<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-6968633003191934323</id><updated>2011-12-15T13:49:08.872+11:00</updated><category term='Reviews'/><category term='Scripting'/><category term='Items'/><category term='Snippet'/><category term='Prefabs'/><category term='Screenshots'/><category term='Areas'/><category term='Modules'/><category term='Design'/><category term='Lore'/><category term='Video'/><category term='Status'/><category term='Characters'/><title type='text'>AmstradHero's NWN Modding Blog</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Richard</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>86</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-7870203573399964528</id><published>2009-12-12T11:09:00.003+11:00</published><updated>2009-12-12T11:36:47.072+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><title type='text'>Migration</title><content type='html'>It is with some sense of regret that I declare that I am hanging up my NWN2 modding boots, most likely permanently.  With Dragon Age: Origins released, I'm planning to switch to using its toolset in order to produce future work.  While I've enjoyed NWN2 and there is some half-finished work I'd love to complete, it seems that is has a dwindling player base, which means that my modding efforts might be best expended elsewhere. My sincere apologies to all those who were interested in what I have been working on.&lt;br /&gt;&lt;br /&gt;If modding were a job and not a hobby, things might be different... I'd love to come back and complete my NWN2 projects, but I can see myself spending several hundreds of hours (again) attempting to create a really high quality module. And if I'm going to try and find several hours each day to work on modding projects, I'd prefer for that effort to produce a work that might be seen and played by thousands as opposed to hundreds.&lt;br /&gt;&lt;br /&gt;As a result, I feel like I should say farewell to this blog, and move to a new home that will be more inclusive of my future work. So from now on, &lt;a href="http://amstradherocreations.blogspot.com/"&gt;http://amstradherocreations.blogspot.com/&lt;/a&gt; will be my new modding home - though it will likely be more than simply DA:O modding (or even just modding).&lt;br /&gt;&lt;br /&gt;I would like to extend a heartfelt thanks to those who have provided support, encouragement and criticism on my previous work. I am grateful for all the feedback and advice I have received and hope to use it to make my work better. &lt;br /&gt;&lt;br /&gt;I hope that some of you will take an interest in my future work. Rest assured that I will working my hardest to deliver enjoyable creations.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-7870203573399964528?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/7870203573399964528/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=7870203573399964528' title='14 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/7870203573399964528'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/7870203573399964528'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2009/12/migration.html' title='Migration'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>14</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-7445100157762252490</id><published>2009-07-12T17:10:00.000+10:00</published><updated>2009-07-12T17:14:02.348+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Design: Uniqueness</title><content type='html'>Every good designer should always make sure they have an answer to one question about their game: "What makes your game unique?"  Not having a good answer to this question is often a sign of a boring clone of another game. Ideally, there should be several reasons why a game should be set apart from its peers. In my last post, I spoke about the small details that I feel make a big difference in overall quality, but that is just one of many ways I am trying to make the module special.&lt;br /&gt;&lt;br /&gt;One thing that's unique about this current project is the amount and diversity of custom items available for players to use - or have used against them! There are 44 custom weapons currently available for players to pick up, and the diversity means no matter what weapons you would like to use, you'll be able to find some that pack a signficant punch. Of course, given that these are no ordinary weapon, each has it's own detailed backstory and description, not to mention that some feature unique abilities. Some may be able to unleash fearsome effects upon enemies, though powerful magic always has its drawbacks, and some weapons might prove to be equally dangerous to their owners!&lt;br /&gt;&lt;br /&gt;But such powerful items would be too much were they not match by equally powerful enemies. Yet the variety of enemies that players will face should provide them with some interesting challenges and strategic decisions. Many creatures will require special tactics to beat, forcing players to pick their attacks and their targets carefully. I am really wanting to provide some unique challenges in the combat arena, and believe that I'm giving enemies some special behaviours and weaknesses that will keep players on their toes.&lt;br /&gt;&lt;br /&gt;Another unique thing about the module is its setting, for while it relies heavily on the D&amp;D universe and many characters that players may be familiar with, it will be quite unlike anywhere else in the planes. I'll try to discuss the setting more in the future, though this poses some interesting challenges without providing plot spoilers...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-7445100157762252490?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/7445100157762252490/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=7445100157762252490' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/7445100157762252490'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/7445100157762252490'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2009/07/design-uniqueness.html' title='Design: Uniqueness'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-7910016130980253391</id><published>2009-07-04T17:38:00.002+10:00</published><updated>2009-07-04T17:44:46.865+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Scripting'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Design: Small Details and Scripting Tales</title><content type='html'>I'm afraid I don't have any new screenshots to show off, as lately my work on the module has been polishing up some area design and doing some scripting. As a programmer, generally I don't find scripting too taxing, but I do sometimes get hit by issues that take quite a while to nut out.  This week has raised two such problems.&lt;br /&gt;&lt;br /&gt;The first issue came out as a result of me being sick of fighting a horde of orcs/bugbears/giants/generic enemy X who all come at me with exactly the same appearance and weapon.  So I decided to implement a relatively simple script to give creatures a random weapon upon spawning.  While the logic for doing so was relatively simple, the script didn't work, and the creatures spawned in weaponless. After a lot of testing, I eventually tracked down the problem to the fact that NPCs can't equip a weapon that isn't identified. Frequently, creatures will have an unidentified magical weapon in their weapon hand, which poses no problem. However, if the item is in their inventory, and they have to equip it, then it must be identified before the equip is attempted, otherwise the attempt will fail, just like it would for a PC.&lt;br /&gt;&lt;br /&gt;The second issue was a result of my trying to produce some atmosphere for one of my areas.  This involved spawning a creature at a random location near the a PC and then making it move. This worked fine... except for that periodically, the game would crash! Such undesirably behaviour had me stumped until I hit upon the realisation that the creature was spawning in a non-walkable area and attempting to move - causing a crash just like a player trying to move in an unbaked area. After hunting around in the toolset, I found the FindSafeLocation function to solve the problem.&lt;br /&gt;&lt;br /&gt;The reason I spent so much time fighting these bugs is because I feel it is small aspects like this that makes games special. I want players to have a unique experience while playing this module, and it's these small things that I feel go a long way to providing atmosphere and polish, even if the majority of players don't notice it. I'm reminded of a note in the Readme for Maerduin's Harp &amp; Chrysanthemum, begging players to read at least one item description. I appreciate that dedication, and it's wonderful to see when players enjoy those small things. Trust me, every time a player notices those little details and smiles, the designer gets a real kick out of it.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-7910016130980253391?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/7910016130980253391/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=7910016130980253391' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/7910016130980253391'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/7910016130980253391'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2009/07/design-small-details-and-scripting.html' title='Design: Small Details and Scripting Tales'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-7537311437909894926</id><published>2009-06-30T22:55:00.003+10:00</published><updated>2009-06-30T23:08:29.661+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Screenshots'/><category scheme='http://www.blogger.com/atom/ns#' term='Snippet'/><title type='text'>Snippet: Allies and Enemies</title><content type='html'>Where we must be truly careful is when dealing with others who become involved in our struggles. Too often have we jumped to quick conclusions that those we face are our enemies, when they may instead be open to providing assistance. Even those races considered brainless and violent by nature can be reasoned with in the right circumstances. Not all beasts are evil, just as not all civilized races behave with courtesy.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://lh6.ggpht.com/_CsC-G6TTraw/SkoMN60YMYI/AAAAAAAAAmc/jnaCcBucohk/SS-18.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 800px; height: 500px;" src="http://lh6.ggpht.com/_CsC-G6TTraw/SkoMN60YMYI/AAAAAAAAAmc/jnaCcBucohk/s800/SS-18.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;But as nature herself demonstrates, that which can be an aid to us may also prove in an instant to become our adversary, and the serene can soon give way to torment. These things we must keep in check, and see where our allegiances should lie for each given conflict. Some may consider this to be a fickle approach, but if we ignore an imbalance of power, either good or evil, the results could be catastrophic indeed. We cannot stand by idly and let such things happen as could destroy the entire land and other treasures we have been given.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://lh5.ggpht.com/_CsC-G6TTraw/SkoMOMrqNJI/AAAAAAAAAmg/yH-RKoVEWAY/SS-19.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 800px; height: 500px;" src="http://lh5.ggpht.com/_CsC-G6TTraw/SkoMOMrqNJI/AAAAAAAAAmg/yH-RKoVEWAY/s800/SS-19.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt; - Excerpt from "The Nature of Balance", by Storm Silverhand&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-7537311437909894926?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/7537311437909894926/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=7537311437909894926' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/7537311437909894926'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/7537311437909894926'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2009/06/snippet-allies-and-enemies.html' title='Snippet: Allies and Enemies'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh6.ggpht.com/_CsC-G6TTraw/SkoMN60YMYI/AAAAAAAAAmc/jnaCcBucohk/s72-c/SS-18.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-2863309364055389376</id><published>2009-06-25T21:26:00.003+10:00</published><updated>2009-06-25T21:49:49.507+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Screenshots'/><category scheme='http://www.blogger.com/atom/ns#' term='Snippet'/><title type='text'>Snippet: Relentless</title><content type='html'>Yet another danger not be trifled with is the warriors of the Githyanki. Many have fallen to their ceaseless feuds, for when one makes an enemy of their race, it is not an enemy easily lost. Their battle with the Illithid shows no end in sight, and will likely continue for as long as both races exist.&lt;br /&gt;&lt;br /&gt;Should their ire be raised to the point of battle, they will not stop until they or their quarry is defeated, for negotiation is not an option for those deemed a foe except in extreme circumstances. Be on your guard to not offend such creatures, for they will demand penance not only for any wrong committed, but revenge for any Githyanki killed as a result.&lt;br /&gt;&lt;br /&gt; - Excerpt from 'Volo's Brief Guide to the Planes'&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://lh4.ggpht.com/_CsC-G6TTraw/SkM7eIA0coI/AAAAAAAAAkc/TY6yiuJnxBI/SS_17.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 800px; height: 500px;" src="http://lh4.ggpht.com/_CsC-G6TTraw/SkM7eIA0coI/AAAAAAAAAkc/TY6yiuJnxBI/s800/SS_17.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-2863309364055389376?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/2863309364055389376/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=2863309364055389376' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/2863309364055389376'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/2863309364055389376'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2009/06/snippet-relentless.html' title='Snippet: Relentless'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh4.ggpht.com/_CsC-G6TTraw/SkM7eIA0coI/AAAAAAAAAkc/TY6yiuJnxBI/s72-c/SS_17.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-7270679825122637037</id><published>2009-06-22T23:34:00.003+10:00</published><updated>2009-06-25T21:28:53.102+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Modules'/><category scheme='http://www.blogger.com/atom/ns#' term='Lore'/><category scheme='http://www.blogger.com/atom/ns#' term='Snippet'/><title type='text'>Snippet: Broken Adventurers</title><content type='html'>The number of adventurers lost in battle is almost equal to those lost in mysterious circumstances.  Many have disappeared off the face of planes searching for treasure, an ancient relic, a deadly adversary, or simply fame and fortune. Some are found years later, blubbering shells of the adventurers they once were, tortured by some unspeakable horror or ordeal. Most consider this just another danger of an already treacherous occupation. Yet death would be kinder than the punishment delivered to these unfortunate souls, for their minds and bodies are shattered beyond redemption. Those that are still able to make coherent speech talk of an unending prison, though the only prison they seem to be held in is one created of their own mind and twisted dreams.&lt;br /&gt;&lt;br /&gt; - Excerpt from "Dangers of the Planes" by Elminster Aumar&lt;br /&gt;&lt;br /&gt;----------&lt;br /&gt;In other news, vote in my current poll on the left to put in your suggestion for your favorite name for this forthcoming project...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-7270679825122637037?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/7270679825122637037/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=7270679825122637037' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/7270679825122637037'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/7270679825122637037'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2009/06/snippet-broken-adventurers.html' title='Snippet: Broken Adventurers'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-2737490187792725966</id><published>2009-06-14T12:02:00.003+10:00</published><updated>2009-06-14T12:34:21.111+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Areas'/><category scheme='http://www.blogger.com/atom/ns#' term='Screenshots'/><category scheme='http://www.blogger.com/atom/ns#' term='Snippet'/><title type='text'>Snippet: The Dark Awakening</title><content type='html'>"There are many cases where dreams are the cause of the problems for deviants. This frequently makes the inmate delusional, making them believe that they have special powers or other delusions of grandeur.  The gnome Tiax suffers from one of the most acute cases of this ever recorded. He has been caught out of his cell several times, each time attempt some sort of bizarre and grandiose conjuration. Fortunately, whatever clerical skills he once possessed seem to have been lost, though retrieving him from the darker bowels of the asylum has resulted in several injuries to workers.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://lh6.ggpht.com/_CsC-G6TTraw/SjQ-xgcjejI/AAAAAAAAAeg/BZhTBIMFuZs/SS-08.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width:800px; height: auto;" src="http://lh6.ggpht.com/_CsC-G6TTraw/SjQ-xgcjejI/AAAAAAAAAeg/BZhTBIMFuZs/s800/SS-08.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;"The most dangerous case was a deviant whose dreams were so real that they were brought to life by some strange magic. When they would awake, their dreams would carry with them and become reality within the asylum itself. The results ranged from benign cases where the individual summoned food or gems from thin air, to the final, most deadly cases where several violent beasts were summoned into their chamber.  The beasts killed the deviant, and wreaked havoc within the asylum before being killed. While the loss of such and interesting subject is regrettable, I am thankful that the deviant did not dream of something more dangerous. Such strange circumstances suggest that magic may be present even in things normally considered harmless."&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://lh3.ggpht.com/_CsC-G6TTraw/SjQ-yYMVF0I/AAAAAAAAAes/BX4l05GJt30/SS-11.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 800px; height: auto;" src="http://lh3.ggpht.com/_CsC-G6TTraw/SjQ-yYMVF0I/AAAAAAAAAes/BX4l05GJt30/s800/SS-11.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;- Records of Spellhold Asylum&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-2737490187792725966?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/2737490187792725966/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=2737490187792725966' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/2737490187792725966'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/2737490187792725966'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2009/06/snippet-dark-awakening.html' title='Snippet: The Dark Awakening'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh6.ggpht.com/_CsC-G6TTraw/SjQ-xgcjejI/AAAAAAAAAeg/BZhTBIMFuZs/s72-c/SS-08.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-4774881894235651403</id><published>2009-06-08T21:22:00.004+10:00</published><updated>2009-06-08T21:34:14.812+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Reviews'/><category scheme='http://www.blogger.com/atom/ns#' term='Areas'/><category scheme='http://www.blogger.com/atom/ns#' term='Modules'/><category scheme='http://www.blogger.com/atom/ns#' term='Screenshots'/><title type='text'>News: Two things</title><content type='html'>Two quick announcements for today after the recent screenshots.