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On Friday, The Dark Knight hits theaters and I will be there (sans costume, I mean, it's not Star Wars). I'm really looking forward to this as I enjoyed Batman Begins, and found the reimagining of Gotham a darkly beautiful vision. Don't get me wrong, I am a huge Tim Burton fan (when he's on that is) and I was a Michael Keaton supporter since his name was attached to the role. Jack, I mean, don't get me started....it's Jack. He even made Wolf watchable. However, that was the 80's, and as great a decade as that was for its iconic media, it is 20 years away.
The yet unrevealed (or at least I haven't stumbled upon it) is how they well they can pull off Two-Face. By the time Tommy Lee Jones got hold, the franchise had already taken a nosedive into the cheese tray. I'm not familiar with Eckhart, so we'll see. Naturally I hope Maggie Gylanhaal will do a good job filling in for the 'please send help' absent Katie Holmes. After Donnie Darko, how could I not at least give her a chance. Although, it is still a bit odd viewing Gary Oldman as a virtue, but he definately has the Gordon look down. Just slap on some black framed glasses and whiten that hair to a Colonel Sanders sheen.
Anyhow, long story short (too late), here's to hoping this is at least as good as the first one. Anything beyond that is just pure gravy.
Repost from the NWN2 Forums
Details (aka The Pitch):
Want to work on a large-scale/short-term module project in a semi-established NWN2 series? I have come to a point in development and life where putting together a small team to help move things from paper to toolset is the only way that I will complete this third module to the level of quality I am seeking and in the relatively short timeframe.
I have just put the finishing touches on the 2nd revision of the Design Document for Sands of Solvheil III: Crusaders of Shalihir, and completed not only the main story path, but a majority of the areas/npcs/adversaries. Now is about the time when my mind starts to wander to what will take place in the module after this, what little tidbits of information can I throw in here or there, maybe this area needs some more detail, etc.
In short, I am not very good from this point to the finish line, and think the time has come to seek some assistance. The first two modules (The Ruins of Kazatharis and Beneath the Hearleforne) suffered because of my rush to finish and solo status. I would really like this third module to shine above the others and display a look and polish that wasn't possible before.
Below I have outlined some of the areas/positions in which I need the most help. While these are rather detailed descriptions, they don't have to match 100% as I have never been a fan of pigeonholing talent into one box (leave that to ILM). If you would like to work on this module, but feel you would be good at X and Y, but not nessasarily Z, feel free to contact me anyway.
Dialog Engineer
With the central plot already outlined, the story needs translated into conversational and descriptive format which will be delivered via various NPCs, Objects, and Triggers. There will be a fair amount of creative latitude for fleshing out both plot pivotal and ancillery information. Aside from the look and actions of an NPC, conversation is where their personalities should really shine through. An extremely important task is breathing life into the character models.
-Basic Conversation Mechanics
-Creative Writing withing given scope/bounds
-Ability to mix Narrative with Descriptive text
-Knowledge of Skill/Ability Checks, Success/Fail nodes
Cutscene Engineer
I've always been a fan of module theatrics, and this third installment will be no different. I would, however, like it to be better. This is where an individual with a talent for cutscenes would come in. They would be responcible for taking a storyboarded scene, the nessassary NPCs, conversations, etc and melding it all together for those dramatic moments where the player lets go of the keyboard/mouse, and watches the screen with their jaw agape.
-Conversation Nodes
-Conditionals
-Use of Static and Mobile Cameras
-Use of Waypoints & IPoint Speakers where applicable
-Blocking Scripts (NPC Actions)
-Play VFX
-Play Sounds
-Play Animations
Encounter Engineer
I have plenty of battles througout the story, however I don't have the numbers in place. How many, how difficult, how much reward, are all aspects of development that are far from my area of expertise. I am hoping to find an individual who possesses the mind of an Accountant and can easily calculate what makes a challenging encounter for any given class, without venturing into either frustrating or yawn-inspiring territory.
