Sunday, January 18, 2009

Another LSS

I just decided I'm going to stop explaining away my endless delays with posting updates. Suffice it to say, I'm somewhat resigned to my life no longer being as it use to be in my twenties. Back in the days I was doing the SG series, I pretty much had one job and fun time, a good portion of which was spent modding. Now, I have two jobs (three, including Ossian), one house to maintain, two dogs, and what's left is devoted to fun. Unfortunately, that means progress can be slow at times, and there always seems to be some crisis or another. I'm beginning to contemplate the notion that TMGS will be my only individual contribution to NWN2 and maybe my last individual project at all. Eh, maybe it's pessimism. I'm crawling steadily closer, yet I still feel maddeningly far away.

At least I made good progress today, but since the last update, not so much. I've only scripted a whopping 10,000 words, although a couple of those conversations were pretty hardcore. Also - most annoyingly - as I've wended my way back through the Act II dialogs, I've found several points where I meant to add some things that I forgot to. In other words, the PC is supposed to be able to ask a character about this or that, but I never included it. So I've cleaned a lot up and also added another short dialog. All-in-all, I'm a little more that 52% done with the conversational scripting.

I understand that the next patch comes out next week. If so, I'll switch back to testing Act III and finish that up. As it is, I don't have much longer in Act II until I've progressed enough for some actual screen shots with like, action and words and stuff. But who knows if that will be before or after I officially finish Act III and burn it to a disk. As it is, you'll just have to settle for this Load Screen Sunday. It's from the upper floor interior of the abandoned lighthouse.

Tuesday, January 6, 2009

Happy New Year Everybody!

Another year older, and hopefully another year wiser. Anyway, lots has happened since the last post - all sorts of things to fill up my day. I had several days off for Christmas and the New Year, and I was always planning to do two things: 1) clean out my garage and 2) Maimed God's Saga. Then, right as my vacation started, my car decided to crap out, and I ended up having to sell the remains of what was left and buy a new one. Then my computer decided to freak out as well, so several days were lost as I tried to resuscitate it. On top of it all, my parents very unfortunately gave me the DVDs of the first season of HBO's mini series Rome for Christmas, and that has diverted several hours of my time away from Maimed God activities. As an aside, I've only watched eight of the twelve episodes thus far, but a review will follow when I'm done.

In the middle of all that, I did manage to script about 24,000 additional words of dialog as well as several associated scripts (speak triggers and so forth), wrote an additional two dialogs that I had mysteriously forgotten, and heavily edited a third that I didn't think was up to snuff. So progress was made, but not nearly what I had hoped for. Most of that work was done on the last two days of my vacation, so I'm convinced that if I could scrounge up about three to four more days of solid work, I'd be finished with the scripting at least. Unfortunately, it's more likely to continue as a few hours here and there for at least the next two weeks.

So I just blew off two load screen Sundays, or at least one - my computer was crapped out for the other. So I'll do a Load Screen Tuesday and give you two rather dark and (hopefully) moody shots. The first is the crypt below the cathedral wherein lie the remains of the Lords of Navatranaasu.

The second load screen is for the exterior of the ruined light house across Lake Navatra from the village.


Sunday, December 21, 2008

Load Screen Sunday Once More

As Liso so kindly reminded me, I've not done a load screen Sunday in a while, so I'll catch up in a big way today. The following three load screens are for the first and second floors of the VanGhaunt mansion and the Navatranaasu cathedral. All three are essentially screen shots I've already given months ago, but I promise that next Sunday will be something heretofore not seen. Once again, the mansion maps can be found in this post. The first floor screen is of the Gallery of the VanGhaunts and the second floor screen is the sitting room of the PC's suite.

As I said in the comment section of my last post, the bad thing about working on Act III was that I couldn't post any screen shots. A big twist occurs at the end of Act II and so anything I post from Act III is by definition a spoiler. Now that I'm back on Act II, more screen shots will be forthcoming, especially once I get most of the scripting done and I enter testing.