&lt;br /&gt;&lt;br /&gt;The first is that I received an email from an editor from German gaming magazines PC Games/PC Action a little while ago, about them wanting to write a short article on Fate of a City as part of their monthly articles about game mods! Needless to say, I was happy for them to do so. I believe it should be in this month's edition - if you're in Germany, and you've seen a copy, I'd love to hear about it.&lt;br /&gt;&lt;br /&gt;The second is that I've just submitted &lt;a href="http://nwvault.ign.com/View.php?view=NWN2PrefabAreas.Detail&amp;id=481"&gt;a new prefab to the vault&lt;/a&gt; for approval. It's the area that I used to take the screenshots from the other day, though I've stripped the area down a little to remove anything that's specific to the campaign itself. So if you want to recreate an explosive scene like the one below... you'll need to add in your own action!&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://lh5.ggpht.com/_CsC-G6TTraw/SisSwBzB3eI/AAAAAAAAAdo/HAXvyyVAGA0/SS-07.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 800px; height: 500px;" src="http://lh5.ggpht.com/_CsC-G6TTraw/SisSwBzB3eI/AAAAAAAAAdo/HAXvyyVAGA0/SS-07.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-4774881894235651403?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/4774881894235651403/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=4774881894235651403' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/4774881894235651403'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/4774881894235651403'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2009/06/news-two-things.html' title='News: Two things'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh5.ggpht.com/_CsC-G6TTraw/SisSwBzB3eI/AAAAAAAAAdo/HAXvyyVAGA0/s72-c/SS-07.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-874236502916247625</id><published>2009-06-06T21:53:00.003+10:00</published><updated>2009-06-06T22:14:59.130+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Areas'/><category scheme='http://www.blogger.com/atom/ns#' term='Modules'/><category scheme='http://www.blogger.com/atom/ns#' term='Screenshots'/><title type='text'>News: Screenshots!</title><content type='html'>This post provides the first visual preview of my forthcoming project, as I managed to put together an area with a few hours of work today.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://lh4.ggpht.com/_CsC-G6TTraw/SipZViv_emI/AAAAAAAAAcw/FRGwAPFmbP8/s800/SS-01.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 800px; height: 500px;" src="http://lh4.ggpht.com/_CsC-G6TTraw/SipZViv_emI/AAAAAAAAAcw/FRGwAPFmbP8/s800/SS-01.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;The project is currently untitled, though I do have a few potential names. I'll hold off on formally announcing its name until a decision has been made.  Which brings me to the news that I've been fortunate enough to secure the talents of dunniteowl and Eguintir Eligard to help me with this project.  I'm looking forward to working with them and getting an exciting adventure out to all the players!&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://lh6.ggpht.com/_CsC-G6TTraw/SipZWKi_KTI/AAAAAAAAAc8/BvUBUmL8dLY/s800/SS-04.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 800px; height: 500px;" src="http://lh6.ggpht.com/_CsC-G6TTraw/SipZWKi_KTI/AAAAAAAAAc8/BvUBUmL8dLY/s800/SS-04.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-874236502916247625?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/874236502916247625/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=874236502916247625' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/874236502916247625'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/874236502916247625'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2009/06/news-screenshots.html' title='News: Screenshots!'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh4.ggpht.com/_CsC-G6TTraw/SipZViv_emI/AAAAAAAAAcw/FRGwAPFmbP8/s72-c/SS-01.jpg' height='72' width='72'/><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-4549289788115866109</id><published>2009-05-25T22:58:00.001+10:00</published><updated>2009-05-25T22:58:50.262+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Items'/><category scheme='http://www.blogger.com/atom/ns#' term='Snippet'/><title type='text'>Snippet: Keening</title><content type='html'>Aeryl was an elven wizard who sought to investigate deadly creatures to see if their powers could be used to the benefit of people instead of harming them. Her experiments with banshees were her first attempt at dealing with undead, and she was woefully under-prepared.&lt;br /&gt;&lt;br /&gt;The wail of banshee is so fearful that the terrible noise has caused many to die of fright. Fortunately for Aeryl, the first banshee she encountered gave a wail so loud that it made her deaf. With its most dangerous weapon rendered useless, the banshee struggled to harm the elf. Aeryl took advantage of this to bind the creature with magic so she could study it at her leisure.&lt;br /&gt;&lt;br /&gt;Aeryl was eventually able to use the banshee to create this mace, imbuing it with a portion of its terrible wail. Unfortunately for her, the research left her with almost no hearing, so this weapon and many other of her subsequent creations were stolen by thieves who took advantage of her weakness.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-4549289788115866109?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/4549289788115866109/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=4549289788115866109' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/4549289788115866109'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/4549289788115866109'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2009/05/snippet-keening.html' title='Snippet: Keening'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-7323028558136021147</id><published>2009-05-18T18:39:00.002+10:00</published><updated>2009-05-18T18:50:47.405+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Items'/><category scheme='http://www.blogger.com/atom/ns#' term='Snippet'/><title type='text'>Snippet: Soul Collector</title><content type='html'>The scythe named Soul Collector almost emanates darkness, as though it seeks to suck out light and life wherever it can be found. Its blade is deadly sharp, and even looking at it seems to inflict the sharp pain of a cutting wound.&lt;br /&gt;&lt;br /&gt;This weapon has only ever been associated with the most evil and dangerous of beings, for its magic is such that others are reviled by its magic.  Its first known owner, and supposed creator, was the evil warlock Xarxoz, who used the weapon as fuel for his arts. The weapon allowed him to gather souls of the dead and the living to increase his power, sucking their life away with its fearful magic.&lt;br /&gt;&lt;br /&gt;Thus the scythe became known as Soul Collector, in memory of those consumed by it. However, no sooner had the scythe been named than it fell from Xarxoz's possession, for he was tracked and killed by a group of adventurers whose families has been killed by the warlock. From there, the scythe has changed hands frequently, each time being held for only a short time before its owner is killed. Some now wonder whether the weapon collects its souls from its victims, or from its owners.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-7323028558136021147?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/7323028558136021147/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=7323028558136021147' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/7323028558136021147'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/7323028558136021147'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2009/05/snippet-soul-collector.html' title='Snippet: Soul Collector'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-1633142987550614027</id><published>2009-05-17T09:17:00.004+10:00</published><updated>2009-05-17T09:29:39.369+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Modules'/><title type='text'>News: It's award season</title><content type='html'>I'm a bit late, but a few days back, the &lt;a href="http://nwvault.ign.com/fullstory.php?id=52353"&gt;2008 Module of the Year awards&lt;/a&gt; on nwvault.ign.com were announced! In a close fought race for NWN2, two modules tied for first and two tied for second.  I was privileged enough to share second place with dirtywick's Subtlety of Thay - Chapter 2. Dark Waters 2 from veteran modder Adam Miller came first, with A Hunt Through the Dark Remastered by Markus "Wayne" Schlegel also sharing the honours.&lt;br /&gt;&lt;br /&gt;Congratulations to all the builders who participated, for a few votes either way would have seen very different results. So I'd also like to deliver a very special thank you to all the people who gave Fate of a City their vote.&lt;br /&gt;&lt;br /&gt;It would also be remiss of me to neglect the deserving NWN1 modules that also gained recognition. Not to mention the release of the &lt;a href="http://ame.nwvault.ign.com/"&gt;Academy for Modding Excellence&lt;/a&gt; has just released a video (produced by the fabulous Qkrch) for the finalists for its Golden Dragon awards for NWN1. It's an exciting time for all NWN1 and NWN2 authors, and I'm sure players will look forward to seeing more content from all module makers!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-1633142987550614027?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/1633142987550614027/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=1633142987550614027' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/1633142987550614027'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/1633142987550614027'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2009/05/news-its-award-season.html' title='News: It&apos;s award season'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-5061028931683246583</id><published>2009-05-12T21:25:00.006+10:00</published><updated>2009-05-13T22:11:52.107+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Snippet'/><title type='text'>Snippet: The Price of Power</title><content type='html'>When compared to the great Netherese empire, our current knowledge of magic appears to be insignificant. Yet, as was proven by their downfall, there comes a time when too much knowledge can actually prove dangerous.  There are some streams of magic that we should not attempt to harness, for the effects of doing so are unknown. while we must strive to push the boundaries of our understanding, there are some pieces of lore that are sometimes better left undisturbed.&lt;br /&gt;&lt;br /&gt;This even applies to some magic that we already possess.  Some of the most powerful relics known possess immense power, but power that comes at a great cost. The number of people that have been corrupted by or slain by magical artifacts in their possession is not small.  So we must be careful in our investigations of magic and the information that we have been left. There are lessons that are better left unlearned, and treasures that are wiser to leave buried or forgotten. Do we dare tempt an event like Karsus' Folly again in our search for ever more powerful magic?&lt;br /&gt;&lt;br /&gt; - Excerpt from "A Treatise on Magic", by Khelben "Blackstaff" Arunsun&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-5061028931683246583?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/5061028931683246583/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=5061028931683246583' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/5061028931683246583'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/5061028931683246583'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2009/05/snippet-price-of-power.html' title='Snippet: The Price of Power'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-3872143357968176239</id><published>2009-05-11T20:20:00.001+10:00</published><updated>2009-05-11T20:22:09.650+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Snippet'/><title type='text'>Snippet: The Change of Ages</title><content type='html'>The ages that have passed within the realms have been defined not only through the happenings within them, but those major events that see us move from one "age" to the next. Upheavals in the order of our world and those of the Gods are continual, but there are periods that define history to such a great extent that we consider that the future will be vastly different from past.&lt;br /&gt;&lt;br /&gt;In dealing with these shifts of power, which are frequently defined as catastrophes or incredible boons depending upon the individual providing the account of events, we must be mindful of the ramifications that they present for the future. Just as history has been filled with cataclysms causing tremendous upheavals in the balance of power across Toril, we can expect that the future will hold comparable occurrences.&lt;br /&gt;&lt;br /&gt;Knowing this, we must be cautious when we become involved in matters of significance, for it is not unheard of for actions to have consequences far beyond those that are initially foreseen. As the long-lived, elves have a duty to be more cautious than short-lived races, so as to prevent hasty decisions that could have catastrophic effects. This is our duty to ourselves and to all those upon Faerun.&lt;br /&gt;&lt;br /&gt;This is the reason we must safeguard ourselves against any decline that might see us dwindle or leave this land. The exodus cannot continue indefinitely, for if trouble goes unchecked for long enough, it could threaten all of Toril, extending to safe havens many consider impregnable bastions. Though our relations with other races and nations are strained at times, we must strive to maintain them, for even the elves cannot stand alone against all the evils of the world.&lt;br /&gt;&lt;br /&gt;- Excerpt from 'The Destiny of the Elves', by Alustriel Silverhand&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-3872143357968176239?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/3872143357968176239/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=3872143357968176239' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3872143357968176239'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3872143357968176239'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2009/05/snippet-change-of-ages.html' title='Snippet: The Change of Ages'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-3834668945003922130</id><published>2009-05-09T17:38:00.002+10:00</published><updated>2009-05-10T09:04:36.706+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Snippet'/><title type='text'>Snippet: Control</title><content type='html'>For as long as we have existed, humans have attempted to control our surroundings and master our own destinies. We seek to master our future, to bend nature to our will and protect ourselves from those elements which attempt to harm us most.  Over time, we have come to succeed, at least to a degree. But even as we master the nature of the land, we have come to see that some of the greatest threats come from within the nature of our own being.&lt;br /&gt;&lt;br /&gt;The desire to maintain control extends to desiring dominion over our fellows, seeking to exercise the same power over them as we have of the land. We seek to impose an order on one another, and the natural ambition inherent in so many means that there is a thin line between imposing order and balance and imposing one's own will.&lt;br /&gt;&lt;br /&gt;It is only if we consider that the Gods have their own struggles where we are their pawns, that we can begin to comprehend the true difficulty of our chosen task. Seeking to maintain a balance that is ever threatened by human nature as well as those of the immortal beings that govern us is a daunting task, but one that we as Harpers have vowed to achieve.&lt;br /&gt;&lt;br /&gt;- "The Nature of Balance", by Storm Silverhand&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-3834668945003922130?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/3834668945003922130/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=3834668945003922130' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3834668945003922130'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3834668945003922130'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2009/05/snippet-control.html' title='Snippet: Control'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-7572190502296298079</id><published>2009-05-08T20:33:00.002+10:00</published><updated>2009-05-10T09:03:15.715+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Lore'/><category scheme='http://www.blogger.com/atom/ns#' term='Characters'/><category scheme='http://www.blogger.com/atom/ns#' term='Snippet'/><title type='text'>Snippet: The Exile's Fate</title><content type='html'>"Who then, truly, was to blame for The Exile's fall? Did he choose his own fate, by turning his back on his kin and attempting to take the power of the Tree of Life for his own? Were we to blame for casting him out and rejecting him?&lt;br /&gt;&lt;br /&gt;I have thought long and hard on the events as they unfolded, and the intricate plots that unravelled as a result. The influence of the Bhaalspawn drew The Exile back to us, and forced the confrontation that nearly destroyed both of them and my city. When I now read the words of Alaundo, I sometimes wonder if those events had already been ordained by The Gods. Was The Exile merely the means to allow the Bhaalspawn to be elevated to their true destiny?"&lt;br /&gt;&lt;br /&gt; - Queen Ellesime, ruler of Suldanessellar&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-7572190502296298079?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/7572190502296298079/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=7572190502296298079' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/7572190502296298079'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/7572190502296298079'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2009/05/snippet-exiles-fate.html' title='Snippet: The Exile&apos;s Fate'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-5395880774327237893</id><published>2009-05-06T21:15:00.002+10:00</published><updated>2009-05-06T21:15:58.605+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Lore'/><category scheme='http://www.blogger.com/atom/ns#' term='Snippet'/><title type='text'>Snippet: Where are the Wendersnaven?</title><content type='html'>"So I asked where do the Wendersnaven come from if not from our hopes and dreams? We cannot see them yet we know they are there. It is as much as mystery to me as it was to a kobold being hit by a flying invisible cabbage when launched it from my shield-mounted spring vegetable launcher.  So I began thinking about where such thoughts and mysteries come from?&lt;br /&gt;&lt;br /&gt;As I've searched for stories, I have forgotten many others I learned, which is such a disappointment, because then I have far fewer tales to tell people. While I've tried to write my stories and songs down, some things never seem to stay in my mind long enough for me to scribe them. Where do those thoughts go, and what becomes of them? Is there some place we could go to find all these lost thoughts, or would it be filled with so many strange things that we would never return? Perhaps that is what happened to the Wendersnaven?"