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Here you will find news, background, and other information about the NWN2 modules I plan to build.
If you have any questions, please contact me.
News:
| 8/27/2008 posted by Adam | It feels like I've been working in the mines for years now. The good news is that things continue to work better every day. The lighting is greatly improved. I added foes and treasures, conversations and journal entries. The sound effects are coming along nicely, from mine car noises to the whoosh of splashing into water.
I spent a bunch of time testing this morning and did run across assorted issues. The hardest to fix was getting my camera object smoothly following the mine cart. A simple ActionMoveToObject failed miserably, presumably because the narrow walkable area made it impossible for the camera to get there. I ended up picking a location behind the cart and telling it to go there, which generally worked okay.
I also tested a couple of the fights, which ended up being extremely challenging. I toned it down, but have yet to test the big, massive fight. I also worry about a couple track-jumps, which I haven't tested lately.
Busy, busy.
| | 8/25/2008 posted by Adam | I fixed the multiple slope cart issue, but have since discovered others. The current frustrating item is that the cart won't jump over the lava properly. It gives up and decides not to risk life and limb. I think the issue is walkmesh related, but we'll see.
The track is laid and the landscaping is done. Of course, I still need to add in some actual adventure beyond the amusement park ride appeal.
| | 8/23/2008 posted by Adam | Well, I've been making progress with the mine area, though the usual amusing bugs are popping up. In this case, the multiple "tilted" versions of the cart are getting all stuck together. While it looks pretty odd, I'm working to clean that up now. There are also issues with the camera and getting in and out of the cart, but I'm slowly getting there.
I still need to do a ton of landscaping, but the track is all laid at this point. Hopefully it won't be much longer.
| | 8/22/2008 posted by Adam | I finished up my Halloween module and sent it off to the Bouncy Rock folks. It's short, funny, and puzzle-oriented. Last night I finished debugging and added voices to the two main characters (myself as an NPC and Grunto, my faithful lab assistant). I'm especially fond of Grunto, who lives to clean up after his master's messes. There are a few in-jokes scattered around, and an odd little treat at the end.
The plan for today is to sink a bunch of time into the Iron Mountain area. Hopefully I can finish up laying tracks today, which is fairly time consuming.
| | 8/21/2008 posted by Adam | The folks at Bouncy Rock are putting together a Halloween themed mod, and asked that I make something for them. If you look closely at the picture, you can get a sense for the theme of my entry.
I'm going to try to keep it short so that I can get back to Dark Waters. I did manage more work on the mines yesterday. I'd like to keep that short too, so that I can get things to the point where I can wrap up the majority of the work and start moving into the testing phase. Testing usually takes months, so I'm trying to plan accordingly.
| | 8/20/2008 posted by Adam | I continue to slave away in the mines, making a huge amount of progress yesterday. At this point the cart nicely moves about on the tracks. I want to speed it up a bit and make the turns more smoothly. It also looks weird going up and down slopes, but I think I have a fix for that too, using visual effects of different models applied to an invisible human. Sneaky.
| | 8/19/2008 posted by Adam | I did a bunch of debugging and tweaking yesterday with the Serpent Isle area, though I still need to hunker down and do another testing pass.
Last night I worked more on the mine carts, doing a quick demo to prove to myself that it generally works. I didn't quite plan on sticking the PC visibly out of the mine car, along with the rest of my party in tow. It makes for an amusing sight, but I don't think it's quite what I'm shooting for.
| | 8/18/2008 posted by Adam | It's been a few days, interrupted by a mosquito-filled camping trip, but I'm back into the saddle again. I have a list of bugs and tweaks to work on for the Serpent Isle quest. Hopefully it won't be too hard to finalize.
I've been helping my son work on his "pirates versus ninjas" area. On the long drive to go camping, we worked up a backstory and some motivation. Mostly he's been doing area creation, and only occasionally getting frustrated. I may assist with some of the final terrain texturing, but generally it looks pretty good.
I'd love to work on my mine cart roller-coaster concept, but I'm not sure how much time I'll get today.
Finally, it looks like Bioware has confirmed a toolset for Dragon Age. I don't have any Dragon Age plans at the moment, but it's nice to know there might be options down the road.
Update: I had forgotten, but AME posted a new interview with me from awhile back.
| | 8/15/2008 posted by Adam | I spent a lot of time testing and coding last night, and again this morning, though I mostly just made a new list of issues. It's coming together really well now. My favorite part is telling Heather and Daniel to go off and do assorted useful things while you fight the undead. Heather sets up traps (which the villagers annoyingly set off at the moment) and Daniel helps round up the villagers and get them to the safety of the animal pen.
I still have a few more bug passes to go before things look good. There's also certain sections that are untested that I need to get to. Still, it's coming together nicely.
While I finalize that area, I switched over to Iron Mountain. I'm going with a roller-coaster theme, with mine carts rolling around the map. So far I just have a few sloped mine track placeables I've created and some proof-of-concept areas. We'll see how it turns out.
| | 8/14/2008 posted by Adam | I finally got some time to test this morning. Sure enough, things failed horribly, but I think I'm getting closer. The first issue was that I simply forgot to attach my scripts to the right places in the dialog. That was easy to fix, and I was off testing again.
The second problem is that the zombies can walk through tiny gaps in the wall. I think I get to make big sections unwalkable to prevent it, which shouldn't be too hard.
The final issue is that some of my key NPCs run off and fight zombies instead of doing their assigned tasks. I added a bunch of debug code and hopefully can figure out what's going on during my next testing run.
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