As for progress, this weekend I knocked out the scripting for almost 10,000 words of dialog, including Jellica's 6800+ word behemoth. That accounts for a little over 12% of Act II's total. With lots of holiday days in the very near future, I expect that I'll move fast over the next couple weeks.

And now the load screens:


Thursday, December 18, 2008

Something New

What the heck. We all need to try something new every once in a while, so I'll try a new template for my blog. I'm not sure about the look, but we'll stick with it for a while and see how it goes.

Briefly, since the last update, I cleaned up a couple more issues in Act III, handled some outstanding problems from Act I, updated the 2das to be compatible with SoZ, and then spent a small amount of time updating all maps to include some appropriate new placeables from SoZ. Mostly, this included some of the new spider webs in the VanGhaunt mansion, which hopefully lends most of the rooms an unlived-in look. Finally, I perused the available haks to see if anything interesting had popped up since my last look. Sadly, nothing caught my eye.

So there was no further excuse to delay things. On to Act II...

Thursday, December 11, 2008

Ode to an Idiot

Sorry, I just had to. I know football isn't the prime motivator for coming to this blog, but this might interest even non-football fans. About a year ago, I posted a diatribe against my favorite team's most hated rival, the Florida Gators. Occasionally, I look over past posts to remind myself of some things or to link to previous musings. Well...

Yesterday, I took another look at my Gator post to see that another wonderful comment had been posted. A few weeks ago, I removed an inflamatory comment from a poster and I was about to do the same to this one, but then I thought, "Tiberius, what better way to illustrate the idiocy of the average Gator fan than to leave it here." Folks, I may be a fantasy writer (of mods), but even I can't make this stuff up.

Now you may be thinking that I'm being a bit unfair to a whole fan base. I'd love to say that this poster is an aberration, but I can't. Sadly, most Gator fans I know are of a very similar level of intellect. The anomalies are those that are actually decent - and there are a few - but there's a reason that the Gators are hated by pretty much everybody (FSU, Miami, Georgia, Auburn, Alabama, Tennessee, LSU, etc...)

So I'm linking again to the post so that others can read the wonderful comment. For those who want to get right to the good stuff, just highlight below to read. I've not edited a word; apparently, Gators do not understand how punctuation works. Warning, if you're easily offended, don't highlight!

FUCK YOU BITCH FSU SUCKS DICK TEBOW CAN BEAT THEM BY HIS SELF HE IS A STRONG CHRISTIAN THAT IS WHY YOU HATE HIM YOU FUCKIN ATHIEST, OH U NO UR BAD SPORTS WHEN YALL CHEER WHEN HARVIN GOT HURT

It's sad to see how low the educational standards at the University (sic) of Florida are.

Monday, December 8, 2008

I'm Done...

... with Act III's scripting! That's right, after 4 months - 2.5 months not including a 1.5 month break to do little things like a Halloween project - I'm officially done with the "scripting" portion of Act III. I'll still have to tinker with scripts as I continue to test, tweak, and polish, but the heavy-lifting is finally done.

I've also managed to complete quite a bit of play-testing. I've already done three run-throughs of the first half, though there are several more left to do. In addition, unlike my normal methodology, I play-tested each part of the second half as I went, so I actually think that's all polished and done. So I'd conservatively place my testing and polish phase at 50% done, and it's probably closer to 75%.

The bad part is that it doesn't look like I'll be getting to that play-testing for a bit because of a rather nasty bug that cropped up in patch 1.21. In short, the OnEnter trigger for areas no longer seems to be firing conversation commands. In other words, people no longer initiate conversations upon entering an area. I can certainly confirm some head-scratching behavior that left me puzzled for a couple hours before I found that thread, and it seems that the same bug may have butchered MotB and several other user-made modules.