&lt;br /&gt;&lt;br /&gt; - Grobnar Gnomehands, Wendersnaven conference, 1373DR&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-5395880774327237893?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/5395880774327237893/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=5395880774327237893' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/5395880774327237893'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/5395880774327237893'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2009/05/snippet-where-are-wendersnaven.html' title='Snippet: Where are the Wendersnaven?'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-2819243299374298716</id><published>2009-05-03T20:25:00.003+10:00</published><updated>2009-05-03T21:01:52.104+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Modules'/><title type='text'>News: MotY, MoW and HoF!</title><content type='html'>Yes, it's a triple acronym title for today's post.&lt;br /&gt;&lt;br /&gt;The module of the year contest at the &lt;a href="http://nwvault.ign.com"&gt;NWVault &lt;/a&gt; has opened recently and Fate of a City is one of the 2008 modules up for consideration along with a number of other excellent submissions.  I'd urge all players to voice their support of module authors by casting their vote in the poll. Players are what keeps module builders going, and as long as you're still keen to play of new material, builders will still keep working to produce it. So if you haven't already done so, head over to the vault and make the very difficult choice of voting for the best module of 2008!&lt;br /&gt;&lt;br /&gt;I'd also like to take this opportunity to urge people to go out and get Mysteries of Westgate if they haven't already done so. I've read some opposition to it due to the DRM that Atari has chosen to use for this adventure pack, but not supporting MoW only hurts the NWN2 community, not to mention all the fabulous people at Ossian Studios. The price of the expansion is more than warranted by the quality of the product that Ossian has created, and if you add in the fact that you're supporting a deserving studio and a great gaming community, I'd say that any decision not to buy MoW would be a great tragedy.&lt;br /&gt;&lt;br /&gt;In a final note, I've been fortunate enough for Fate of a City to be inducted into the NWN2 Hall of Fame this month! I'm happy to see that many players have enjoyed it as a gaming experience!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-2819243299374298716?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/2819243299374298716/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=2819243299374298716' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/2819243299374298716'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/2819243299374298716'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2009/05/news-moty-mow-and-hof.html' title='News: MotY, MoW and HoF!'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-7288401247150960204</id><published>2009-04-30T23:03:00.002+10:00</published><updated>2009-05-04T20:30:30.094+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Characters'/><category scheme='http://www.blogger.com/atom/ns#' term='Snippet'/><title type='text'>Snippet: The Warrior's Judgement</title><content type='html'>So tall, so tall, she stands,&lt;br /&gt;the warrior, the law, embodied in flesh.&lt;br /&gt;She judges, her verdict final,&lt;br /&gt;finality for those aware of their place.&lt;br /&gt;Her servants fall, one by one,&lt;br /&gt;but again and again they stand.&lt;br /&gt;Divided they fall, but together they rise,&lt;br /&gt;driven by her unfailing cause,&lt;br /&gt;her unflinching duty from the Gods.&lt;br /&gt;&lt;br /&gt; - Ravings of Aphril, inmate of Spellhold&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-7288401247150960204?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/7288401247150960204/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=7288401247150960204' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/7288401247150960204'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/7288401247150960204'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2009/04/snippet-warriors-judgement.html' title='Snippet: The Warrior&apos;s Judgement'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-8609665723923569487</id><published>2009-04-30T23:02:00.003+10:00</published><updated>2009-05-02T09:32:11.944+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Lore'/><category scheme='http://www.blogger.com/atom/ns#' term='Snippet'/><title type='text'>Snippet: The Planes</title><content type='html'>As a renowned travelling scholar, I can assure you that the Realms are home to more mysteries and oddities than most can imagine. Yet that strangeness pales in comparison to the near infinite possibilities of the planes that make up existence as we know it. While only a few unique (and highly unusual) individuals could claim to have visited a substantial number of these, I will attempt in this guide to present what information I can on them.&lt;br /&gt;&lt;br /&gt;Of course, not even I could provide a definitive and exhaustive guide on this subject, for their are many realms that have never been visited, or that visitors do not truly understand. I have heard many scholars argue evenings away over the existence of planes comprised of all sorts of things, from magic or dust to dreams and pure emptiness.&lt;br /&gt;&lt;br /&gt; - Excerpt from 'Volo's Brief Guide to the Planes'&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-8609665723923569487?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/8609665723923569487/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=8609665723923569487' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/8609665723923569487'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/8609665723923569487'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2009/04/snippet-planes.html' title='Snippet: The Planes'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-380115792259893271</id><published>2009-04-30T22:39:00.002+10:00</published><updated>2009-04-30T22:48:29.644+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Lore'/><category scheme='http://www.blogger.com/atom/ns#' term='Snippet'/><title type='text'>Snippet: Meddling or ignorance?</title><content type='html'>Despite everything that has happened, I still doubt my role in the events that transpired. I was freed from my curse, but ever dwelt in the shadow of a struggle far greater than my own. I was drawn into the power well of a magic older and more powerful than the curse of my family, and many times I feared that it might destroy me entirely.&lt;br /&gt;&lt;br /&gt;The stakes resolved themselves to be far higher than I had ever dreamed, and most certainly far beyond what I had hoped. Some may revel in taking part in such climatic events, but I never had such desires.  A simple life offers far fewer questions, and certain does not raise any so troubling as those that sometimes still plague me. Did I meddle in the affairs of the Gods, or was I merely drawn along for the ride, playing in a realm of magic and fate of which I was totally ignorant? And what consequences have those actions caused, or might still be causing even to this day?&lt;br /&gt;&lt;br /&gt; - Diary of Valygar Corthala, a hero of the Bhaalspawn war&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-380115792259893271?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/380115792259893271/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=380115792259893271' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/380115792259893271'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/380115792259893271'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2009/04/snippet-meddling-or-ignorance.html' title='Snippet: Meddling or ignorance?'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-8230470969616873155</id><published>2009-04-29T20:24:00.009+10:00</published><updated>2009-04-29T22:31:34.911+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Lore'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><category scheme='http://www.blogger.com/atom/ns#' term='Snippet'/><title type='text'>Snippet: The Nature of Magic</title><content type='html'>Yesterday was the first post in a series of snippets I'm going to be releasing as teasers for my new project. These are little pieces of lore that relate the events and characters within, each small fragments of a puzzle that players will come to unravel and understand through their journey...&lt;br /&gt;&lt;br /&gt;-----&lt;br /&gt;&lt;br /&gt;Throughout all my research into the nature of magic and use of it, I have come to know the truth of how little of it I truly understand. There are so many branches of magic of which we have limited knowledge. The ability of sorcerors to draw upon their heritage to harness magical power or wild mages with the untamed control of the weave are not well understood by most scholars.&lt;br /&gt;&lt;br /&gt;In my studies and writing, I have sought to shed light on some of the rarer and more unusual aspects of magic such as these. I have come across people who claim to have the ability to draw upon their dreams, or to draw power through others around them who have no aptitude for magic. When arcane power can be drawn from so many sources, I wonder how much magic pervades our life in unknown ways. If dreams can provide the means for casting spells of great power, what other secrets might they hold?&lt;br /&gt;&lt;br /&gt; - Excerpt from 'A Treatise on Magic', by Khelben "Blackstaff" Arunsun&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-8230470969616873155?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/8230470969616873155/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=8230470969616873155' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/8230470969616873155'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/8230470969616873155'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2009/04/snippet-prophecy.html' title='Snippet: The Nature of Magic'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-3197381695739253064</id><published>2009-04-28T21:16:00.003+10:00</published><updated>2009-04-29T22:30:51.579+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Lore'/><category scheme='http://www.blogger.com/atom/ns#' term='Snippet'/><title type='text'>Snippet: Choice</title><content type='html'>Throughout the ages, we have been told that our destiny is ours to decide.  Given I have the blessing of our most benevolent Mystra, I know that I have been chosen for a role which I happily and gracious accept. Some measure of my own destiny must have been bound to this choice, but I know I have am both blessed and cursed with a position that will see me affect all of Faerun.&lt;br /&gt;&lt;br /&gt;Yet I wonder from my own experience whether the lore passed down from our elders is entirely accurate. How many of our brethren are doomed my actions or those of my sisters? How will our choices affect us, or more importantly, those for whom we are allocated as caretakers? Will our actions doom our race? Will they doom other races? And do our choices preclude others being able to determine their own destiny? These are questions I fear I cannot answer, or questions that have already been answered by the choices of the Gods themselves.&lt;br /&gt;&lt;br /&gt; - Excerpt from 'The Destiny of the Elves', by Alustriel Silverhand.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-3197381695739253064?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/3197381695739253064/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=3197381695739253064' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3197381695739253064'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3197381695739253064'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2009/04/snippet-choice.html' title='Snippet: Choice'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-1423906110030964671</id><published>2009-03-24T06:53:00.005+11:00</published><updated>2009-04-27T15:39:43.766+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Modules'/><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><title type='text'>Status: On hold</title><content type='html'>I'd just thought I'd post a quick update letting people know that Fate of an Empire is on hold for the time being. I'm currently without a computer that can run the toolset, and will likely be that way for some time, as I'm on my way back to Australia.&lt;br /&gt;&lt;br /&gt;However, it's likely that development will remain on hold indefinitely. The most significant problem is the scope of the project. In order to follow on from Fate of a City and retain the strong narrative and focus on choice and consequences, the amount of work required to fit into the fairly epic storyline would require a large cohesive development team - or my undivided attention for quite a number of months. Since neither of those options are feasible, I don't see any way it would be finished in any reasonble time period. There are a couple of builders that have offered their support, and I'm keen to work with them, which is why I have an alternative plan in the works.&lt;br /&gt;&lt;br /&gt;While this project is currently unnamed, it is planned as an epic level party adventure, perhaps something that a party having finished Storm of Zehir would tackle. It will be far more heavily focused on combat and other gameplay aspects rather than dramatic roleplay, moral choices and consequences. Your party will need to coordinate its attacks and fight strategically in order to succeed against a variety of dangerous and powerful menagerie of enemies. You can also expect the story to be suitably epic, and that your choices may have very far reaching consequences across the planes... &lt;br /&gt;&lt;br /&gt;Apologies to those who were awaiting news of FoaE, as I don't like having to shelve it, but I simply don't see it getting finished in a reasonable timeframe, and would rather focus my efforts on projects that I know can be completed.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-1423906110030964671?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/1423906110030964671/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=1423906110030964671' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/1423906110030964671'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/1423906110030964671'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2009/03/status-on-hold.html' title='Status: On hold'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-4119273800764765114</id><published>2009-03-11T11:28:00.003+11:00</published><updated>2009-03-11T11:35:28.425+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Modules'/><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><title type='text'>Status: Fate of a City 1.11</title><content type='html'>In what I foresee as the final release for Fate of a City, I've uploaded version 1.11 of the mod onto the vault.  Featuring a few more tweaks to combat difficulty, area and sound design, and a few miscellaneous script fixes and typo corrections, it should make the module about as unbreakable and polished as is possible barring some weird and unforeseen circumstances.  That said, if future patches break things, I will come back to it and find the solutions.&lt;br /&gt;&lt;br /&gt;So, if you haven't done so already, or you want to kill some time before Mysteries of Westgate is released, play through Fate of a City - it will get your character to the perfect level to start playing the new adventure pack.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-4119273800764765114?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/4119273800764765114/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=4119273800764765114' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/4119273800764765114'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/4119273800764765114'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2009/03/status-fate-of-city-111.html' title='Status: Fate of a City 1.11'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-147898498186447656</id><published>2009-03-05T07:44:00.003+11:00</published><updated>2009-03-05T10:43:26.547+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Reviews'/><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><title type='text'>Status: Breaking the silence</title><content type='html'>Yes, it's been quite a while since I've last posted an update, but life has provided me with precious little time to work on NWN2 lately. I must confess that is in part due to catching up on a few gaming titles from 2008 that I missed out of playing due to my modding.  That's not to say that I haven't been doing any modding, however. :)&lt;br /&gt;&lt;br /&gt;In news, &lt;a href="http://nwvault.ign.com/View.php?view=NWN2Reviews.Detail&amp;id=41"&gt;Fate of a City has been reviewed on nwvault&lt;/a&gt;! I'd like to thank 'The Unbalanced' and the nwvault reviewers for their hard work in producing it! The review has provided a few more details for me to fix and improve for the forthcoming 1.11 release. This is in addition to all the suggestions and comments I've had from other players on the vault.&lt;br /&gt;&lt;br /&gt;I'd like to thank everyone who has played and commented for their support and opinions. It's constructive feedback that allows modders to fine tune their creations to make them so enjoyable.&lt;br /&gt;&lt;br /&gt;And the other massive piece of news is that Mysteries of Westgate has gone gold! I can't wait to get my hands on it.  Everything points to it being a fantastic addition to the NWN2 family, and I'm sure it will mean great things for NWN2 and for Ossian Studios.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-147898498186447656?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/147898498186447656/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=147898498186447656' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/147898498186447656'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/147898498186447656'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2009/03/status-breaking-silence.html' title='Status: Breaking the silence'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-4914130455994332736</id><published>2008-12-31T01:15:00.002+11:00</published><updated>2008-12-31T01:21:37.774+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Reviews'/><title type='text'>Review: Storm of Zehir</title><content type='html'>Yes, I'm a little late deliver a review, but I thought I'd offer my opinions on the expansion.  I starting playing on Christmas Day and finished it off yesterday, so I'd say I got maybe 20-25 hours gameplay out of it. I've had a little bit of a look around various websites and noted there are still a few more things I could do, but it seems I've covered the majority of the game's content.&lt;br /&gt;&lt;br /&gt;Overall the gameplay was interesting, and the mixture of exploration and building a trading empire held my attention for a while.  However, the new feature of the overland map is definitely a double-edged sword.  I really do like the idea, and it's very reminiscent of "Sid Meier's Pirates!", but ultimately I found it was a bit tedious.  