Archive for March, 2007

I didn’t do any actual work on the module tonight because I have been setting up a 2000 box for the first new team member to sign up. Why am I being so generous as to set up her computer? Well…I’m actually donating an older system of mine to her so that she can work on , because her current system does not have a port into which I could install the requisite graphics card. So I’m setting it up because I want it to be set up right, in an manner that makes it optimal for developing in .

And then there’s the (substantially more important) fact that she is also my fiancé. I don’t know if she’ll be going by a “handle” just yet — she’s not a Dragon, for example (although I’ll see about changing that). But once I’ve got her set up with this new machine and working on areas, the team here will grow by one.

So no, I didn’t do any work on the module this evening. But I did take a a system with a blank hard drive, installed Windows 2000 on it, updated Windows 2000 to Service Pack 4, installed AVG, installed AdAware, got those updated, installed Neverwinter Nights (and Shadows of Undrentide, and Hordes of the Underdark), updated those to version 1.68, copied all the hak paks and module files over from my Windows XP tower, and set her up with a collection of wallpapers from PhatMass.

In just four hours.

And in the midst of all that, I found time to make dinner, and also lunch for tomorrow.

I rock.

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There are fifteen new s on the right-hand sidebar, mostly showing the mountains north of , but also giving a few more glimpses of the castle and its immediate surroundings as well.

Note also the top four pictures and the way they illustrate the transition to night time in — the sunset texture in the sky is, I find, particularly beautiful.

Also of note is the sense of vertical scale apparent in the pictures. Although Dungeon Siege is still a far superior engine for a sense of vertical distance, Neverwinter Nights’ custom content community has advanced the game to a point where it is at least partly able to compete on its own merits.

At any rate, it’s a lot nicer-looking than bland cliffs being the only elevation form.

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Level development is progressing apace, and I feel I should provide the reader with a small update as to the design philosophy at work in , and the amount of progress I have made thus far.

Regarding the scale of the map, I’ve got the drawn out onto a piece of relatively standard graph paper (I may scan it in for you to see at some point). Each square of the graph paper, I have decided, will correspond to one Neverwinter Nights area measuring, ideally, 24 by 24 world units (for the distance-minded, that’s 240 m by 240 m, according to BioWare’s standard definition of a world unit).

(In the previous iteration of Lost Sosaria, I had appointed a size of 32 by 32 world units to a square on the graph paper, and then subdivided these into four 16 by 16 areas in turn. The kicker, so to speak, is that developing a 16 by 16 area doesn’t take much less time than developing a 24 by 24 area, which means that I actually trim my invested development time — per area — by a factor of approximately three. So I’m moving faster overall — three times faster, roughly — and overall the scale of the world I’m using is about 56.25% of the previous iteration. Also, it’s easier to be succinct and fit everything important into one area when you’re building to the larger specification.)

Some areas take longer than others. When I’m building an interior level in the castle or for some of the houses in a city, that can take a while. Building some mountain terrain, on the other hand, moves along quickly. I might spend three hours working on an interior area (though usually not THAT long), but I might only spend an hour to make a mountainous exterior area. And building with the awesome new tilesets that give the area in and around and that distinctive and awesome look takes longer than building with the Rocky Mountains tileset that I’ll shortly be posting some s from.

Indeed, building with the awesome tilesets takes a bit longer than an expansive interior to make, simply because there is so much room to finesse things.

The problem I keep encountering with a lot of the s, because they add many nice features that I am always only too tempted to try and use, is the issue of memory faults. There are certain elements within all the tilesets, it seems, that are only too willing to cause a memory allocation fault when placed, and then cause a non-recoverable sequence of such faults when the attempt to undo what was just done is made.

And if by some chance I do manage to recover from the cascade of errors, the area I’m working on will almost always crash the when I try to save it and move on to another area for editing.

I’m becoming slightly paranoid, and so have adopted a defensive policy to combat the chance that I might irreversibly corrupt the module after an excessive session of editing. As I add each new area to the module without generating a memory fault, I save the module and then copy it to the Mac. This gives me the opportunity to have a current snapshot for testing at all times (since I do all my play-testing and in-game screen captures on the anyhow), and also takes care of my desire to keep a current backup of the module on a seperate drive from the main version.

At any rate, that’s where the project is at for now. I’m going to sit down with the map and further segment it into small “provinces” that I will focus on building one at a time. And I’ll be laying out a “milestone” plan for myself so that I can start getting demos out for the public to have a look at.

This is not a demo announcement, though — if there’s going to be any releases, they won’t happen yet for a few months. And the first one or two will probably only be map releases, rather than actually incorporating any characters or other plot aspects.

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There are 13 new s on the right-hand sidebar, giving a bit more of a look (from within the game and the toolset) at and the nearby that has been established.

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