The funny thing was that my pre-release version of SoZ only took me to patch 1.20, and the programming I did during that time worked like a charm, but as soon as I went to the legitimate post-release version and patch 1.21, it got all goobered up. It's baffling how this can happen, but I'm not a programming guru, so I won't rip Obsidian too much until I know more. In the referenced thread, Obsidian has claimed that they will release a patch to fix this in "December or January," so other than a couple more tweaks I can test as is, I'm done with Act III until the next patch, at which point I'll return to finish it off.

So I'm almost on to Act II...

Friday, November 21, 2008

Storm of Zehir Review

Well, I just finished Storm of Zehir. As some may remember, I was quite complimentary of Obsidian in my review of Mask of the Betrayer. I will not be so complimentary this time. Needless to say, SPOILERS FOLLOW. Read on at your own risk.

My Party
I created four characters with the ending levels given:


  1. Male Human: Swashbuckler 9 / Duelist 10

  2. Male Human: Wizard 19 (Enchanter)

  3. Female Moon Elf: Bard 10 / Rogue 9

  4. Female Human: Druid 15 / Fighter 4

So it's obvious that I prefer not to have a "party of freaks" as I have called it before, just the straight-up old-school D&D races. Another thing I concentrated on was playing classes I don't normally play. Therefore, I chose the new swashbuckler as my tank, a druid to fill the divine healer role, and a dual-class rogue/bard as my stealth warrior. I orginally intended to really give bard a good try and only use 3 rogue levels to give a little extra oomf to flanking attacks until I was reminded of the experience penalty for uneven class distribution. That character was about 2000 XP behind the others for the nearly the entire play-through. I learned the following:



  1. Swashbucklers can be mean tanks. I gave him a keen rapier with massive criticals and maxed all the feats to up the critical range and he sliced and diced his way through the hordes. This class will definitely fill a roll in parties I create in the future.

  2. Bards kick a lot of ass too, not necessarily as solo characters, but definitely as amplifiers to allies in their party. I always knew that, but I never really "knew" that. I'm still not enthralled by their spell selection - however, I know I was also using a dual-class bard - but their inspirations and songs are amazing. Bards are in for me in all party-based games in the future.

  3. Druids still don't do it for me. The animal companion isn't overly powerful, but it serves well-enough as a meat-shield. However, the lack of restoration and resurrection spells really lower their effectiveness as primary healers. Back to priests for me.

So now let's get to this expansion in particular

Story
In SoZ, Obsidian went the exact opposite route from MotB. Whereas the first expansion was essentially an interactive novel with a well thought-out and involved story, this one had only the barest bones of one and instead concentrated on a much more open gameplay. What story there was centered on a vague plot by followers of the new D&D version 4 deity of the yuan-ti, Zehir, to supplant Sseth, take control of yuan-ti society, and eventually control the world.

The vehicle used to get the player investigating this is an enforced relationship with a trading emporium headed by a mysterious woman named Sa'Sani. Having crashed in Chult, the party can only get permission to roam around by becoming employees of an established merchant; enter Sa'Sani. After the player uncovers hints of a yuan-ti plot in Chult, Sa'Sani is discredited, and the group is forced to move to the Sword Coast where a couple of Sa'Sani's associates have gone missing. Eventually, the player locates the associates, who are revealed to be agents of Zehir. When the player returns to their merchant headquarters, they find that Sa'Sani has murdered one of her henchmen and fled back to Chult. When the party catches up to her, she reveals the location of Zehir's followers temple where the players confront and kill one of Zehir's chosen. And that's literally the entirety of the main story of the 30 hour expansion.

Sidequests
The lack of an engrossing main story could have been mitigated with a bevy of interesting sidequests. However, SoZ completely strikes out in this regard. I can't remember a single sidequest that didn't fall into one of the tried-and-true stereotypes: (1) fetch-quests - i.e. go get a singing amulet, gather rare resources for the sensate, find exotic locations for Volo, (2) go and conquer quests - i.e. clear firenewts from the mine, kill the Luskans in Port Llast, or (3) kill the evil bad guy - i.e. the priestess of Umberlee. Add a healthy dose of one-off random encounters, and you're left with a game that feels old-school because... well, it is. Other than the graphics engine, this game could have been made 10 years ago. In fact, it was. I think it was called Baldur's Gate I, only that game was revolutionary for its time, and this one most definitely is not.