In the lower and middle levels, it either requires you to run around avoiding and encounters that you might fail to hide from, or simply battle your way through a near never-ending supply of enemies.  Once you add this to the tendency of the game to force you to backtrack repeatedly across the overland map, and this happens needlessly on a few occasions due to poorly worded or outright incorrect journal entries.  The exploration aspect is a nice touch, but it just felt a bit arbitrary, and all the locations or special interactions you could find ended up feeling a little shallow.&lt;br /&gt;&lt;br /&gt;I thought the trading system to be a bit dull to be honest, as there seemed to be very little point to trading manually, with the only real benefits coming from establishing caravan routes.  This added in an extra hassle on the overland map of having to protect your beleaguered caravans when one of the local monsters decided to prey on it for no apparent reason. However, one thing I was pleasantly surprised by was the means by which it both rewarded you with inordinate amounts of gold, yet required major investments in order to establish and improve it.  This, in combination with the new useful crafting system and a few big ticket items in stores, meant that I was never ridiculously rich, at least not until the very end of the game.  Obsidian deserve a big medal in this department for managing something that virtually all RPGs get wrong.&lt;br /&gt;&lt;br /&gt;Atmosphere and design were a mixed bag as well. Samargol and the Temple of the World Serpent in particular were very nice, but other areas felt a bit drab and pointless. Again, I believe this is a symptom of the overland map, forcing a greater number of less interesting areas rather than fewer better developed ones.  I really must commend the music score, although it felt a little bit too grandiose in the lower levels when I was fighting zombies and skeletons to a glorious crescendo.  The new crypt theme and ambient hills theme are probably two of my favorite tracks, and major thematic elements of the music provides a really nice consistency throughout the game. The music tracks definitely felt more cohesive than the OC or MotB, though I confess that I greatly prefer the MotB theme to the new SoZ theme.&lt;br /&gt;&lt;br /&gt;However, the one area where I really feel SoZ fell short is in the storytelling and roleplaying department. The story never really grabbed me, and it always felt as though I knew the direction in which it was heading.  The fact that I reached its conclusion without really knowing anything more about Zehir than "he's a new deity" which I got from the developer videos hammered home this weakness.  It just didn't seem as though any story had been told, nor that my characters had achieved anything particularly significant aside from setting up a thriving merchant company.  After coming from the epic tale of Mask of the Betrayer, it felt like I was being given very little motivation to do anything within the game.&lt;br /&gt;&lt;br /&gt;This lack of storytelling flowed into the roleplaying aspects of the game as well, for while there were plenty of skill checks and extra conversation options due to skills, none of them ever felt important.  Many of the skills checks didn't actually have any effect on the overall outcome of a conversation, and after this happened repeatedly, it gave me the impression that they were somewhat useless and peripheral. In my opinion, not seeing any benefit from having the skill checks is worse than not having them there.&lt;br /&gt;&lt;br /&gt;Overall, Storm of Zehir was interesting, but very much an "old school" RPG.  In the days of the Gold Box games, the focus was on the mechanics, exploration and combat, and there might have been a somewhat interesting plot that accompanied those.  SoZ very much fits in that category, but personally, I feel the RPG genre has evolved to something greater since that era.  Don't get me wrong, I enjoyed and romanticize about the many, many hours spent playing various Gold Box games (I played through "Death Knights of Krynn" over half a dozen times), but times have changed.  Mask of the Betrayer was an excellent example of the new world of RPGs, so SoZ felt like a rather large step backwards in contrast to it and Obsidian's previous releases. It's not to say that Storm of Zehir is a bad game, it just doesn't deliver what I've come to expect from the modern RPG. As a trip down nostalgia lane, it's an enjoyable romp, and it offers some nice additions for module creators, but as a contender in the modern RPG environment, it feels a little lacking.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-4914130455994332736?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/4914130455994332736/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=4914130455994332736' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/4914130455994332736'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/4914130455994332736'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/12/review-storm-of-zehir.html' title='Review: Storm of Zehir'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-8574978484196471705</id><published>2008-12-23T20:53:00.001+11:00</published><updated>2008-12-23T20:55:23.410+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>News: Better Quest Guide available</title><content type='html'>Just a quick note to those that haven't already had a look, &lt;a href="http://nwvault.ign.com/View.php?view=NWN2Tutorials.Detail&amp;id=117"&gt;my guide on "Making a Better Quest" is available now from the vault.&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-8574978484196471705?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/8574978484196471705/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=8574978484196471705' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/8574978484196471705'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/8574978484196471705'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/12/news-better-quest-guide-available.html' title='News: Better Quest Guide available'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-7530454523976189536</id><published>2008-12-20T11:08:00.002+11:00</published><updated>2008-12-20T12:38:55.267+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>News: Release - Making a Better Quest</title><content type='html'>Another small project I've been working on in recent times is a short tutorial and analysis of quest design.  The result is a 14 page PDF called "Making a Better Quest".&lt;br /&gt;&lt;br /&gt;Making a Better Quest is a short analysis of the components that make quests exciting and interesting for players. Drawing upon examples from many games in the broader RPG genre, the document provides writers and designers with guidelines that will help produce stronger and more engrossing quests and quest lines.&lt;br /&gt;&lt;br /&gt;The guideline should appear on the vault before too long, and  &lt;a href="http://nwvault.ign.com/View.php?view=NWN2Tutorials.Detail&amp;id=117"&gt;you should be able to find it here&lt;/a&gt; once it has been approved.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-7530454523976189536?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/7530454523976189536/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=7530454523976189536' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/7530454523976189536'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/7530454523976189536'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/12/news-release-making-better-quest.html' title='News: Release - Making a Better Quest'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-8761559301407783140</id><published>2008-12-18T13:19:00.005+11:00</published><updated>2008-12-18T13:47:25.738+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Modules'/><category scheme='http://www.blogger.com/atom/ns#' term='Screenshots'/><title type='text'>News: Release - Christmas Toy Workshop</title><content type='html'>Well, despite the toolset crash I mentioned previously, (thanks for that backup batch file, Amraphael!) and falling ill over the past couple of days, one of the things I've been working on is done and available from the vault right now.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://nwvault.ign.com/View.php?view=NWN2ModulesEnglish.Detail&amp;id=332"&gt;Christmas Toy Workshop&lt;/a&gt; is a fun little game I developed over a few days, offering players with the ability to help produce toys for the festive season.&lt;br /&gt;&lt;br /&gt;While working on the toy production floor, players must deliver colored toy components to the appropriate corner of the workshop and activate the production mechanism at the correct times. Of course, nothing is ever simple, and there are complications in the production: malfunctioning machines, dangerous heat ventilation and vermin invading the production floor!&lt;br /&gt;&lt;br /&gt;I hope you'll take a look at this module and embrace the Christmas spirit!&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_CsC-G6TTraw/SUm1eueYLfI/AAAAAAAAAaI/zyGPiXEHc_0/s1600-h/Workshop1.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 250px;" src="http://2.bp.blogspot.com/_CsC-G6TTraw/SUm1eueYLfI/AAAAAAAAAaI/zyGPiXEHc_0/s400/Workshop1.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5280951577544764914" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-8761559301407783140?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/8761559301407783140/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=8761559301407783140' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/8761559301407783140'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/8761559301407783140'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/12/news-christmas-toy-workshop.html' title='News: Release - Christmas Toy Workshop'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_CsC-G6TTraw/SUm1eueYLfI/AAAAAAAAAaI/zyGPiXEHc_0/s72-c/Workshop1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-3554287176550972485</id><published>2008-12-17T03:35:00.002+11:00</published><updated>2008-12-17T03:42:45.042+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><title type='text'>Status: Toolset Crash</title><content type='html'>Joy of joys, I had a significant toolset crash which caused various issues today.  I should have backed up this small project more regularly...&lt;br /&gt;&lt;br /&gt;The toolset crash not only managed to destroy a dozen blueprints, but also filled four rather large scripts with absolutely nothing.  Even more strangely, it reset all my toolset settings back to as if I'd just installed the game. &lt;br /&gt;&lt;br /&gt;I've just recovered the blueprint, and now have to rewrite those scripts before I can finish with this small project - and I was just doing my final pre-release test too!&lt;br /&gt;&lt;br /&gt;I guess patch 1.13 isn't so reliable after all... :(&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-3554287176550972485?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/3554287176550972485/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=3554287176550972485' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3554287176550972485'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3554287176550972485'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/12/status-toolset-crash.html' title='Status: Toolset Crash'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-3976498309466001842</id><published>2008-12-16T05:07:00.003+11:00</published><updated>2008-12-16T05:16:34.765+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Modules'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>News: New and Coming Work</title><content type='html'>Just a quick update to let people know that I've posted a short pdf with some &lt;a href="http://nwvault.ign.com/View.php?view=NWN2Tutorials.Detail&amp;id=116"&gt;area proofing tips&lt;/a&gt; which gives a quick list of things to check before finalising an area. While it's not a fully-fledged guide to area creation, it's intended to be a useful tool for area builders and prefab makers to use before declaring an area finished.&lt;br /&gt;&lt;br /&gt;I thought I'd also mention I have two other small projects in the works that should be released within the next week or so... Keep an eye out for them both here and on the vault!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-3976498309466001842?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/3976498309466001842/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=3976498309466001842' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3976498309466001842'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3976498309466001842'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/12/news-new-and-coming-work.html' title='News: New and Coming Work'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-2368923986781803849</id><published>2008-12-02T22:18:00.002+11:00</published><updated>2008-12-02T22:40:02.596+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Design: Principles - Roleplaying (Part 2)</title><content type='html'>While I was going to respond to the comment in yesterday's post, I felt that they deserved a little more attention, so I'll expand on my thoughts here.&lt;br /&gt;&lt;br /&gt;First of all, I probably should have been more specific in defining my boundaries of roleplaying.  While I've not played Storm of Zehir, the consensus from people who have is that it's not a story-driven experience like NWN2 or Mask of the Betrayer. &lt;br /&gt;Everything I've read leads me to believe that it's more of a sandbox game.  Something akin to Sid Meier's "Pirates!", where there is a plot, but the world and the player's advancement and fame/wealth are the linchpins of the gameplay.  That's not to say it's a worse game, it's just different.&lt;br /&gt;&lt;br /&gt;The categories I defined were what I felt are key elements of a &lt;i&gt;story-based&lt;/i&gt; RPG. This would have to be my favourite type of RPG, as it can make players fall in love with their character and the NPCs they travel with.  That kind of emotional attachment is something that will last long after a player has finished playing, and inspires a great degree of nostalgia years later.  It's the very reason so many people still feel so strongly about Baldur's Gate 1 and 2.  Whether it was Minsc's antics with Boo, a cautious romance with Jaheira, the desire to hunt down Jon Irenicus or simply to bring the end of the Bhaalspawn war, there were hooks to draw the player in emotionally.&lt;br /&gt;&lt;br /&gt;That kind of immersion and motivation is exactly what I was referring to in creating an experience for players.  There should be that same attachment as when reading a book, that you don't want it to finish, that you want to be able to continue on and keep have experiences with these characters.&lt;br /&gt;&lt;br /&gt;And that's my point about the ability to replay a good RPG.  It should be like an excellent book that you want to go back and read later on, except that you know that this time you can influence the story in a different direction.&lt;br /&gt;&lt;br /&gt;I feel I should address the issue of Planescape: Torment. It is an excellent game, but if anything, its failing is that the story is &lt;b&gt;too&lt;/b&gt; strong, hence getting through the game again in a different method almost feels like it would be a betrayal to the essence of the story.  But more accurately, much of the suspense and drive of the game comes from a desire to work out &lt;i&gt;what&lt;/i&gt; is happening and &lt;i&gt;how&lt;/i&gt; it can be fixed.  When you've completed the game once, those two aspects are missing, which makes a repeat play that much harder, as you lack those two driving factors.&lt;br /&gt;&lt;br /&gt;The trick is to balance the strength of the story against the strength of the characters, so that even if you know how the story unfolds, the characters of the game make the journey a fulfilling experience, even when you know all the twists and turns of the plot.  That's why I could replay Baldur's Gate 1 &amp; 2, Mass Effect, NWN2 OC and MotB (though to a lesser extent), but why I couldn't replay NWN1 or PS:T.  The characters made the journey fun, even though I knew the ultimate destination.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-2368923986781803849?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/2368923986781803849/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=2368923986781803849' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/2368923986781803849'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/2368923986781803849'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/12/design-principles-roleplaying-part-2.html' title='Design: Principles - Roleplaying (Part 2)'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-8223506544168972817</id><published>2008-12-01T20:24:00.002+11:00</published><updated>2008-12-01T21:10:03.299+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Design: Principles - Roleplaying</title><content type='html'>In another post in the series of design principles, today I want to discuss roleplaying.  I must admit, I feel in many cases this is an area that is overlooked in community modules, or at least, seems to fall short in its implementation.  While I could write a lengthy essay on the subject, I'll just give a brief overview of what I believe are key elements of roleplaying.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Story&lt;/b&gt;&lt;br /&gt;First and foremost in any RPG is the story the player is being told.  If this does not grip the player and spur them to keep playing, to find out that next piece of the plot, the game is already fighting an uphill battle to maintain the player's interest.  An RPG requires just as much depth in its story as a novel, if not more. &lt;br /&gt;&lt;br /&gt;Without an exciting story, why does the player even care what happens to their chosen character?  It is the story that makes the player care about their character and their choices, why it makes people develop an attachment to their gaming experience that simply does not occur in FPS or RTS games.  It is the story that provides the player and their character with a motivation to play.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Motivation&lt;/b&gt;&lt;br /&gt;The motivation of the character is a key component in defining their personality.  Many players have an idea of a character in their head when they play an RPG, and the options are many and varied:&lt;br /&gt;· A hero striving to destroy evil at all costs, even if it means their life.&lt;br /&gt;· A lawful zealot, dispensing justice without mercy.&lt;br /&gt;· A selfish scoundrel, trying to make a profit without risking their life.&lt;br /&gt;· A manipulative powermonger, using deception to further their own ends.&lt;br /&gt;&lt;br /&gt;Of course, these are just a few quick examples, and there are hundreds and thousands more options.  The aim of the RPG is to provide the ability for the player to roleplay their character and its motivations, whatever they might be.  Therefore, "the problem is choice".&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Choice&lt;/b&gt;&lt;br /&gt;This is a core element of roleplaying.  It is choice that provides the ability to shape a character, to have an effect on those around.  