The first module in the series, The Ruins of Kazatharis, is sitting at 24 votes. One away from the fabled 25 votes required for ascending to a higher plane. I wait with baited breath for the next vote to be cast and silently hope that it is a good one.
I've learned, and already kind of known, that different players prefer different play styles. Some think combat was too easy, for others, too difficult. Some enjoy the more freeform parts of the module, while yet others prefer the story based second half. What I take away from all of this is don't change a thing. I will continue much of the good points in the next module and attempting to mix these various tastes and play styles together to create an experience that is enjoyable to almost everyone at some point during the adventure.
I have also learned to not base changes on a single piece of feedback alone, aside from obvious bug fixes, as the desires of one player don't always translate across the board. All I can do is take every piece of advice to heart and consideration and make an educated guess based on the feedback as a whole.
Anyhow, one vote to go!
Tuesday, November 13, 2007
Monday, November 12, 2007
SoSII:BtH Logo/Cover Art
After a bit of messing around in the toolset and photoshop last night, I think I have come up with a graphic for this second module that I rather like. Not that this does much in the way of finishing the module, but it does give me something pretty to look at while it's in progress.
Sunday, November 11, 2007
Completing a campaign
I've decided to lay it all on the table. I want to come clean and address my track record for completing official releases. For some reason I seem to have a bad batting average for actually finishing releases all the way to the end credits.
Module: Played/Finished
BG: X/X
BGII: X
NWNOC: X
SoU: X/X
HotU: X/X
DoD:
WCoC:
NWN2OC: X
MotB: X
MoW: TBD/TBD
Some may call it 'Completion Anxiety', some may even dub it as 'Attention Deficit Disorder', while others would argue it was a result of bad things my parents did in the 70's. The truth, though, is that I enjoy behind the camera more. I guess that makes me the Michael Nesmeth of the NWN world. Although my mother did not invent white-out (nor sniff it despite my earlier comment), and I've never been in any musical ensemble. I normally play just enough to catch a glimpse of the new building resources before I tear into the toolset to see how much has been added to the palette.
To me the NWN toolset is nothing more than a giant glorified Colorform set, and nothing makes me happier than peeling the reusable sticky creatures off of the pad and slapping them down in the landscape. I realize this is an over generalization for one of the most revolutionary concepts of disturbed development. It is just my way of explaining it to the outside world without sounding crazy(er).
Module: Played/Finished
BG: X/X
BGII: X
NWNOC: X
SoU: X/X
HotU: X/X
DoD:
WCoC:
NWN2OC: X
MotB: X
MoW: TBD/TBD
Some may call it 'Completion Anxiety', some may even dub it as 'Attention Deficit Disorder', while others would argue it was a result of bad things my parents did in the 70's. The truth, though, is that I enjoy behind the camera more. I guess that makes me the Michael Nesmeth of the NWN world. Although my mother did not invent white-out (nor sniff it despite my earlier comment), and I've never been in any musical ensemble. I normally play just enough to catch a glimpse of the new building resources before I tear into the toolset to see how much has been added to the palette.
To me the NWN toolset is nothing more than a giant glorified Colorform set, and nothing makes me happier than peeling the reusable sticky creatures off of the pad and slapping them down in the landscape. I realize this is an over generalization for one of the most revolutionary concepts of disturbed development. It is just my way of explaining it to the outside world without sounding crazy(er).
Friday, November 9, 2007
Beneath the Surface
Well with a little lighting, a little visual effects, and some Hollywood magic, the underwater area is really coming to life. I must say that I am very pleased with the results and this screenshot really does it no justice.

One thing that really brought it all together, aside from Adam Millers bubble VFX, was the use of the Aqua Area Fog that I raised just slightly above the Player's head on the Z-Axis. While it looks a little blurry in this screenshot, from PC level it looks quite amazing.
This is a huge load off of my mind as I was really worried about creating a realistic looking underwater area. Now I can spend my time worrying about more important things.

