Feeling better today

January 31, 2003 by Adam in NWN1

Feeling better today.

I spent a couple hours working on a key climactic battle in the game. There should be some oohs and aahs at the cool slow-motion effects. The end and beginning continue to be polished up, though the middle part is still largely unfinished.

I created a bunch of custom content today - polishing up a custom creature, creating a "prop" placeable, and a magic spell effect that should be recognized by many. Amazingly, the hak pack size is still under 10 MB in size. I'm avoiding the use of any new textures, which can easily balloon the size of a hak pack.

I also mapped out a couple in-town areas, creating a couple NPCs and writing dialog for them. I've got a couple side-quests that I'm working on, though I haven't completely decided on how I want them resolved. Dreamcatcher 2 doesn't have much of an evil path, so I'd like to include more options for evil gameplay.

Dreamcatcher 2 was uploaded today, so it should appear on the vault by tomorrow. I'll probably need to put development of Dreamcatcher 3 on hold afterwards, as the bug reports usually keep me pretty busy.

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Sick with a cold today

January 30, 2003 by Adam in NWN1

Sick with a cold today. Blah.

I spent most of yesterday getting my main merchant properly outfitted. The vast majority of items he sells are custom, each with novel descriptions. At this point in the campaign, players should have fairly vast sums of gold at their disposal. Now they should have a place to spend it all.

My son wanted to run through the module as it was, so we ran through the Trial section again and I took notes to fix minor issues. I have the main NPC moving better from place to place, and I'm starting to put detail into the second act of the module.

I worked a bit more on a climactic scene towards the end of the module, creating a placeable "prop" that is starting to look really good. I won't spoil anyone, but I'll hopefully be able to pull off some "slow-motion" effects if all goes well. Today is more dialog and getting the second act better fleshed out.

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I spent a lot of wasted time yesterday workin...

January 29, 2003 by Adam in NWN1

I spent a lot of wasted time yesterday working on animating a shark model. It ended up crashing the game when I put it in, so obviously I did something wrong. I was thinking about sneaking it in to Dreamcatcher 2 at the last minute, but decided that it was better to get it out the door instead. I think I've fixed the last of the reported bugs, tweaked the difficulty level appropriately, and tested it out to the point where it's ready to go. Unless I hear anything else from my testers, I'll post it in the next day or two.

Dreamcatcher 3 continues. My scripts for controlling one of the main NPCs weren't working out (mostly pathfinding issues), so I decided to turn her into a henchwoman a bit earlier than I had intended. You can play through from the very beginning until a little bit into Act II and it all seems quite polished. I also did a little more work towards the end, getting my "sinking ship" animation working well. I added a little extra thing in that looks cool as well - sheathed weapons on the back. I have one for a key NPC and it looks good so far.

Danmar pointed me in the direct of a 3ds gear generator for one of my custom items. Sadly, it didn't work as well as I hoped. Far too many polygons and I eventually gave up. The current gear works well enough, though you'll probably see a minor pause as it loads in the game.

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There was an area in Dreamcatcher 2 that test...

January 28, 2003 by Adam in NWN1

There was an area in Dreamcatcher 2 that testers were reporting as frustrating. I've since changed it and it plays much better, bringing out the "interesting concept" part of the area and minimizing the annoyances. I pushed up the difficulty of a few of the battles. I'm hopeful that I can release it by this weekend.

Dreamcatcher 3 continues to go quite well. The "Trial" area is essentially complete. There's custom content around virtually every corner - it's looking quite good. Next I've got to work on the main town and the assorted quests there.

My latest experiments are with "prop" NPCs. They aren't actually creatures, but rather placeables that look like people and have a handful of useful animations. I made a mermaid last night that bobs away in the water and it looks reasonably good. There's a "grand finale" scene that I want to work on as well.

If this module turns out the way I'd like, they're going to have to come up with a new ranking of "eleven", as it should be far cooler than anything else out there.

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I've been trying different things out by over...

January 27, 2003 by Adam in NWN1

I've been trying different things out by overriding the base animation file for the humanoids. There are a few animations in there that are less often used and might be able to be overwritten for use in a module. I spent a somewhat frustrating hour this morning trying to get a PC and NPC kiss. Oh boy was that difficult - now I understand why Bioware kept the various creatures in the game far apart from each other. Very tricky to get all the spacing issues resolved. In any case, here's what I could come up with. Of course, it only works with characters of this height - switch to the bigger or smaller races and it looks somewhat goofy. There's a scene in Dreamcatcher 4 that I might save this for.