It is choice that means the player is not simply on a pre-defined path.  The story must be flexible enough to allow the character's motivations to affect it, yet still be strong enough to keep player on a path to its conclusion.  Without choice, the player may as well watching a movie or reading a book, but there cannot be so much choice that the story becomes weak or inconsistent.  This balance is one of the hardest aspects of the game designer, as it means providing consequences for those choices.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Consequences&lt;/b&gt;&lt;br /&gt;But in allowing the player to make choices, there has to be a reason for them, and more importantly, a consequence.  If choices do not have ramifications, then what difference does it make if the player picks one over another?  Consequences make the player think about their actions, to make them consider their decisions and to &lt;i&gt;roleplay&lt;/i&gt; their character.  Consequences reward roleplaying with a believable and engrossing experience – they provide verisimilitude.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Verisimilitude&lt;/b&gt;&lt;br /&gt;Many RPGs are set in pre-established worlds or universes because they already contain the necessary background.  More than a year of the development for BioWare's Mass Effect was spent simply creating the intellectual property to provide the setting.  If a player doesn't believe the setting they are in, it breaks the immersion and this is one of the things that game designers attempt to avoid as much as possible.  &lt;br /&gt;&lt;br /&gt;Just as the player has their own personality and motivations, so do all the people in the world that they meet, and this should come through in their speech and actions.  This is the means of tying together all of the above points into a cohesive package that makes a player want to keep gaming.&lt;br /&gt;&lt;br /&gt;And that is the ultimate aim – to create an experience that the player not only does not want to put down, but to go back and experience it again after they've finished.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-8223506544168972817?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/8223506544168972817/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=8223506544168972817' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/8223506544168972817'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/8223506544168972817'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/12/design-principles-roleplaying.html' title='Design: Principles - Roleplaying'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-6962398767913500875</id><published>2008-11-20T03:15:00.004+11:00</published><updated>2008-11-21T23:32:00.485+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Design: Principles - Scaling</title><content type='html'>Following on from yesterday's post, I'm making a very important statement about a very significant topic.  Be warned, this post is a little long...&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Scaling&lt;/span&gt;&lt;br /&gt;Scaling of encounters has a bad name, and I'd say that's because of one big name RPG - The Elder Scrolls: Oblivion. Oblivion was a fairly bad example of what happens if scaling is done wrong, but I believe it is possible to do some scaling and have it work.&lt;br /&gt;&lt;br /&gt;Believe it or not, there are actually a few fights in my &lt;span style="font-style:italic;"&gt;Fate of a City&lt;/span&gt; module that are scaled, and the scaling is based on the player's party size and/or character level.  This was mainly because if a character reached some of those fights solo, they couldn't possibly tackle a full complement of enemies, but similarly, with a party of 3 they became fairly trivial if the combat was balanced for a solo player.  So keeping this in mind, here are two simple rules to keep in mind regarding scaling in an RPG.&lt;br /&gt;&lt;br /&gt;1) Only ever scale upwards.&lt;br /&gt;2) Only scale key fights.&lt;br /&gt;&lt;br /&gt;I'll explain why.&lt;br /&gt;1) Scaling should never make encounters easier.  There's nothing more ridiculous than being told how fearsome a location is only to fight that it's populated with nothing more than a few kobolds that die with a single sling bullet to the head.&lt;br /&gt;&lt;br /&gt;People should not be rewarded for doing something that they've been warned repeatedly that they shouldn't, as that just encourages them to keep doing it, and overall the story and the setting become significantly weaker.&lt;br /&gt;&lt;br /&gt;2) Key encounters are either fights that are with key plot figures, or fights that have to be fought and will "weaken" a character for a major fight to come.&lt;br /&gt;&lt;br /&gt;These are the tools to make the player really feel like they are fighting a truly powerful enemy, and to make them feel like they have accomplished something when they finally defeat their opponent(s).&lt;br /&gt;&lt;br /&gt;If the player simply waltzes through without even breaking a sweat, then the thrill of the battle and the threat of danger aren't there, which means that the game doesn't have the same level of excitement.  &lt;br /&gt;&lt;br /&gt;Oblivion got scaling wrong on both of these points.  For starters, you could go pretty much anywhere you liked on the map whenever you wanted and you would generally face monsters that you had a pretty good chance of defeating. Not facing additional danger because you're going deep into the wilderness where no-one has ever been in years is bad because you exploring the unknown doesn't have the element of danger that it otherwise would.  A green adventurer going deep into the highlands knows they are not going to be attacked by some minotaurs in the mountains, only a lone wolf that they can easily dispatch.&lt;br /&gt;&lt;br /&gt;Secondly, the mid-to-late game felt ridiculous.  Suddenly all bandits were wearing amazing armour worth thousands of gold pieces, Daedroth and Atronachs roamed the countryside freely, and Daedra Lords guarded every Oblivion tower.  What happened to the Clannfears and all the other weaker Daedra?  Even worse, where did all these people and monsters suddenly appear from?  It broke the realism completely (as much as it exists in a fantasy setting), and made fights longer and more tedious by arbitrarily increasing their difficulty.&lt;br /&gt;&lt;br /&gt;Scaling must be done for a concrete gameplay effect, but the realism of the setting must take precedence over that, meaning that there must be a cap on the scaling.  Having enemies that are renowned for their weakness suddenly becoming powerful enough so that they rival the player ruins realism in a terrible fashion.  Furthermore, if the heroic player can only barely defeat a group of goblins, why aren't these same goblins overrunning the cities, seeing as they typically exist in ridiculously large numbers?&lt;br /&gt;&lt;br /&gt;In short, combat scaling should be restrained, and ideally, completely invisible to the player.  If it's not, then it becomes obvious what is happening and the realism of the setting is completely broken, and overall the game is less fun for the players.  And when it comes down to it, games are made for the players, so the ultimate aim is to please them.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-6962398767913500875?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/6962398767913500875/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=6962398767913500875' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/6962398767913500875'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/6962398767913500875'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/11/design-principles-scaling.html' title='Design: Principles - Scaling'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-3527454036466433882</id><published>2008-11-19T00:26:00.005+11:00</published><updated>2008-11-21T23:33:57.749+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Modules'/><title type='text'>Beta Release: PacSquire</title><content type='html'>I made &lt;a href="http://nwn2forums.bioware.com/forums/myviewtopic.html?topic=656481&amp;forum=111"&gt;a post on the NWN2 forums&lt;/a&gt; earlier today about a small project I started working on yesterday.  It's called PacSquire, and is a little bit "different".&lt;br /&gt;&lt;br /&gt;PacSquire is a mini-game designed to be played either single or multiplayer.  The basic premise is that you must go around the playing field collecting the "Coldstones" scattered around.  However, doing so is not straightforward, as the field is scattered with monsters who will try and kill you as you attempt to do so.&lt;br /&gt;&lt;br /&gt;Each player has three lives, and being killed by the monster foes will deplete one of those lives.  However, players are in competition, and if a player kills another, that does not deplete their number of lives, but it does put them out of the game for a short period of time.&lt;br /&gt;&lt;br /&gt;I've uploaded the module to the vault, and &lt;a href="http://nwvault.ign.com/View.php?view=NWN2ModulesEnglish.Detail&amp;id=328"&gt;it can be found here.&lt;/a&gt;.  Any feedback, suggestions or bug reports would be greatly appreciated.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-3527454036466433882?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/3527454036466433882/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=3527454036466433882' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3527454036466433882'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3527454036466433882'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/11/beta-release-pacsquire.html' title='Beta Release: PacSquire'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-8705153806600878241</id><published>2008-11-17T08:21:00.005+11:00</published><updated>2008-11-19T00:26:07.638+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Design: Principles - Combat</title><content type='html'>I've said recently that I'm going to change my approach a little from &lt;span style="font-style:italic;"&gt;Fate of a City&lt;/span&gt; for its currently planned sequel &lt;span style="font-style:italic;"&gt;Fate of an Empire&lt;/span&gt;.  Given that some people have voiced concerns about changing the formula, over my next few posts, I'm going to explain what I meant by those statements and clarify my intentions for it.  Today's post is going to be on the topic of combat.  Note that if you haven't finished &lt;span style="font-style:italic;"&gt;Fate of a City&lt;/span&gt;, there are a few spoilers in this post.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Combat&lt;/span&gt;&lt;br /&gt;While I said I would include more combat in a sequel, I'm not planning to go overboard.  As far as I'm concerned, a role-playing game should offer role-playing. Neverwinter Nights 2 is a role-playing game, and any module that I claim is going to be a role-playing module will be just that. As &lt;span style="font-style:italic;"&gt;Fate of an Empire&lt;/span&gt; is the sequel to &lt;span style="font-style:italic;"&gt;Fate of a City&lt;/span&gt; I want it to contain just the same amount of role-playing, if not more.&lt;br /&gt;&lt;br /&gt;While I have ideas for other modules that might take on different forms, I don't have plans to turn &lt;span style="font-style:italic;"&gt;Fate of an Empire&lt;/span&gt; into a hack-and-slash festival.  I've played quite a number of mods that have had enough hack-and-slash to make the average Diablo player happy, and while I do like Diablo, I'm not playing NWN2 module to get my Diablo fix.  While I like NWN2 combat more than NWN1 combat, it's still not the reason I play the game.&lt;br /&gt;&lt;br /&gt;I believe the main difficulty in using combat well in a module has been explained perfectly others, in that combat should be there for a reason.  Now, of course, the reasons are many and varied, but I don't believe that the hero or heroes should be wading through hordes of enemies without breaking a sweat.  Of course, there is an exception to this if the enemies are meant to be weak in comparison to the almighty adventurer, but then surely the sight of the adventurer might be enough to inspire terror in those same enemies?&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://lh3.ggpht.com/_CsC-G6TTraw/SLC7K6T_hII/AAAAAAAAAKM/aJQW7n8RPbo/s912/NWN2_SS_2702.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px;" src="http://lh3.ggpht.com/_CsC-G6TTraw/SLC7K6T_hII/AAAAAAAAAKM/aJQW7n8RPbo/s912/NWN2_SS_2702.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;There will be sections in &lt;span style="font-style:italic;"&gt;Fate of an Empire&lt;/span&gt; that will have a level combat closer to the keep assault in &lt;span style="font-style:italic;"&gt;Fate of a City&lt;/span&gt;, but that's due to two main reasons - the increased flexibility for fights in this level range, and the increased scope of the module.  I'll let you know now that the beginning of the module will start off a little more combat oriented, but the roleplaying won't take a backseat in the module.&lt;br /&gt;&lt;br /&gt;The one thing I will say is that I'll do everything I can to make combat &lt;span style="font-style:italic;"&gt;interesting and different&lt;/span&gt;.  I tried to do this in &lt;span style="font-style:italic;"&gt;Fate of a City&lt;/span&gt;, for example the mixed enemies in the keep assault or the confrontation with Kaladyr.  Another example of trying to do things differently is the fight with Sergeant Mallum and his summoned shadows at the conduit.  And finally, there are fights that don't actually need to involve combat at all, like the confrontation with the Shadow Being.&lt;br /&gt;&lt;br /&gt;I'll be aiming to deliver more variety and unique fights given the increased durability of the heroes and the broader scope of &lt;span style="font-style:italic;"&gt;Fate of an Empire&lt;/span&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-8705153806600878241?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/8705153806600878241/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=8705153806600878241' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/8705153806600878241'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/8705153806600878241'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/11/design-principles-combat.html' title='Design: Principles - Combat'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh3.ggpht.com/_CsC-G6TTraw/SLC7K6T_hII/AAAAAAAAAKM/aJQW7n8RPbo/s72-c/NWN2_SS_2702.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-6511551617187514574</id><published>2008-11-12T07:42:00.006+11:00</published><updated>2008-11-12T09:16:57.307+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Areas'/><category scheme='http://www.blogger.com/atom/ns#' term='Screenshots'/><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Status: Reviewed and Refined</title><content type='html'>Well, after a bit less than a month, reviews for &lt;span style="font-style:italic;"&gt;Fate of a City&lt;/span&gt; have been coming in with mixed opinions.  In general it seems that gamers want more combat than is provided and that quests have made some players feel as though they are a Fedex Warrior at times.  I've taken these comments on board for any future work that I do, though I don't foresee undertaking major modifications to &lt;span style="font-style:italic;"&gt;Fate of a City&lt;/span&gt; in order to meet these requirements.  There are several modders and players who have helpfully identified issues with the module, and I'd like to thank everyone who provided constructive feedback.&lt;br /&gt;&lt;br /&gt;However, I have done a significant amount of reworking and refining of the module since its initial release, having made major changes to many areas, adding in a world map and also including a grabbag of new items.  Hopefully version 1.08 should prove a completely stable and enjoyable experience for all players, but I'll still be open to tweaking the module further to provide additional support to players if they wish it.&lt;br /&gt;&lt;br /&gt;Particularly pleasing was the &lt;a href=""&gt;review from Alazander&lt;/a&gt; in which he gave the module some considerable praise.  The focus on choice and consequence a core aim of &lt;span style="font-style:italic;"&gt;Fate of a City&lt;/span&gt;, as was providing a high level of polish to give a professional feel to the adventure.&lt;br /&gt;&lt;br /&gt;His comments on area design being a little weaker than other aspects of the module caused me to re-examine that aspect of the module a little more closely, and as a result, I made some changes to several areas of the module.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://lh5.ggpht.com/_CsC-G6TTraw/SRn7FIqH5zI/AAAAAAAAAVg/DrtHnswARpg/s1152/NWN2_SS_2800.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px;" src="http://lh5.ggpht.com/_CsC-G6TTraw/SRn7FIqH5zI/AAAAAAAAAVg/DrtHnswARpg/s1152/NWN2_SS_2800.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;The above is the source screenshot for the original loadscreen for the rich quarter for version 1.0.  While I was happy with it at the time, it does appear somewhat bare and plain upon re-examination.  The subtly of differences in texturing and colouring simply do not come out as strongly in game as they do when looking at the game from a static shot in the toolset. Increasing the contrast in textures and colouring, in combination with adding to the general "clutter" of the areas has provided a much improved look for the 1.08 release.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://lh6.ggpht.com/_CsC-G6TTraw/SRn7Fr2qjbI/AAAAAAAAAVo/ZO5E1cAUTLA/s1024/NWN2_SS_2801.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px;" src="http://lh6.ggpht.com/_CsC-G6TTraw/SRn7Fr2qjbI/AAAAAAAAAVo/ZO5E1cAUTLA/s1024/NWN2_SS_2801.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Finally, today I added a fairly comprehensive walkthrough for the module to the module's page on the vault.  In closing, if you've already played the module, I hope you'll consider playing again, and if you haven't, then go and download it now! And I hope you vote for it!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-6511551617187514574?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/6511551617187514574/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=6511551617187514574' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/6511551617187514574'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/6511551617187514574'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/11/status-reviewed-and-refined.html' title='Status: Reviewed and Refined'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh5.ggpht.com/_CsC-G6TTraw/SRn7FIqH5zI/AAAAAAAAAVg/DrtHnswARpg/s72-c/NWN2_SS_2800.jpg' height='72' width='72'/><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-4214395606827876967</id><published>2008-11-04T23:03:00.004+11:00</published><updated>2008-11-05T17:46:25.440+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Modules'/><title type='text'>News: Halloween Module</title><content type='html'>Yes, I know, I'm way behind everyone else in advertising this on their blogs, but I thought I'd give a shout out to the &lt;a href="http://nwvault.ign.com/View.php?view=NWN2ModulesEnglish.Detail&amp;id=322"&gt;NWN2 Community Halloween Module&lt;/a&gt; that was posted to the vault a few days back.  