Companions/Cohorts
Having decided to do a "story-lite" expansion and pushing the idea of party created by the player, Obsidian obviously decided to devote zero time to their cohorts. Apparently, they are almost mute. To be fair, I don't say this from personal experience, but rather from comments I've heard elsewhere. None of the cohorts I came across screamed "take me with you" and it really seemed contrary to the idea of a user-created party game.

Overland Map
The overland map made a big initial impact, but it got tiring fast. One of the big no-nos that any modder learns from his first released mod is to never, ever make large areas that have to be repeatedly traversed during the course of the game. Unfortunately, that's exactly what the overland map is. Once you wander around it once and clear out all the mines, barrows, towers, etc., you're left with what seems like an interminable delay getting from one place to the next. Put that on the Vault, and you get major points deducted for poor design.

Obsidian tried to mitigate this obvious shortcoming by upping the number of random monsters to what I think is an absurd degree. (As an aside, I don't know how everyone on the Sword Coast isn't murdered by all the bands of high-level orc bands wondering around.) Unfortunately, there's only one battle map for any kind of terrain, and there aren't nearly enough different types of monsters to make replaying the same half dozen encounters on the same half dozen maps interesting. It wasn't long until I found myself fleeing from encounters not because I was scared of death, but because I was scared of being bored to death.

Some I have talked to have said the overland map reminds them of the wide-open exploration feeling they had during Baldur's Gate I. I agree to an extent, but there's one important difference. Because Baldur's Gate was still a "point and click" overland map that instantly transported you to the end location, once you cleared a map, you could skip it forever after. In Storm of Zehir, you'e stuck traversing the same terrain repeatedly, always being harried by the same orc tribe that will attack on the same battle map.

Party-Based Conversation
This is one of the few unambiguous improvements. If you're going to role-play a party, it only makes sense that all of them should be able to influence a conversation.

Area Design
Some of the area design was very nice, certainly better than anything I can do, but this comes from Obidian's designers' ability to envision the use of placeables in ways I apparently can't. Almost all of the maps are interiors, as the overland map feature removes the necessity of having normal exterior locations as we've become used to. This is unfortunate, as because exteriors are not tileset-based, they present the freedom to make jaw-dropping areas in ways that interiors are unable to match.

Music
The music was generally decent. The main title is the type of grand sweeping theme reminiscent of old fifties epic films, and it has grown on me over my play-through. The rest of it really doesn't stand out.

Monsters
I was under the impression that there would be several new creatures, but all I can remember is the yuan-ti abomination and the raptor. Maybe the re-tinting of existing models to make the yuan-ti purebloods and grey orcs are supposed to count. Anyway, I thought the models were pretty standard fare, though I do think the death animation of the abomination is a bit odd.

Of course, I have to also mention the same old epic non-epic monster again. Numberless warbands of 10th level orcs, gnolls, etc. There are encounters suitable for 10th level parties without making 1st level monsters into 10th level behemoths. Oh, well. I give up hoping for anything better in these adventures.

Summary
SoZ wasn't really my bag. Although there were a few good points to it, it wasn't nearly able to live up to the standard set by MotB. This game was sort of like what I envision crack cocaine to be like (having never tried it myself). My typical day would be to go to work and slowly have the desire to play build up. Finally, at the end of the work day, I was shaking in anticipation, and I rushed home to get my "fix." Unfortunately, after a couple hours of playing, I crashed when I realized how lacking the game was, so I quit and did other things. The next day, I went to work, and the process started again. Therefore, it did have something to it that drew me back, but it didn't have enough to keep me playing for long stretches.