I'm hoping to write dialog today and sneak in a minor NPC that I want to place in an early area. I also have an easy custom creature to whip up. Should be fun.

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More spoilers for you to run screaming from

January 27, 2003 by Adam in NWN1

More spoilers for you to run screaming from. I did yet another trap today, bringing the total to four or so. This one is a sawblade that slides out of a wall slot, slicing anyone who wanders by. Very nasty. I've tried not only to make interesting traps, but come up with unique ways to disarm them. It should hopefully make the entire "Trial" section much more intriguing.

Speaking of which, you can now get from the beginning sequence to the end of the first Act. It's not finished, of course, but we're getting there. For example, I have one NPC say "blah, blah, blah" and teleport the PCs away. Gotta get something a little more literary.

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I woke up at 2 am this morning, thinking abou...

January 26, 2003 by Adam in NWN1

I woke up at 2 am this morning, thinking about adding new animations to the PC model. I actually ended up sort of doing it, though I need help with the details. I put together a little "jumping" demonstration. Initially it had a very funny flaw - the PC's limbs became detached from their body after jumping. It appears you can do permanent limb relocation if you'd like. :)


If you don't want to be spoiled for Dreamcatcher 3, tear your eyeballs away now. I've got a new trap - a crushing wall. Very cool looking. It goes nicely with the spikes and swinging blade.

I got more bug reports back for Dreamcatcher 2 and promptly fixed them. I think we're getting closer to a release - hopefully within a week. It's funny - I get ambivalent about a module right before I finish it. I start thinking it's not that good and that the newest module is much better. Hopefully it's just boredom with staring at it for such a long time, as I felt the same way about Dreamcatcher 1.

Oh - and I threw up a page for Dreamcatcher 3. It's basic at this point, but should give a little bit of background.

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I made my first animated placeable yesterday

January 25, 2003 by Adam in NWN1

I made my first animated placeable yesterday. It looks great, though it's really too many polygons (around 1000). I pulled the model off of one of those "free model" sites, but it's really aimed towards rendering rather than games. Still, that's about the same polys as a dragon, so it should be okay if it's the only thing around in the game.

I continue to work on the module. The first level of the "Trial" area is basically finished, and I'm putting in some of the previously mentioned traps on the second level. I'm going to try this weekend to connect the intro sequence to the "Trial" area, as it shouldn't be hard to do and it would be nice to have a small section of the game fairly finished.

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Mmm

January 24, 2003 by Adam in NWN1

Mmm. Traps. I've been having fun making brand new ones. After all, what's a dungeon without various ways to get poked, sliced, and squished? I did my first animated model yesterday, which gives me hope that I can do more. The only problem is that I have to stop at some point and actually build the module.

I did a little more work last night, getting the intro dream sequence finished. It's shorter, but that's okay with me, as the rest of the module threatens to be huge. I've got half of the first scene written, with lots of the dialog done. There's more scripting to do in order to get the PCs to the first quest area. Still, it's pretty solid in my mind.

I had a guy who was the lead programmer for Ultima VII e-mail me today with questions. That was an ego boost. I also have someone volunteering to clean up and add content to the Shadowlords series. I feel a little funny about it, but I can definately see the value - odds are, I won't have time to fix all those little things along the way.

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I spent an hour or so this morning working on...

January 23, 2003 by Adam in NWN1

I spent an hour or so this morning working on a new effect of rocks falling from the ceiling, based off of the meteor swarm effect. It looks fairly good and should do what I want. I'm thinking about getting into the scary world of animated placeables for another little project, but that may have to wait.

I had my son and nephew do some testing of Dreamcatcher 2 while I watched. There were some odd bugs that popped up, the funniest being that you could trigger Nooble's romance dialog even if you hadn't gone in the direction. Kind of reminded me of the Airplane movie - "So, Billy, do you like gladiator movies?" But maybe that's just me.

Still working on Dreamcatcher 3, mostly the first main area where the primary goal is survival. I'm enjoying taking the character down from a virtually unstoppable killing machine to this person who runs in fear from rats. Of course, by the end of the game the unstoppable feeling should return even stronger than before.

