Can't let a little something like nap-inducing turkey drugs keep me down though. I've been toiling away at SoSII:BtH trying to get at least the core plot playable all the way to the end. It is then that I will step back and see where some additional fleshing could be used. Although I do want something playable very soon so I can begin releasing a few beta-tests and identify potential problems and head-scratchers before things go too far.
The good news? The module is very playable/testable (whoah, gotta be careful with THAT word) in both Evertide and the Great Forest. The trick will be merging these two areas together without delving too deeply into some of the sidequest action planned for Evertide.
I am about 1 or 2 areas shy of a total, only about 1/3 of the conversations, and the module is still approaching SoS:tRoK size very rapidly. Needless to say, for a throwaway middle adventure, this thing is turning into a behemoth. Not that I'm complaining, it is just funny how quickly things can snowball, even when adhering to a predefined scope.
I had originally planned ending this module with a little romp through some dwarven mines. I may cut that portion depending on size/time limitations (and the fact that I can't easily integrate RWS Deep Tilsets). Not that I couldn't make do with the default tiles, RWS has just done such a stellar job that it really pains me to leave it by the wayside. I'll have to see how the flow of things goes to judge how far to take the ending.
One of the most lacking portions of the first module seemed to be the relationship building with the companions. While they all had their own agendas and motivations pretty well laid out and diversified, there seemed to lack the casual conversation and comradery aside from the speaktrigger huddles that took place from time to time. While I'd really like to expand on that in this module, I'm not sure if I will have the time to do so. The upcoming few weeks will determine how much I can get done before the close of 2007, and how much room for improvement and time to do so remains. It's not that I'm necessarily looking for talented individuals to step up and take care of some of the more intimate portions of dialogue...however if one were to fall in my lap (figuratively speaking of course).
In the back of my mind, I am slowly developing some finer detail for the third (formerly second) module, Crusaders of Shalihir. I am going to make sure that this module completes its intended purpose of setting things up nicely for the remainder of the story. I really dislike the idea of going back and retrofitting in clues and nods to things that will become relevant later, so I want to make sure I have it right the first time. I also like some of the rough layouts I had done up for a few areas in part III, and cannot wait to get back to them.
By the close of this coming weekend, I'd like to have a playable module all the way up to the druid grove. I'd also like one million dollars so I can work on NWN fulltime, but eh, whattyado?
Sands of Solvheil Series
Design Document for Sands of Solvheil I: The Ruins of Kazatharis
Design Document for Sands of Solvheil II: Beneath the Hearleforne
Design Document for Sands of Solvheil III: Crusaders of Shalihir