This is a great effort by 25 builders to produce an eclectic mix of Halloween themed houses.  While I've not visited all the houses yet, it has been fun so far.&lt;br /&gt;&lt;br /&gt;I hope that people who play mine can get a bit of enjoyment out of it. It may be a little short compared to some of the contributions, but seeing as it was done from scratch in about 8 hours including bugtesting, I don't consider it too bad an effort. I had more ideas to implement if I'd had more time, but sometimes life gets in the way of modding.&lt;br /&gt;&lt;br /&gt;In other news, I've also trying to do a bit of gaming as I wait for more reviews of Fate of a City.  I may post a review or two here in the future.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-4214395606827876967?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/4214395606827876967/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=4214395606827876967' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/4214395606827876967'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/4214395606827876967'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/11/news-halloween-module.html' title='News: Halloween Module'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-4742731639847929833</id><published>2008-10-18T19:20:00.002+11:00</published><updated>2008-10-18T19:29:15.693+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><title type='text'>Status: RELEASED!</title><content type='html'>&lt;i&gt;Fate of a City&lt;/i&gt; has now been released and is &lt;a href="http://nwvault.ign.com/View.php?view=NWN2ModulesEnglish.Detail&amp;id=320"&gt;available for download from nwvault!&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;I'd just like to say an extra special thanks to all those people who've given me support and comments during the development process, and all the regular visitors to my blog.&lt;br /&gt;&lt;br /&gt;I hope that everyone enjoys playing the module!&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://lh4.ggpht.com/AmstradHero/SPmdtQGhBnI/AAAAAAAAASw/utF2OU10bs8/s1280/NWN2_SS_2754.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px;" src="http://lh4.ggpht.com/AmstradHero/SPmdtQGhBnI/AAAAAAAAASw/utF2OU10bs8/s1280/NWN2_SS_2754.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-4742731639847929833?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/4742731639847929833/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=4742731639847929833' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/4742731639847929833'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/4742731639847929833'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/10/status-released.html' title='Status: RELEASED!'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh4.ggpht.com/AmstradHero/SPmdtQGhBnI/AAAAAAAAASw/utF2OU10bs8/s72-c/NWN2_SS_2754.jpg' height='72' width='72'/><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-3148051435124863472</id><published>2008-10-14T03:21:00.003+11:00</published><updated>2008-10-14T03:31:45.573+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Characters'/><category scheme='http://www.blogger.com/atom/ns#' term='Screenshots'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Sneak Peek: Companion Preview 2</title><content type='html'>Previously I promised some screenshots of Veolus Wend, one of the two companions available in &lt;i&gt;Fate of a City&lt;/i&gt;.  During my current bugtesting, I thought I'd take a few screenshots and give you a taste of his appearance and personality.&lt;br /&gt;&lt;br /&gt;If you read the &lt;a href=http://fateofacity.blogspot.com/2008/09/status-companionship.html&gt;description I previously gave of Veolus&lt;/a&gt;, you'll realise that Veolus is not one for kindness and benevolence.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://lh3.ggpht.com/AmstradHero/SPN2iYt-vzI/AAAAAAAAASQ/asMx3g6idUY/s912/NWN2_SS_2747.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px;" src="http://lh3.ggpht.com/AmstradHero/SPN2iYt-vzI/AAAAAAAAASQ/asMx3g6idUY/s912/NWN2_SS_2747.jpg" border="0" alt="" /&gt;&lt;/a&gt;However, while Veolus is ruthless, he is not entirely without emotion.  There are people, places and ideals that he holds in high regard, and even his cold disposition can be softened at times.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://lh5.ggpht.com/AmstradHero/SPN2iZGA7UI/AAAAAAAAASI/-uxKX4pvYQI/s912/NWN2_SS_2742.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px;" src="http://lh5.ggpht.com/AmstradHero/SPN2iZGA7UI/AAAAAAAAASI/-uxKX4pvYQI/s912/NWN2_SS_2742.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;You may get to know him much better very soon...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-3148051435124863472?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/3148051435124863472/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=3148051435124863472' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3148051435124863472'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3148051435124863472'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/10/sneak-peek-companion-preview-2.html' title='Sneak Peek: Companion Preview 2'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh3.ggpht.com/AmstradHero/SPN2iYt-vzI/AAAAAAAAASQ/asMx3g6idUY/s72-c/NWN2_SS_2747.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-6148087209110616582</id><published>2008-10-13T20:04:00.003+11:00</published><updated>2008-10-13T23:10:02.436+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Status: Beta Testing!</title><content type='html'>Yes, I am testing! This fun process has already seen me squash a few minor bugs and a some more annoying ones. Given that I've done testing throughout the development, I do not foresee a prolonged final testing phase, but I'm going to make sure that the initial release is as bug free as possible!&lt;br /&gt;&lt;br /&gt;The release date is getting closer and closer, and the &lt;i&gt;Fate of a City&lt;/i&gt; will soon be determined...&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://lh4.ggpht.com/AmstradHero/SPM5dZiz2-I/AAAAAAAAARM/uZpXoXoPB3Q/s912/NWN2_SS_2734.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px;" src="http://lh4.ggpht.com/AmstradHero/SPM5dZiz2-I/AAAAAAAAARM/uZpXoXoPB3Q/s912/NWN2_SS_2734.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-6148087209110616582?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/6148087209110616582/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=6148087209110616582' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/6148087209110616582'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/6148087209110616582'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/10/status-beta-testing.html' title='Status: Beta Testing!'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh4.ggpht.com/AmstradHero/SPM5dZiz2-I/AAAAAAAAARM/uZpXoXoPB3Q/s72-c/NWN2_SS_2734.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-8877458032068667431</id><published>2008-10-10T07:11:00.002+11:00</published><updated>2008-10-10T07:36:15.142+11:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Status: [END DIALOG] {finish the game}</title><content type='html'>Hello to all! I have finished my hiatus due to moving to the UK and am eagerly back into modding after getting a brand new computer yesterday!&lt;br /&gt;&lt;br /&gt;The title of this post indicates a line present in a conversation that I finished today. In fact, in several different conversations.  Which means I've reached an extremely exciting time - I am very, very close to a finished alpha version of Fate of a City!&lt;br /&gt;&lt;br /&gt;There's still bits and pieces of work to do - finalising all the load screens, doing a final full playtest for balance and continuity.  Then there's converting to a campaign and doing any bugfixing before packaging everything together for release.&lt;br /&gt;&lt;br /&gt;So &lt;i&gt;Fate of a City&lt;/i&gt; &lt;b&gt;will&lt;/b&gt; be coming soon...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-8877458032068667431?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/8877458032068667431/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=8877458032068667431' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/8877458032068667431'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/8877458032068667431'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/10/status-end-dialog-finish-game.html' title='Status: [END DIALOG] {finish the game}'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-8725362946702063380</id><published>2008-09-22T14:05:00.005+10:00</published><updated>2008-09-22T22:19:38.653+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Characters'/><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><title type='text'>Status: Companionship</title><content type='html'>I'm not yet in the UK, but I've still got a computer at my disposal, albeit not my own.  That said, I've still been able to work within the toolset in recent times, even though I can't actually run the game itself.  While this is not conducive to many aspect of modding, it still enables me to do dialog and scripting, which I have been doing with great enthusiasm.  Unfortunately, not being in a situation to my work illustrate with any screenshots, this post will be somewhat text-centric, but given that's been my work environment, it seems somewhat appropriate.  &lt;br /&gt;&lt;br /&gt;The bulk of work in question has been related to completing the conversations for the second companion within &lt;i&gt;Fate of a City&lt;/i&gt;.  To give you an indication of the depth and effort that has been put into these characters, I'll give some word statistics (which may scare some of you).  At the current time, the current word count of the module is just shy of 140,000 words, with approximately 30,000 words dedicated to the various interjections, comments, and conversations of the two companions within &lt;i&gt;Fate of a City&lt;/i&gt;. So while I wanted to include more party members so as to offer greater diversity and choice... I'm sure you can understand that the amount of work required to bring them to life so they wouldn't feel bland in comparison to the existing characters is no simple matter.  So without further ado, here's an introduction to the second companion available within the walls of Darthall...&lt;br /&gt;&lt;br /&gt;-----&lt;br /&gt;&lt;b&gt;&lt;i&gt;Veolus Wend&lt;/i&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Veolus is a priest who typically inspires very strong reactions to those that meet him, and those feelings are almost always negative, as his chosen deity is Bane. He is unyielding in his determination and ruthless in the pursuit of his goals.  However, as to what they might be, Veolus is not forthcoming, as his service to the church is not a topic he cares to discuss.&lt;br /&gt;&lt;br /&gt;Despite his faith, Veolus will ally with any who will tolerate his views, provided he thinks they are capable enough. However, if ostracised too much, Veolus would be more than happy to turn on previous friends, for any perceived enemy of the Black Hand is a target for divine retribution by his hand.&lt;br /&gt;-----&lt;br /&gt;&lt;br /&gt;Hopefully I'll add a couple of screenshots at a later date, though Veolus has already appeared in a few times in previous screenshot galleries.&lt;br /&gt;&lt;br /&gt;This has represented a significant portion of the remaining work for &lt;i&gt;Fate of a City&lt;/i&gt;, which means that the complete alpha version should be ready sooner rather than later.  Then it comes down to testing the finished product... I only hope that phase goes as smoothly as it did for my Amstralloween contribution to BouncyRock's project! :)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-8725362946702063380?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/8725362946702063380/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=8725362946702063380' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/8725362946702063380'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/8725362946702063380'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/09/status-companionship.html' title='Status: Companionship'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-1125743587216604335</id><published>2008-09-15T00:29:00.001+10:00</published><updated>2008-09-15T07:25:36.000+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Characters'/><category scheme='http://www.blogger.com/atom/ns#' term='Screenshots'/><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Status: Out for a while</title><content type='html'>As I write this, virtually all my belongings are in boxes in transit to the UK.  This also means that I'm about to depart my home in Australia to follow them, and as such, I'll be without a computer for at least the next few weeks.&lt;br /&gt;&lt;br /&gt;However, with trusty pen, pencil and paper, I'll still be trying to get some work done on Fate of a City, in the form of writing out the conversations, scripts and perhaps jotting down a few notes to be used in the final stages of development when I manage to acquire a new system after my move.&lt;br /&gt;&lt;br /&gt;But right now, I'm going to give a little more information about the companion influence system I've implemented in Fate of a City.  Influence will be handled primarily through conversations, though there will be a few instances where your actions will directly impact upon your relationship with your companion(s).  Many of the quests within the game will include conversation options that will affect your influence, and in addition, there will be other situational dialogs that will occur for a companion to provide you with some information or their opinion, which will also include the ability to gain (or lose) influence with them.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://lh5.ggpht.com/AmstradHero/SMkphjKZMqI/AAAAAAAAAPo/qmlTowrXhJs/s912/NWN2_SS_2722.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px;" src="http://lh5.ggpht.com/AmstradHero/SMkphjKZMqI/AAAAAAAAAPo/qmlTowrXhJs/s912/NWN2_SS_2722.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;In addition, typically, just because you say one wrong thing does not mean that you will necessarily fall out of favour with a companion... though if you continue to disregard their opinion, they may not be happy about it. Of course, having (or lacking) a certain level of influence with a companion will help (or hinder) your relationship with them, so you may not wish to annoy them too much.&lt;br /&gt;&lt;br /&gt;However, the last couple of days of modding haven't been without their annoyances.  The one that's annoyed me most recently is a weird issue that I can only call a lighting issue, yet the problem persisted even when I removed all the lights from the area.  Rather than try and explain the problem, I'll demonstrate through a screenshot...&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/LightingError.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/LightingError.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;This weird black area is actually a closed door, yet for some reason, it does not display nicely at all.  Even more frustrating is that as soon as the door is opened, the problem goes away, and even if the door is shut again, the area is not in shadow.  In addition, if I use a "see-through" door - such as a gate or portcullis, then there is no issue either.  It's as though the game thinks that the southern side of the doorway (this is a N/S oriented door) is "unexplored".  After several hours of fruitlessly banging my head against the toolset (and repeatedly going in game to test) in the hope of fixing the problem, I was eventually forced to rework my interior design to avoid the problem.  I'd curious as to whether anyone has encountered a similar issue, or has any clue as to the cause (or even better, a solution!).&lt;br /&gt;&lt;br /&gt;Final note/question: Does anyone have any suggestions as to where I should/shouldn't buy a computer/computer parts in the UK once I arrive?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-1125743587216604335?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/1125743587216604335/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=1125743587216604335' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/1125743587216604335'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/1125743587216604335'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/09/status-out-for-while.html' title='Status: Out for a while'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh5.ggpht.com/AmstradHero/SMkphjKZMqI/AAAAAAAAAPo/qmlTowrXhJs/s72-c/NWN2_SS_2722.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-4530428154322858029</id><published>2008-09-10T18:28:00.003+10:00</published><updated>2008-09-12T00:26:06.317+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Screenshots'/><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><title type='text'>Status: It's My Birthday (and I'll Mod If I Want To)</title><content type='html'>In celebration, I decided to give myself a bit of a break from packing my belongings into boxes today, and treat myself to some time off to work on Fate of a City. Knowing I'll be on a hiatus for a few weeks is simultaneously motivating and demotivating, as I don't want to start anything and leave it half-finished, but at the same time, I want to get as much done as possible.  That brings me to the recent work I've been doing, which has been a veritable medieval merchant wagon full of dialogue, and a healthly loot-bag full of scripted sequences and cutscenes.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://lh5.ggpht.com/AmstradHero/SLv4V8Z22RI/AAAAAAAAAMk/BunznFk5mPo/s912/NWN2_SS_2713.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px;" src="http://lh5.ggpht.com/AmstradHero/SLv4V8Z22RI/AAAAAAAAAMk/BunznFk5mPo/s912/NWN2_SS_2713.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;I've added a few &lt;a href="http://picasaweb.google.com/AmstradHero/FateOfACityScreenshots"&gt;new screenshots to my gallery&lt;/a&gt; so you can see some of the work that's been done - I just wanted to pick the shots I was most happy with up there.  In addition, I don't want to give &lt;i&gt;too&lt;/i&gt; much away of the plot just yet, especially not when I'm coming so close to finishing.  My estimates tell me that I've less than 10% of work remaining, so the final stage of bringing everything together into a complete package is rapidly approaching.I'm still steering clear of a release date for the moment, simply because I don't know how long it will take to be to return to modding after I leave.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://lh4.ggpht.com/AmstradHero/SMkph0rjnoI/AAAAAAAAAPw/YswC4yYSkOg/s912/NWN2_SS_2725.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px;" src="http://lh4.ggpht.com/AmstradHero/SMkph0rjnoI/AAAAAAAAAPw/YswC4yYSkOg/s912/NWN2_SS_2725.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-4530428154322858029?