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The interview is now up on the Vault

January 22, 2003 by Adam in NWN1

The interview is now up on the Vault.

I had a late server upgrade at work last night, so I've been at home this morning working on things. I have a creature that appears below the walkmesh and I finally got it working the way I wanted. It was surprisingly tricky. I've been working on the custom content for the last five minutes of the game mostly, which should be pretty cool.

I've started hunkering down to get the introduction and beginning section finished before getting into the meat of the game. There's going to be a fairly dramatic change in the player's "power" throughout the game. Just staying alive will be the focus near the start, but towards the end the PC should feel pretty amazingly powerful.

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Maximus over at Neverwinter Vault sent me que...

January 21, 2003 by Adam in NWN1

Maximus over at Neverwinter Vault sent me questions for an interview today. I've answered them all and sent it back. Should be up later today.

I didn't do much last night, as my headache was killing me. Just a quick update to Dreamcatcher 1 and making sure the testers were getting Dreamcatcher 2. I've started to get more serious with Dreamcatcher 3, doing some mapping and more technical tests. For all you Forgotten Realms fans, it'll be focused on the town and keep of Rethgaard and a place called the Pit of Stars. I layed out the story and I'm hoping it doesn't turn into a huge 4 hour module. I'm going to have to tighten up some areas in order to avoid it becoming too massive.

If I get a chance today, I'm going to start working on dialog and the opening sequence. The dialog for this module should be easier in some respects, primarily focused on a single NPC. In other ways, it'll be harder, as there will be lots of it and lots of character development that needs to happen in a short period of time.

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Headache today

January 20, 2003 by Adam in NWN1

Headache today. No fun. Dreamcatcher 2 is off to the testers today, though it may be a few days before I hear from anyone. I'll try to run through the game myself as well, as I typically know best what's supposed to be happening. Someone found another issue with Dreamcatcher 1 that I'll probably try to fix today. I think it's slowly approaching "final".

I took a little time this morning working on my secret project for Dreamcatcher 3. It's looking good enough to move on to other things. I'm having some problems with Danmar's placeables - the appearances seem to get all mixed up if I add something. I shot him off a question, so I'm hopeful it'll get answered soon.

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I've been running into a popularity issue wit...

January 19, 2003 by Adam in NWN1

I've been running into a popularity issue with this web site. It's running XP Pro, which has a limit of 10 connected user at any time. Unfortunately, lots of people seem to be visiting, so I may need to do something about it. The error messages are getting annoying.

I did more testing of Dreamcatcher 2 yesterday, including a complete run through of the entire game. I did a simple multiplayer testing, getting out the major bugs. Things are coming along faster than I'd hoped. I'm hoping I can turn it over to some more testers this week.

I've been doing technology tests for Dreamcatcher 3 and including more custom content. The hak pack is up to 9 MB, which is pushing my limit, and there's more to add yet. The good news is that my tests are looking extremely cool, so I'm hoping it'll be the best looking module yet.

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Bug reports and positive feedback continue to...

January 17, 2003 by Adam in NWN1

Bug reports and positive feedback continue to pour in for the Dreamcatcher module. They're mostly minor, except for a couple weird things that seem beyond my control.

Dreamcatcher 2 - Ocean Dreams hit a milestone last night. I'm now content complete, with just bug testing ahead of me. There's lots of that, however. I spent last night trying to go from the beginning of the module to the end, and kept running into weirdness and game-stopping issues. I've been playing through the Nooble romance, which is new as of yesterday, and liking the way it's going. Hopefully female PCs who appreciate tall, dark, and handsome can get their fix now (or tall, dark, and evil for the "bad" version of Nooble).

I'm still just barely started on Dreamcatcher 3, but loving what's coming together so far. Danmar's tileset looks great, and some of the custom content you'll see later in the game will hopefully have people passing out from the cool factor.

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Looks like I accidentally dropped Dreamcatche...

January 16, 2003 by Adam in NWN1

Looks like I accidentally dropped Dreamcatcher0 from the latest patch. Oops. Some more minor bug reports to look into. I've had over 10 votes now and it looks like Dreamcatcher 1 - Skyfall is at #1 on the top modules at the vault. It's nice to be appreciated.