-CR Calculation
-Economic and Challenge Balance Configuration
-Basic NWScript AI
-Onspawn/OnUserDef/OnHeartbeat actions
Heavy Spoilers, however, I have posted the design document for Crusaders of Shalihir to the vault (attached to part II:Beneath the Hearleforne) and linked it above. It is not a finalized version, but does have a decent list of current areas, companions, as well as a storyline runthrough.
It is always nice to have something like this to look back at, modify, adjust to keep all of the smaller Excel Spreadsheets, Text Files, and MindMaps togather in one place. I think I flesh out the design document at this point in the development because I have all of the areas pretty much finished, and just beginning to procrastinate on dialogue.
Well it has been some time since I have made any posting, so I felt I should get something put together. I have really been slacking as far as development goes ever since the release of the second module.
With the release of the latest patch, I will likely take a look at what fixed are needed with the current version and put up a revised build. I do count myself as fortunate that there hasn't been nearly as many problems with this module as there was the first time around. Sure there are always those oddball ones like Speaktriggers deciding whether or not they are going to fire, but I think I have done a decent job of putting in contingencies for that. I haven't had too many reports of game-breakers in quite some time.
I am still working on the third module, just not as gung-ho as before. I will probably return to a more focused development cycle in the not too distant future. You can chalk this lull in progress as 'I gave it up for Lent' heh. So much other craziness to deal with in other aspects that the time has slipped away from me. This is by no means indication that I am growing weary or my attention span has reached its end. I've been in this game since the release of NWN1 and not looking to jump ship just yet.
I don't think I will participate in the area design contest as I had originally pondered. I have seen some really nice areas released to the mod and to even have a shot at taking them on, I would have to divert way too much time to polishing up the few that I had in mind. I would rather spend that time on the story arc and making sure everything lines up nicely. I understand many people felt there were too many unanswered questions after finishing Beneath the Hearleforne and I can promise you those will all be addressed in the Crusaders of Shalihir. While I could have probably done a better job of giving somewhat of a resolution to them instead of leaving them hanging out there, eh, whattya do?
Anyhow, Happy Easter, or whatever you celebrate as we enter hopefully fairer climate. I've finished my last Undergraduate class, doing my churchy type wedding tomorrow (5 years after our initial J.O.P. ceremony...because I'm cheap), and determined that I am about to be the father of a second daughter (oooh man I need a house with more bathrooms and a fortress of solitude). So everything is falling into place and I expect to be back in the swing of module development very soon.
On a side note, I did finally finish the nwn2dieties.2da entries to allow setting specific choices on character creation and level up. This should be a little more 'realistic' than in the first module where I couldn't reveal any dieties until the end.
Builder's Roundtable
When:
February 10th at 8:30 pm or 20:30 Eastern Standard time -05.00 (US & Canada)
Topic:
Modules In Development Live!
Listeners will have to use skype cast and log in. There will be a chat window as well.
This private link once logged in will take you to the discussion room
https://skypecasts.skype.com/skypecasts/skypecast/detailed.html?id_talk=3814349&hash=62f48a276cd0162263f9
Featured Modules:
http://nalencer.blogspot.com/
http://enoa4rpg.blogspot.com/
http://nwn2-zork.blogspot.com/
http://solvheil.blogspot.com/
http://wyrind.blogspot.com/
http://ladyelvenstar.blogspot.com/
http://stygius.com/blog/
http://delaksblog.blogspot.com/
Even though this area is far from done, and won't even be seen until SoSIII, I wanted to throw it up there to see how it looked. I kinda like it.
Anyhow, this is a little motivation to myself to get SoSII released so I can dedicate some more time toward Crusaders of Shalihir. It's been fun and all, but this interlude module has run its course with my interest. That sand looks so flat, I'll have to get out the ole terrain shovel and do a little excavating.
I can't believe I just now stumbled across this. Bookmarked now!