One thing that really brought it all together, aside from Adam Millers bubble VFX, was the use of the Aqua Area Fog that I raised just slightly above the Player's head on the Z-Axis. While it looks a little blurry in this screenshot, from PC level it looks quite amazing.
This is a huge load off of my mind as I was really worried about creating a realistic looking underwater area. Now I can spend my time worrying about more important things.
Wednesday, November 7, 2007
Appearances and Release Date
Normally I don't complain too much about undocumented changes in patches and/or expansions. I just have to say how disappointed I am in the change to the 'Warlock Leather' armor appearance. The changing of previously bare portions to a dark fabric really throws the entire previous look into disarray. I don't even want to post a before/after shot of Anziath up because it really just turns my stomach to look.
This completely destroys the look I was going for when I designed the character and his respective armor set. Granted, his look will change in subsequent modules, but for Ruins of Kazatharis, his appearance is ruined. Not a happy camper with the rampant retro-censorship at work here.
On a lighter note, I have set a hard release deadline for myself for Sands of Solvheil II: Beneath the Hearleforne. I am aiming to get this module finished, tested, and ready for release by February 2008. This will allow me ample time to continue work on the third module and have it complete well before the two year anniversary of the NWN2 release.
I began importing most of the content from the mini-modules I use for development into a master module, and can now see the entire project taking form. Again, I could spend years on Evertide alone and the endless adventure opportunities yielded by such a medieval metropolis. For the sake of the story though I will have to narrow my focus as there is quite a bit of ground to cover with this module and hanging about town just won't do.
This completely destroys the look I was going for when I designed the character and his respective armor set. Granted, his look will change in subsequent modules, but for Ruins of Kazatharis, his appearance is ruined. Not a happy camper with the rampant retro-censorship at work here.
On a lighter note, I have set a hard release deadline for myself for Sands of Solvheil II: Beneath the Hearleforne. I am aiming to get this module finished, tested, and ready for release by February 2008. This will allow me ample time to continue work on the third module and have it complete well before the two year anniversary of the NWN2 release.
I began importing most of the content from the mini-modules I use for development into a master module, and can now see the entire project taking form. Again, I could spend years on Evertide alone and the endless adventure opportunities yielded by such a medieval metropolis. For the sake of the story though I will have to narrow my focus as there is quite a bit of ground to cover with this module and hanging about town just won't do.
Tuesday, November 6, 2007
NPCs and Conversation
Well this was one of those nights where it feels like accounting. Making sure all of the nodes are set for conversations, animations are keyed, and lipflapper sounds assigned to control the mouth movement. Now I have the first third or so of core conversation in a completed state.

I then went to work filling in some missing NPCs from Evertide. I definitely skipped around the whole module and made some key names first, but it is time to start fleshing out the named shop owners and other notable people. The screenshot shows the core creatures of Evertide as well as some from Lyritholln. Just the ones that I considered 'ready'.

I then went to work filling in some missing NPCs from Evertide. I definitely skipped around the whole module and made some key names first, but it is time to start fleshing out the named shop owners and other notable people. The screenshot shows the core creatures of Evertide as well as some from Lyritholln. Just the ones that I considered 'ready'.
Sunday, November 4, 2007
Storneth and the Flooded Roots
The last few evenings I have had the change to add the interiors to Storneth as well as begin design on the flooded roots beneath the Hearleforne. Storneth now features the citadel, the Mangled Mane Inn, the Titan's Tankard tavern, and the Inked Blade tattoo/rune shop.

The flooded area beneath the giant tree and elven capitol is going to be a rather significant area of action occurring about midway through the module. I want this area to look just right and will spend some time on the lighting. This shot is a quick look at the terrain before finer details area added.

The flooded area beneath the giant tree and elven capitol is going to be a rather significant area of action occurring about midway through the module. I want this area to look just right and will spend some time on the lighting. This shot is a quick look at the terrain before finer details area added.
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Sands of Solvheil Series
Design Documents:
- SOL_DESIGN_DOC_V1.0.pdf
Design Document for Sands of Solvheil I: The Ruins of Kazatharis - SOLII_DESIGN_DOC_V1.3.pdf
Design Document for Sands of Solvheil II: Beneath the Hearleforne
(Updated 1/12/2008) - SOLIII_DESIGN_DOC_V1.1.pdf
Design Document for Sands of Solvheil III: Crusaders of Shalihir
(Updated 12/17/2009)