I've been doing significant work on dialog this morning. Female PCs can start up a romance with Nooble now. I felt that since his initial storyline of his good/evil path is over, it's nice to start with something new. Writing the evil Nooble romance dialog is fun - he's a bit of a bad boy. Lots of work, though.

I also did some jaw-dropping work with custom content last night. On occasion, I'll mesmerize myself with things I come up with. Not to toot my own horn, but expect some very cool things down the road.

Still lots of work for Dreamcatcher2. I'm hoping to get the core content in place within a week or so. I still have journal entries to add, dialog to finish, map points to place, and go over every map looking at details. Getting closer.

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I got another minor bug report from Dreamcatc...

January 15, 2003 by Adam in NWN1

I got another minor bug report from Dreamcatcher 1, which should hopefully be pretty easy to squash.

I rolled up my sleeves and created a key piece of custom content for Dreamcatcher 3. It was a bit of a stretch for me, but I'm quite happy with the way it has turned out. I may do a second one now that I have the trick down. And yes, I know I'm being oblique. Saying too much would reveal a significant plot point.

Work on Dreamcatcher 2 continues. I'm writing henchman dialog, which is extensive, and putting in a twist for Nooble. Since much of the dialog is accessible by having the PC initiate dialog, I put in a "you're ignoring me" speech if the PC hasn't talked to their henchman yet.

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Work continues

January 14, 2003 by Adam in NWN1

Work continues. I got some more bug reports from Dreamcatcher 1, which I'm busy cleaning up today. I have more dialog for Dreamcatcher 2, as well as placing all the flavor text I wrote yesterday.

I spent some time doing technical tests for Dreamcatcher 3 yesterday. I'm trying to write a script that removes all spells from a player, but it's behaving in weird ways. It seems to work okay for non-clerics, but a few spells from my cleric will simply not go away. On the upside, my glowing placeable mushrooms are working and looking good. You can pick them too, and the light fades out where they were.

During my walk to work today, I thought about the main story arc a bit more, and it's coming together in my mind. Right now, I'm leaning towards a four-module campaign, though some of it depends on how far along some of the other's custom content gets. It's always good to have a plan, though.

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Lots of things happening still - some more bu...

January 13, 2003 by Adam in NWN1

Lots of things happening still - some more bug reports and fixes with Dreamcatcher 1. I've been writing flavor and romance dialog for Dreamcatcher 2. Finally, Danmar released his tileset. It looks quite good so far - lots of excellent content to work with. The size is a bit large, almost 8 MB. I'll have to be careful about additional custom content I want to add to Dreamcatcher 3.

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Two posts in one day

January 13, 2003 by Adam in NWN1

Two posts in one day. It was a busy one, though. I fixed a major bug in Dreamcatcher 1. It turns out your equipped items vanish while polymorphed (e.g. for a cutscene), so Anera's token didn't register if equipped. So the romance wasn't triggered. Big oops.

I also added a ton of stuff to Dreamcatcher 1. I added Gestalt's camera movement, which looks great. I also added more Anera and Teira romance dialog, as well as some additional flavor text. I think it was the little "oomph" that had been missing.

I'm excited about tomorrow. Danmar is planning on releasing his tileset. I want to start fiddling with it and working on Dreamcatcher 3. DC2 needs dialog and flavor text added, as well as tons of testing. Still, it's further along than I had expected. The last 5 minutes of the game are looking really great - I keep wanting to play it over and over.

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Okay, Dreamcatcher 1 finally made it up to Ne...

January 12, 2003 by Adam in NWN1

Okay, Dreamcatcher 1 finally made it up to Neverwinter Vault. It looks like there may be a bug with Anera's romance, so I'll take a look at that sometime today. I also updated the download section of the site, hopefully making it more compact and easier to add new modules as they come up.

I did some more cleanup of Dreamcatcher 2, polishing up the end section so that it was more "robust" and looked great. I still have a long ways to go, however. Lots of dialog to add, as well as "flavor" text. That should keep me busy for a time.

Danmar of www.landsofkray.com plans on releasing his tileset on Monday. That's excellent timing, as I'll need it for Dreamcatcher 3. I worked a bit on the introduction sequence but I'll need that tileset for the majority of the module. Great fun.

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In theory, Dreamcatcher 1 should be posted to...

