself and Brian were sitting on a cliff called Khal Rock.  It was the local hangout for everyone.  Right in front of Khal Rock was the Hudson River, which flows from the north of New York all the way to New York City.  There are countless bridges up and down the river, but we were looking at the Franklin Delano Roosevelt bridge.  Then, out of no where, Brian says what I will never forget: "Hey Leonard.  Wouldn't it be cool if in the beginning of some RPG, they were building a bridge.  And, if you actually sat there for many game days, the bridge was actually built?"  At the time, the concept seemed very cool.  Then, we started talking about who could be building the bridge.  Then, and I still don't know how I came up with it, I thought of the name, Defenders Of Legacy.  We now how the bad guys:)  So, we needed some protagonists of some sort.  I will now share some notes I jotted down, straight out of my original notebook.  Now laughing please:)

4/16/99 - When walking though first forest with Hero, masked woman, and wizard, run into many ambushes with enemies.

4/17/99 - In the beginning, credits roll as you're kicked out of beginning village.

4/18/99 - Main 20 year war occurs between Defenders Of Legacy and some other group (note to self, come up with name of other group...).

4/25/99 - "The Coming" - Clopon's Mentor: He is murdered by a lieutenant of the Defenders Of Legacy for preaching about the inevitable fall of them. He is really good friends with wizard (note to self, must eventually come up with name of wizard...).

4/25/99 - "The Coming" - Wizard: He is met in a forest. You find out that the Defenders Of Legacy want to get him also. He speaks of Clopon's mentor and she tells him the bad news. He and Clopon vow to kill the mysterious "lieutenant" of the Defenders Of Legacy.

5/3/99 - "The Coming" - When Clopon and Main Hero meet Wizard, a fight breaks out at his house with some Defenders Of Legacy.

5/3/99 - "Rose Of Eternity" - Source of all life for entire planet. Widely known that when the last petal falls off, world comes to an end. When world is prosperous, and filled with good people, the rose blooms.  When opposite, it starts to wilt. In beginning of trilogy, rose is already wilting. "The prophecy of time" is when someone brings the peace to the world.

...Yeah...Stop laughing now...So, note that I left out the notes that would give spoilers, as there were a lot.  Anyway, as you can tell, I hadn't come up with a name for Aramus, Challseus, or Kain.  Looking back at these notes, they seem very cryptic, and would only really make sense to anyone who knew about the Rose Of Eternity.  Some things that I wrote about 6 and a half years ago actually made it into the 1st game.  Some didn't.  It is still a pleasant trip down memory lane to read through these.  Perhaps I will continue to post some of my old notes this week...

Now that I am done looking into the past, I need to look ahead to the future.  This year has the potential to be better than 2005.  By all means, Cry The Beloved is a better game than The Coming.  It may not get as high a rating, or as many downloads/votes, but I know it is better.  The only concern is, getting it done in a timely fashion.  I know that the population of the NWN community is declining.  I know it will get a bit of a spark right before NWN2 comes out, but for all intensive purposes, it will never be the way it was.  That said, I really need to get it out to reach as many people as possible.  Yet, I don't want to rush it so much that the quality goes down.  It is a weird predicament, but I will just have to grit my teeth and get through it.  Here's to a wonderful 2006! (raises glass of wine in virtual toast).

UPDATES - Actual Stuff People Come To This Page For :) 

What did I accomplish today?  More and more conversations.  If I could go back and design things differently, I wouldn't have had so many damn characters in the game:)  Well, it isn't that bad.  Once I finish it up, I will be moving on the the next combat area for the game.  This is where my talents truly shine (in my opinion), and I always have fun building them, so I can't wait.  Lately, it has been very hard to actually talk about what I did without giving away any spoilers.  In the 1st months of these daily updates, I could freely talk about the work on Dematol, because everyone knew that is where Cry The Beloved starts off.  Now, things are getting harder.  

As far as the new enemies, I have had about 5 new ideas bouncing around in my head, and I haven't actually settled on any one yet.  Hmm, maybe I can just use all 5 ideas:)  3 of them I know without a doubt I could implement.  The other 2 I am not exactly sure about, but I always figure out some weird hack, so I am optimistic.  

Tomorrow, I will hopefully tie up the loose ends with the conversations, and begin designing the new enemies.  After that, I will start taking my full test runs through the game in the hopes of getting the ALPHA up and ready for everybody this Thursday.

Till tomorrow...

 

 

 
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