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/4530428154322858029/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=4530428154322858029' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/4530428154322858029'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/4530428154322858029'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/09/status-its-my-birthday-and-ill-mod-if-i.html' title='Status: It&apos;s My Birthday (and I&apos;ll Mod If I Want To)'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh5.ggpht.com/AmstradHero/SLv4V8Z22RI/AAAAAAAAAMk/BunznFk5mPo/s72-c/NWN2_SS_2713.jpg' height='72' width='72'/><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-8715797422381278768</id><published>2008-08-29T23:11:00.004+10:00</published><updated>2008-09-24T22:16:05.649+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Design: A Halloween community</title><content type='html'>Many of you might be aware of &lt;a href="http://forum.bouncyrock.com/viewtopic.php?f=27&amp;t=236"&gt;Bouncyrock's Halloween community project,&lt;/a&gt; which is a chance for all modders to create a little house area with a Halloween theme. Working on a contribution to this project has provided me with some entertainment for the last couple of evenings.  Given time constraints with my imminent move (which will leave me without a computer for a while), I had to produce something small in a relatively short time frame.  What I've created is something that is a little different from the standard sort of adventure, but hopefully will provide some measure of amusement for people.  Though you'll have to wait until October to get your hands on it... and I'm not going to spoil the surprise in the meantime!  But I hope you enjoy my Amstralloween special.&lt;br /&gt;&lt;br /&gt;If you're a modder and have a little time to spare, then I'd encourage you to make a contribution. Even if it's only small, I'm sure it would be appreciated.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-8715797422381278768?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/8715797422381278768/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=8715797422381278768' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/8715797422381278768'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/8715797422381278768'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/08/design-halloween-community.html' title='Design: A Halloween community'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-356016849928541724</id><published>2008-08-24T10:54:00.007+10:00</published><updated>2008-08-24T17:46:40.134+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Areas'/><category scheme='http://www.blogger.com/atom/ns#' term='Screenshots'/><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Sneak Peek: Load Screens</title><content type='html'>Recent times have seen me going back and tweaking some existing content as a result of my previous testing, as well as working on some new creatures, areas, items and visual effects.  While &lt;a href="http://nwn2forums.bioware.com/forums/myviewtopic.html?topic=647084&amp;forum=113"&gt; a frustrating toolset bug&lt;/a&gt; has caused some annoyances, I've been able to work around it with a judicious bit of scripting.&lt;br /&gt;&lt;br /&gt;I've also been working on the creation of load screens for various areas, both new and old, just to add an extra touch to the aesthetic appeal while players are waiting during transitions.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://lh4.ggpht.com/AmstradHero/SLCxuZe-DnI/AAAAAAAAAIY/kLZxkP2Ak0A/NWN2_SS_2624.jpg=1280"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px;" src="http://lh4.ggpht.com/AmstradHero/SLCxuZe-DnI/AAAAAAAAAIY/kLZxkP2Ak0A/NWN2_SS_2624.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;I've also been creating a swag of NPCs that will both fight with and against the player, and have taken a few screenshots of the kind of action that may eventuate during 'Fate of a City'.  Both the load screens and battle shots (along with numerous other screenshots) can be &lt;a href="http://picasaweb.google.com/AmstradHero/FateOfACityScreenshots"&gt;found in this gallery.&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://lh6.ggpht.com/AmstradHero/SLC7Kib_gBI/AAAAAAAAAJ0/gGCtx6Pphec/NWN2_SS_2694.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px;" src="http://lh6.ggpht.com/AmstradHero/SLC7Kib_gBI/AAAAAAAAAJ0/gGCtx6Pphec/NWN2_SS_2694.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-356016849928541724?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/356016849928541724/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=356016849928541724' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/356016849928541724'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/356016849928541724'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/08/sneak-peek-load-screens.html' title='Sneak Peek: Load Screens'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh4.ggpht.com/AmstradHero/SLCxuZe-DnI/AAAAAAAAAIY/kLZxkP2Ak0A/s72-c/NWN2_SS_2624.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-4511165793261809543</id><published>2008-08-17T01:26:00.004+10:00</published><updated>2008-08-17T08:54:13.709+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Areas'/><category scheme='http://www.blogger.com/atom/ns#' term='Screenshots'/><category scheme='http://www.blogger.com/atom/ns#' term='Prefabs'/><title type='text'>Design: A Prefab Sidetrack</title><content type='html'>Today is something a bit different, as I've taken a small amount of time off today and yesterday to produce a small prefab area.  I've submitted it to the vault, and &lt;a href="http://nwvault.ign.com/View.php?view=NWN2PrefabAreas.Detail&amp;id=379"&gt;it can be downloaded here.&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Prefabs/01-CanyonGrove.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Prefabs/01-CanyonGrove.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://s244.photobucket.com/albums/gg10/AmstradHero/Prefabs/"&gt;I've got a small gallery here&lt;/a&gt; of screenshots of the prefab, which is a 4x4 exterior called "Canyon Grove".  I had the idea for it two days ago, and after sketching out a rough pencil drawing of its appearance decided that I would have to take a small break from 'Fate of a City' to produce it.  (That said, I've still managed a couple of small encounters in-between small breaks on this prefab.)&lt;br /&gt;&lt;br /&gt;I hope you like the look of it, and please, download it and take a look at it in full. I'd love to hear any comments or critique you might have about any aspect. I know that I've picked up quite a few tricks since &lt;a href="http://nwvault.ign.com/View.php?view=NWN2PrefabAreas.Detail&amp;id=321"&gt;producing my last prefab area&lt;/a&gt;, but I'm always open to suggestions on ways to improve.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Prefabs/02-CanyonGrove.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Prefabs/02-CanyonGrove.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-4511165793261809543?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/4511165793261809543/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=4511165793261809543' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/4511165793261809543'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/4511165793261809543'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/08/design-prefab-sidetrack.html' title='Design: A Prefab Sidetrack'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://i244.photobucket.com/albums/gg10/AmstradHero/Prefabs/th_01-CanyonGrove.jpg' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-699211034878203224</id><published>2008-08-11T20:30:00.005+10:00</published><updated>2008-08-12T00:45:40.172+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Scripting'/><category scheme='http://www.blogger.com/atom/ns#' term='Screenshots'/><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Toolset Tidbit: Quality Assurance</title><content type='html'>I've been taking a little time out recently to do a little bit of QA testing and general tweaking of various issues.  When I first started Fate of a City, my development was very much "test-as-you-go", in that I'd make changes, go in game, test them out, and then correct as necessary.  Now, I've switched to a fairly solid workflow of writing out a quest or a sequence in its entirety before running a playtest, during which time I review the dialogs and scripts, then playtest numerous times trying different options and following different choices (of action and dialog). While I'm finding the latter more efficient at the current time, the former does have its uses depending on circumstances.&lt;br /&gt;&lt;br /&gt;Testing-you-go is useful at a few times.  For one, if you're doing a complicated script sequence, then it potentially can be better to break up your testing into parts and test each one individually.  This is particularly good for multi-part scripts - as you can divide the script up for testing purposes, test each separate part for any bugs, and then once each component works correctly, combine the scripts together for a final test.  Make sure you do that final test, as without that, you've got no guarantee you haven't got some weird dependency that can cause strange script behaviour.  If you're a beginner scripter, I strongly recommend trying things repeatedly, as if you try and script everything at once and then go in for a final test, you can end up with some really strange behaviour that can be impossible to debug.  I must admit, I was guilty over doing too much without scripting before testing when I first started, as coming from a programming background, I was comfortable with my logic - but that doesn't necessarily translate to the nuances of NWN scripting.&lt;br /&gt;&lt;br /&gt;Once you're more comfortable with the toolset and scripting and you've got a comfortable workflow, you'll find that you can create rather complex sequences without getting in there and testing first, which can potentially can save you time.  But again, if you're finding that something doesn't work, don't be afraid to break it down into something more simple to debug it - or alternatively ask one of the helpful people on the forums or #nwn2-cr for advice on how to fix the problem!&lt;br /&gt;&lt;br /&gt;I will share one useful tidbit I've got into the habit of doing for making sure that conversations work properly.  Firstly, in most conversations, make sure you have a specific blue node (ie PC line) with the line [End Dialog] to end conversations.  The first benefit to this is that it avoids the "[Continue]" text in dialogs that will actually result in the conversation stopping. Small details like this bug me as a player, and while you might call me pedantic, there is a &lt;b&gt;very&lt;/b&gt; good reason as a builder that I like doing this, if you'll bear with me.  Most "[End Dialog]" nodes will not contain any scripted actions, and indeed I try and avoid them wherever possible - sticking actions on the previous speaker node if I can.  In addition, whenever I have a node that ends the conversation, I try and link to a &lt;i&gt;single&lt;/i&gt; "[End Dialog]" node within the conversation. All this applies to NWN1 style conversations - for NWN2 style cutscene dialogs simply have two empty nodes to mark the end of a conversation - one blue and one red. A thought I've just had now is that if you really want, you could put "{End Dialog}" as the text of the red node to indicate to you the purpose without displaying anything to the player.&lt;br /&gt;&lt;br /&gt;Now I understand you might be asking "Why?".  The answer is simple.  When you've finished writing your conversation, widen your dialog window so that the "Text" column of the dialog window ends the screen. Now, if everything isn't already expanded, then hit "Expand all" button.  At this point, scroll down through your dialog and look for any node that doesn't have a grey line underneath it. Any such line is a potential problem - as it indicates a conversation end.  Virtually every line should have a grey line underneath it, either linking to another conversation node, or the "[End Dialog]" node that you created earlier.  Obviously there will be some exceptions, for example, if the player ends the dialog e.g. a blue node labelled "Goodbye.", or perhaps a dialog node that results in some other unusual action occuring - e.g. an area transition, the NPC attacking, some type of scripting sequence, etc, etc.&lt;br /&gt;&lt;br /&gt;This technique makes debugging conversations far quicker at a cursory level, and avoids any missing links in complex, branching conversations that can easily get out of hand for builders. While it won't solve all your problems, it's definitely something I've found useful.&lt;br /&gt;&lt;br /&gt;That aside, I've been working on quality assurance in the graphical/aesthetic department as well, tweaking lighting, texturing, sounds and general decor just to make sure that the atmosphere and visual appearance is achieving the effects that I was originally trying for i.e. - what I have written down in my design document!  To that end, &lt;a href="http://s244.photobucket.com/albums/gg10/AmstradHero/FoaC/August/"&gt;I've created another swag of screenshots&lt;/a&gt; for people's perusal just to give a big more of an indication of the minor tweaks that I've been working on.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/FoaC/August/17.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/FoaC/August/17.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;Some of the differences might be minor, and of course, the sound modifications can't be conveyed via screenshots, but rest assured that the variable rain is accompanied by appropriate sounds. Now, if only there was some way to modify exterior lighting via scripting...&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/FoaC/August/04"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/FoaC/August/04.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;Of course, no testing is without annoyances... One such annoyance is using the MotB rest system - in that I've copied the scripts over from MotB for the major module events, yet when I rest in my module, I still get two messages sent to the player indicating the rest has been started and canceled when the rest window pops up.  If anyone has experienced the same behaviour (or even if they haven't!), then I'd love to hear from you. I really would, and doubly so if you have an idea of what's going on! :-)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-699211034878203224?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/699211034878203224/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=699211034878203224' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/699211034878203224'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/699211034878203224'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/08/toolset-tidbit-quality-assurance.html' title='Toolset Tidbit: Quality Assurance'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-6041330761053253687</id><published>2008-08-04T19:00:00.003+10:00</published><updated>2008-09-22T14:29:54.294+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Characters'/><category scheme='http://www.blogger.com/atom/ns#' term='Screenshots'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Sneak Peek: Companion Preview</title><content type='html'>I know I made a post just yesterday, but I thought I'd make another post to cover one of the companions in 'Fate of a City', as well as to provide some rough information about interacting with the companions.  This is because recently, I've been doing a lot of work on the various aspects of dialog for one of the companions, whose name is Kyandra.&lt;br /&gt;&lt;br /&gt;-----&lt;br /&gt;&lt;b&gt;&lt;i&gt;Kyandra Daarzir&lt;/i&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Kyandra is a brave and fearsome warrior who learned her trade while traveling in merchant wagons around Sembia, Cormyr and beyond.  Though circumstances have currently brought her to Darthall, she is not overly fond of the city, and would prefer to not be confined by its walls.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/KyandraTwoShot.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/KyandraTwoShot.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;Kyandra has a good heart, and is a stalwart companion to those she trusts, but she is not regarded fondly by many in the town.  Kyandra's prowess in battle is great, and when she chooses to wield an axe against a foe they have a right to fear her.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/KyandraInAction.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/KyandraInAction.jpg" border="0" alt="" /&gt;&lt;/a&gt;-----&lt;br /&gt;&lt;br /&gt;Now, I also said above that I'd cover interacting with companions in 'Fate of a City'.  For starters, the companions are very pro-active within the party. They will have something to say in many conversations, whether giving their opinion on the actions the player or others, or to mention something relevant that they know.  In addition, at certain times and places, both companions will initiate conversations about various events, locations or people, not to mention that they may be interested in finding out about &lt;i&gt;you&lt;/i&gt;.&lt;br /&gt;&lt;br /&gt;How you react in these situations will have an effect on the character's opinion of you, and you may well find that they react differently to you depending on how you've treated them or other people in the past. If you keep pushing their patience too far, you might find that their opinion of you drops considerably.  That might be something to keep in mind before you choose to repeatedly malign their opinions or ignore their requests. But, you may also find that you can develop a closer relationship with them if you so desire.&lt;br /&gt;&lt;br /&gt;Of course, you can also choose to initiate dialog with them to ask them a few different things, and again, they will react different based upon various circumstances, including how much the companion likes the player and also any quests the player might currently have.&lt;br /&gt;&lt;br /&gt;And finally, if you decide you don't like the companions, you can always tell them that you don't want their help or company.  Though even the most stalwart adventurer may want a friend to help them when danger could be lurking around any corner in the city...&lt;br /&gt;&lt;br /&gt;(PS If you read my status update yesterday, it may have changed a little depending on how early you saw it.)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-6041330761053253687?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/6041330761053253687/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=6041330761053253687' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/6041330761053253687'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/6041330761053253687'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/08/sneak-peek-companion-preview.html' title='Sneak Peek: Companion Preview'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/th_KyandraTwoShot.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-7332528466397440869</id><published>2008-08-03T11:40:00.008+10:00</published><updated>2008-08-04T00:21:40.393+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><title type='text'>Status: Fate of a Release Date</title><content type='html'>The first thing you may notice about this post is the new design of the site.  I felt as though some tweaks to the appearance of the blog were long overdue, and while I could quite easily spend a long time tweaking the presentation of the site, I just wanted to make a few small facelifts. I'd love to know whether you like the new look.