January 12, 2003 by Adam in NWN1

In theory, Dreamcatcher 1 should be posted to the vault by now. The movie and hak pack made it up fine, but the module itself had some problems. I sent an e-mail off to Maximus, who said it would be there by the next update. Well, hopefully it'll appear on Sunday. I'll fix the downloads section once it all gets there.

I had a great time today finishing up the last section of Dreamcatcher 2 - Ocean Dreams. I actually impressed myself - all the ideas I had worked and it ended up looking fabulous. I've gone a little crazy with Gestalt's camera system, and I was having a great time playing with angles and zooms. I'm hoping that the ending sequence captures the epic feel I try to express. I showed Sam this morning and he wanted me to play it over again. I also played from the beginning to about the middle part of the module. There were a fair amount of bugs, but it amazingly worked. This second one may end up being finished sooner than I think.

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Well, I coaxed Sam into testing out multiplay...

January 10, 2003 by Adam in NWN1

Well, I coaxed Sam into testing out multiplayer with me last night. It went really well, actually. Sam (who's 4 years old) did a great job following me around and managed to save my bacon once or twice.

The game itself played fine, which I was thankful for. I did some minor tweaking, toning down one battle, adding a few items here or there, but it otherwise seemed fine. The problem came when trying to upload it to the Neverwinter Vault. The movie and hak pack went up fine, but the module wouldn't load. After trying three times at home and twice at work, I've sent off an e-mail. Hopefully it'll be figured out by the end of the day.

I'm almost done with the movie for Dreamcatcher 2, as well as working more on the module itself. I added some camera movement by Gestalt, which looks great. Gotta play with that some more. I've also been planning a bit more for the third module, which I'm getting increasingly excited about. I'm counting on Danmar releasing his new tileset, which will feature prominently in the module.

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I was a bad, bad man

January 09, 2003 by Adam in NWN1

I was a bad, bad man. I started up a Dreamcatcher 3 module in the toolset today, trying out a few of my stranger ideas. I think they will actually work, which is a good sign. Still, I should be focusing my energy on the second module.

I worked on the death scripts, making sure something happens when you die. I also put in more placeables and dialog. I also did some more work on the introduction movie, which is fun to work with. The critical path is shaping up nicely - I think you can go from the beginning of the game through 80% of it.

This weekend I've made a promise to myself to complete the multiplayer test of Dreamcatcher 1. I'm going to do my best to get it released Saturday or Sunday, as it's driving me nuts that it's simply sitting waiting to be released. My multiplayer testers don't want to do it this Friday due to the new Farscape episode. Sigh.

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I worked more on dialog today, trying to get ...

January 09, 2003 by Adam in NWN1

I worked more on dialog today, trying to get all the quest-specific content in there. I also worked on some vendors and custom items, which is always fun. I got a little burned out towards the end of the day, however, and ended up working on an intro movie a bit. Pov-Ray is an interesting piece of software to wrestle with. I was taking some scenes that others had put together and trying to animate it. Waves are tricky to do well.

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I've been plugging away at Dreamcatcher 2

January 07, 2003 by Adam in NWN1

I've been plugging away at Dreamcatcher 2. I spent about a half hour this morning trying to nail down a wacky multiplayer issue. There was a fairly complex scene, where one character was teleported, leaving a "dummy" character behind in their place. Getting all the various commands right was a big hassle, but I think I have the bugs worked out.

Almost all the big areas have their first pass complete. There's one main quest where you have to recover 4 pieces of an item, and I think you can get 3 of the pieces now. That last area's a little fun, so it hopefully will be entertaining to work on. And lots of details - dialog, items, and so on. That'll keep me busy for awhile.

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My Internet connection is back up

January 06, 2003 by Adam in NWN1

My Internet connection is back up. Also, it looks like the Hall of Fame voting is up again on Neverwinter Vault, so give me a vote if you'd like. Since all five modules are up for voting, the vote is split across all of them. I think the fifth has the most votes so far, so you might want to go for that one.

I'm having some problems with my custom model. Everything looks good, in the toolset and the game. If you exit the game in the area with the creature, then go back in, the game locks up. No reason why. I may have to do some tweaking and see what's going on.

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Well, my Internet connection is down, so no o...

January 06, 2003 by Adam in NWN1

Well, my Internet connection is down, so no one can possibly read this at the moment. Ah, the joys of small time ISPs. I'm working on a new creature at the moment - nothing fancy, just some reskinning and adding emitters. I've got an idea for the final area shaping up.

I spent today working on turning placeables into creatures. One was specifically for the module, and should hopefully result in a "how did he do that?" reaction. The other was for "pushable crates". Essentially, there's a crate creature that you can have a "conversation" with. It checks the facing of the PC, then pushes the crate away from the PC by one meter. I had to brush off some triginometry for that one.

I'm having some occasional weirdness that I've noticed with this and other modules. Sometimes, custom models won't load right. It might be a dress for a character, a placeable, or a creature. No rhyme or reason - just happens occasionally. Very annoying.

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I put Sam to work today, helping me test out ...

January 04, 2003 by Adam in NWN1

I put Sam to work today, helping me test out the multiplayer aspect of the first Dreamcatcher module. He was quickly frustrated, as most 4-year-olds are, so I sent him upstairs. I think I've nailed the last of the annoying multiplayer bugs. Lots of cutscenes and jumping around make for some problems that are hard to troubleshoot.

I also added another conversation for the 3 main NPCs, as I felt they weren't "chatty" enough in this module. Since all three relationships have stabilized a bit, the dialog tends to be a bit more friendly and relaxed. It isn't until the end of the second module where things get shaken up a bit.

I also updated the "Sleepable beds" hack pak for the vault. You can now sleep on all three tiles that have beds in them. Hopefully that'll make some people happy.

Dreamcatcher 2 continues. I have a working title of "Ocean Dreams", which I think I'll stick with. I now have one of the NPCs changing clothes at the appropriate time. It's a bit complex - they unjoin the PC, run back to their bedroom, change clothes, walk back to the PC, and join again. It's at least working for Anera, and I'll do the rest fairly soon. I have two more areas to add, and lots of the existing ones to add areas to. I'd say I'm around 40-50% done. It's amazing how much work these things take.

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Well, I got the sleeping bed issue figured out

January 03, 2003 by Adam in NWN1

Well, I got the sleeping bed issue figured out. It turns out I was editing the wrong model - Bioware left a few "junk" models that looked similar to the real one. I've snuck the new model into the Dreamcatcher 1 module, along with scripts to support it. Should be fun.

The second module is coming along nicely. I did a little work on the opening movie yesterday. I've also put in additional dialog for one of the main NPCs. I tried to make his speech very PC-centric, changing based on their class and chosen henchman. Lots of work.

I did some cleanup on this site as well, adding some DM notes for Shadowlords, putting in a news archive (you should now only see 10 items on this page), and some other minor cleanup issues. My tester completed the module, finding another typo and pointing out a few minor bugs. I may press my 4-year-old into service as a second multiplayer tester, as my normal testers are having a hard time finding the time. Maybe early next week.

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I've been playing with sleepable beds using t...

January 02, 2003 by Adam in NWN1

I've been playing with sleepable beds using the existing tileset. Essentially, I've been modifying the walkmesh so that people can lay down on the real bed, rather than relying on a placeable one. It looks more natural based on the very limited testing I've done, and shows some promise. I may want to tweak some things in Dreamcatcher a bit if it works out nicely.

I am running into some problems, though it's probably because I'm tired and doing something wrong. I wasn't able to override the existing tile in the City Interior tileset, so I made a new tileset with only that tile it in. It looked silly, but worked okay for a demo. I'll probably try to do some more work later, or perhaps ask Danmar. Must sleep now - gotta work in the morning.

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Happy New Years to all

January 01, 2003 by Adam in NWN1

Happy New Years to all. I made some updates to one of the Shadowlords modules today, though nothing major. I'm plugging away at some dialog and scripting. It's now possible to move from the start point to 80% of the maps. That doesn't sound impressive, but there are several points where it is not a simple area transition. Rather, you have to take certain steps to get from place to place - much more tricky.

I'm home today, though I'm not sure how much work I'll really be able to get done. I usually get a little time in the morning and then right before I go to bed, with the rest dedicated to watching the boy. Oh - I also played through the first chapter of the Lone Wolf campaign. Enjoyable so far - lots of attention to details, which I appreciate. I was hoping to pick up some scripting tricks, but there wasn't really anything I noticed that I didn't already know how to do.

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About Me

I've won multiple awards for my Neverwinter Nights modules, which I've been working on since the year 2000. In the real world, I'm a web developer for a healthcare organization. If you have any questions, feel free to contact me.