&lt;br /&gt;&lt;br /&gt;In development news, I have been making significant progress on multiple fronts, and I'm now approximately 80% complete in the module.  The strands of the plot are starting to tie together for the finale, and it's quite exciting to see the form of the module taking a shape verging on its final form.&lt;br /&gt;&lt;br /&gt;However, despite the progress I've been making, my real life commitments are peaking, and my move to the UK is looming ever closer, meaning the amount of free time I have to mod is diminishing. This is in addition to needing to really push through and do some more voice-over recordings for Melirinda's module "A DeathStalker", where I'll be playing the role of Saemon Havarian.&lt;br /&gt;&lt;br /&gt;As a result, my desire to release by September will probably go unfulfilled; it must follow the fate of all release dates and suffer a delay. Instead, my loose release date is now "November". While I know this is somewhat vague, it should give some indication of when I think all development and testing will be completed.  I'd love to release earlier, but I want to make sure that I release a high quality, bug-free module that will be an intense and fulfilling roleplaying experience.  I want to make sure that when you sit down to play 'Fate of a City', you'll get to play a module that you won't forget anytime soon.&lt;br /&gt;&lt;br /&gt;So rest assured that I'll post updates when I can, and I'll be working away on adding to the adventure within Darthall whenever I have a spare moment.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-7332528466397440869?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/7332528466397440869/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=7332528466397440869' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/7332528466397440869'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/7332528466397440869'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/08/status-fate-of-release-date.html' title='Status: Fate of a Release Date'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-187384974735892170</id><published>2008-07-26T10:00:00.005+10:00</published><updated>2008-07-26T17:18:20.595+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Screenshots'/><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Status: Word spaceflight</title><content type='html'>The Federation Aeronautique Internationale defines 100,000 metres as the altitude at which spaceflight begins.  If each word in my module is worth one metre, I am officially in space.  Yes, what I am saying is that I recently hit 100,000 words total in my module (and that doesn't include my design document!), which I'm somewhat pleased about.  While it may be an arbitrary number, and quality is more important than quality, it's nice to reach a milestone like that which gives a large round figure to point at.&lt;br /&gt;&lt;br /&gt;In celebration, &lt;a href="http://s244.photobucket.com/albums/gg10/AmstradHero/"&gt;I've decided to post 10 more screenshots for your perusal&lt;/a&gt; to give an indication of some of the things I've been working on lately.  While I can't go into much detail about the locations depicted here, the mood for these is definitely a lot darker and more foreboding than some of the previous areas I've shown.  For all adventures come with danger and grave adversity, and your experiences in Darthall will be no different.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/NWN2_SS_072608_092200.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/NWN2_SS_072608_092200.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-187384974735892170?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/187384974735892170/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=187384974735892170' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/187384974735892170'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/187384974735892170'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/07/status-word-spaceflight.html' title='Status: Word spaceflight'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-3984678753101954705</id><published>2008-07-17T21:50:00.003+10:00</published><updated>2008-07-26T11:52:10.944+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Areas'/><category scheme='http://www.blogger.com/atom/ns#' term='Screenshots'/><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Status: Close Encounters Of The Toolset Kind</title><content type='html'>Today I'd like to espouse the magical powers of backups.  If you don't backup. Start. Right now. Keep several copies of your mod in various places on your hard drive and make sure you have a stable version somewhere at all times.  I had &lt;i&gt;&lt;b&gt;two&lt;/b&gt;&lt;/i&gt; areas go corrupt on me at the same time, for no apparent reason that I could determine.&lt;br /&gt;&lt;br /&gt;The result was very strange, as the module would load up perfectly in the toolset, and exhibit zero problems while working on it.  But as soon as I attempted to enter one of these areas, the game would crash. What's more, it would cause &lt;i&gt;every subsequent attempt&lt;/i&gt; to run to the mod to crash as well.  Attempting to remain calm, I mustered what sanity I had left, copied data from a previous backup into a new directory, copied the clean updated files from my working copy to that new directory, and then proceeded to test.  A couple of hours later, I was happy that everything was back to normal and I indeed had not lost the entirety of Fate of a City.&lt;br /&gt;&lt;br /&gt;That scary encounter aside, things have been quite busy, but I've managed to work a bit more, having finished and carried out playtesting on what is probably the game's largest side quest,   clocking in at over 7500 words and 19 possible journal entries, including a few alternate solutions.  I performed virtually all the development before testing, and was encouraged to find that it only took a few hours of playtesting to iron out all the bugs. (Or at least all the ones I could find!)  I've also worked on and finished another area and a couple of cutscene sequences, which have turned out quite well.&lt;br /&gt;&lt;br /&gt;It also appears that custom music is a popular choice according to my poll, so despite the two people who think my music sucks (and I'll love to hear alternate musical suggestions or what you don't like about the tracks), I'll be implementing a number of custom music tracks within Fate of a City.  Currently, the music consists of six tracks for a total of 14 minutes music, and hopefully I'll be able to add to that before release.&lt;br /&gt;&lt;br /&gt;So, having taken the plunge to include a hakpak, I thought I may as well go the extra mile again, and include custom load screens to add another extra touch. After a lengthy period of producing different load screens with little success &lt;a href="http://s244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Load%20Screen/?albumview=grid"&gt;(see the unsuccessful and successful ones here)&lt;/a&gt;, Elharc (from the #NWN2CR irc channel) finally provided me with that nice grey stone border that you can see underneath the rather lacklustre spears in &lt;a href="http://s244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Load%20Screen/?action=view&amp;current=RichQuarterFinalBorder2.jpg"&gt;this picture.&lt;/a&gt; After giving it a few adjustments, I managed to produce the final loading screen and the border will be the template surrounding all the load screens within Fate of a City. The picture below is for the Rich Quarter of Darthall.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Load%20Screen/RichQuarterFinalBorder4.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Load%20Screen/RichQuarterFinalBorder4.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-3984678753101954705?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/3984678753101954705/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=3984678753101954705' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3984678753101954705'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3984678753101954705'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/07/status-close-encounters-of-toolset-kind.html' title='Status: Close Encounters Of The Toolset Kind'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-7525867872531922678</id><published>2008-07-10T22:31:00.005+10:00</published><updated>2008-07-26T11:50:07.964+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Scripting'/><category scheme='http://www.blogger.com/atom/ns#' term='Areas'/><category scheme='http://www.blogger.com/atom/ns#' term='Screenshots'/><title type='text'>Toolset Tidbit: PC-Less Screenshots</title><content type='html'>It's time for &lt;a href="http://s244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/July%20Screenshots/?albumview=grid"&gt;few more screenshots today&lt;/a&gt;, most of which are showing off a new area I finished this evening.  While many of the areas haven't been the most well-to-do of locations thus far, the house interior that features in four of these screenshots is most definitely home to some wealthy people.&lt;br /&gt;&lt;br /&gt;You'll also note that in a couple of screenshots, I have no player visible, as in this screenshot below!&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/July%20Screenshots/NWN2_SS_071008_221541.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/July%20Screenshots/NWN2_SS_071008_221541.jpg" border="0" alt="" /&gt;&lt;/a&gt;I am sure some of you may have known how to do this already, but I only discovered how to do it today.  Even better is that it is really simple!  All you need is a single line script to accomplish it:&lt;br /&gt;&lt;samp&gt;&lt;pre&gt;SetCreatureAppearanceType(GetFirstPC(), APPEARANCE_TYPE_INVISIBLE_HUMAN_MALE);&lt;/pre&gt;&lt;/samp&gt;You can also make it so you can toggle the invisible state on and off, but this plays havoc with the PC's movement rate for some reason, so I'd advise against it.&lt;br /&gt;&lt;br /&gt;I named my script a very descriptive "z_hide".  All I need to do to use it, is to go into the game, bring up the console with the ~ key, type in "debugmode 1" (without quotes) to enable debugmode (amazing, huh?).  This lets you run scripts by using "rs &lt;scriptname&gt;".  So simply typing "rs z_hide" will allow me to make the PC invisible and take screenshots freely!&lt;br /&gt;&lt;br /&gt;I imagine this would work beautifully for taking screenshots for custom load screens...&lt;br /&gt;&lt;br /&gt;Also if you haven't already done so - check out the trailer in my previous post, and vote in my poll!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-7525867872531922678?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/7525867872531922678/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=7525867872531922678' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/7525867872531922678'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/7525867872531922678'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/07/toolset-tidbit-pc-less-screenshots.html' title='Toolset Tidbit: PC-Less Screenshots'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-3316213083977582103</id><published>2008-07-02T23:46:00.005+10:00</published><updated>2008-07-03T00:08:46.275+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video'/><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Status: Productivity Streak</title><content type='html'>I'm back and working on the module in full swing again, after a couple of weeks (mostly) away due to work. But since returning to the module in full force, things have been quite productive!  I've finished off four more areas, and have mostly completed four quests, added in a handful of items and creatures, and done some general all-round improvements.  My progress tracking tells me that I'm approximately 60% complete, which means I'm (almost) hitting the home stretch.&lt;br /&gt;&lt;br /&gt;To celebrate returning to the working on Fate of a City again, I decided to make a little teaser trailer for everyone out there, just to give you a bit more of a feel for the atmosphere and appeal of Darthall.  So, here it is!&lt;br /&gt;&lt;br /&gt;&lt;object width="320" height="266" class="BLOG_video_class" id="BLOG_video-e43706621b33f13a" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"&gt;&lt;param name="movie" value="http://www.youtube.com/get_player"&gt;&lt;param name="bgcolor" value="#FFFFFF"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;param name="flashvars" value="flvurl=http://v11.nonxt7.googlevideo.com/videoplayback?id%3De43706621b33f13a%26itag%3D5%26app%3Dblogger%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1329924670%26sparams%3Did,itag,ip,ipbits,expire%26signature%3D7F4DD9478184CF0B1E76E4C96BFFA15A04F6F22E.653A19AC68DD58ED9E851182549FDD3D7E35C374%26key%3Dck1&amp;amp;iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3De43706621b33f13a%26offsetms%3D5000%26itag%3Dw160%26sigh%3D8JaMNHZ_jEmGGjteN1_Isxz-Tqc&amp;amp;autoplay=0&amp;amp;ps=blogger"&gt;&lt;embed src="http://www.youtube.com/get_player" type="application/x-shockwave-flash"width="320" height="266" bgcolor="#FFFFFF"flashvars="flvurl=http://v11.nonxt7.googlevideo.com/videoplayback?id%3De43706621b33f13a%26itag%3D5%26app%3Dblogger%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1329924670%26sparams%3Did,itag,ip,ipbits,expire%26signature%3D7F4DD9478184CF0B1E76E4C96BFFA15A04F6F22E.653A19AC68DD58ED9E851182549FDD3D7E35C374%26key%3Dck1&amp;iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3De43706621b33f13a%26offsetms%3D5000%26itag%3Dw160%26sigh%3D8JaMNHZ_jEmGGjteN1_Isxz-Tqc&amp;autoplay=0&amp;ps=blogger"allowFullScreen="true" /&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;You can also hear snippets from three music tracks that I've produced, which may yet make it into Fate of a City.  Which is why I'm asking in my latest poll, would you like custom music in Fate of a City?  This is steering away from my original "no hak pak" policy that I'd established when I first envisaged the module, but from what I've seen on the forums, people are somewhat tired of the default music that comes with the game, and also have no issues in using hak paks.  I'm here to please and entertain, so let me know your opinion!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-3316213083977582103?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='enclosure' type='video/mp4' href='http://www.blogger.com/video-play.mp4?contentId=e43706621b33f13a&amp;type=video%2Fmp4' length='0'/><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/3316213083977582103/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=3316213083977582103' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3316213083977582103'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3316213083977582103'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/07/status-productivity-streak.html' title='Status: Productivity Streak'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-8586000072271127708</id><published>2008-06-23T12:38:00.011+10:00</published><updated>2008-06-23T15:55:39.724+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Scripting'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Scripting: Roster Companions and Sitting NPCs</title><content type='html'>I know I said I wasn't going to be working on Fate of a City for two weeks, but I've managed to steal some time in my hectic schedule (no, it's not a holiday, unfortunately) to work on a few things, from tweaks and bugfixes to NPC verisimilitude.&lt;br /&gt;&lt;br /&gt;Little things being the operative word here, but I must admit, I do get a small of a kick out making those little touches that add a little bit of extra class.  To that end, I've done some minor fiddling with the visual effects editor, which although didn't result in massive production, it has at least made one encounter a little bit nicer. &lt;br /&gt;&lt;br /&gt;Two bugfixes were in regards to the handling of roster companions.  In numerous generic scripts I've written, it is only the main PC who should be affected or interact with a specific object.  I discovered that my previous solution to this problem was actually a little flaky, and unfortunately I was forced to resort to using GetFirstPC(), which basically ends any notion I had of trying to support cooperative multiplayer in Fate of a City.&lt;br /&gt;&lt;br /&gt;The second bugfix, and this is rather a big flaw, I feel, is that the default ga_take_item does not function as it should when the item is in a rostered companion's inventory - namely gc_check_item return true, yet ga_take_item will not remove the object! Obviously, this is very significant if you have rostered companions, so I coded up a replacement version to deal with that instead.&lt;br /&gt;&lt;samp&gt;&lt;pre&gt;&lt;br /&gt;// ga_take_item&lt;br /&gt;/*&lt;br /&gt;    This takes an item from a player&lt;br /&gt;        sItemTag    = This is the string name of the item's tag&lt;br /&gt;        nQuantity   = The number of items (default is 1). -1 is all of the Player's items of that tag.&lt;br /&gt;        bAllPartyMembers     = If set to 1 it gives the item to all PCs in party (MP only)&lt;br /&gt;*/&lt;br /&gt;// FAB 9/30&lt;br /&gt;// MDiekmann 4/9/07 -- using GetFirst and NextFactionMember() instead of GetFirst and NextPC(), changed nAllPCs to bAllPartyMembers&lt;br /&gt;// AmstradHero 22/06/08 -- Recoded it to go through Roster members instead of faction members&lt;br /&gt;&lt;br /&gt;#include "nw_i0_plot"&lt;br /&gt;&lt;br /&gt;void main(string sItemTag, int nQuantity, int bAllPartyMembers)&lt;br /&gt;{&lt;br /&gt;&lt;br /&gt;    int nTotalItem;&lt;br /&gt;    object oPC = (GetPCSpeaker()==OBJECT_INVALID?OBJECT_SELF:GetPCSpeaker());&lt;br /&gt; object oTarg;&lt;br /&gt;    object oItem;       // Items in inventory&lt;br /&gt;&lt;br /&gt;    if ( nQuantity == 0 ) nQuantity = 1;&lt;br /&gt;&lt;br /&gt;    if ( bAllPartyMembers == 0 )&lt;br /&gt;    {&lt;br /&gt;        if ( nQuantity &lt; 0 )    // Destroy all instances of the item&lt;br /&gt;        {&lt;br /&gt;            nTotalItem = GetNumItems( oPC,sItemTag );&lt;br /&gt;            TakeNumItems( oPC,sItemTag,nTotalItem );&lt;br /&gt;        }&lt;br /&gt;        else&lt;br /&gt;        {&lt;br /&gt;            TakeNumItems( oPC,sItemTag,nQuantity );&lt;br /&gt;        }&lt;br /&gt;    }&lt;br /&gt;    else    // For companions&lt;br /&gt;    {&lt;br /&gt;  string sTarg = GetFirstRosterMember();&lt;br /&gt;        while ( sTarg != "" )&lt;br /&gt;        {&lt;br /&gt;   oTarg = GetObjectFromRosterName(sTarg);&lt;br /&gt;   if ( nQuantity &lt; 0 )    // Destroy all instances of the item&lt;br /&gt;            {&lt;br /&gt;                nTotalItem = GetNumItems( oTarg,sItemTag );&lt;br /&gt;                TakeNumItems( oTarg,sItemTag,nTotalItem );&lt;br /&gt;            }&lt;br /&gt;            else&lt;br /&gt;            {&lt;br /&gt;                TakeNumItems( oTarg,sItemTag,nQuantity );&lt;br /&gt;            }&lt;br /&gt;   sTarg = GetNextRosterMember();&lt;br /&gt;        }&lt;br /&gt;    }&lt;br /&gt;&lt;br /&gt;}&lt;br /&gt;&lt;/pre&gt;&lt;/samp&gt; Note that I've removed the Get&lt;i&gt;First/Next&lt;/i&gt;FactionMember calls entirely, so this will probably only function correctly if you have rostered companions only.  I haven't experimented with all the different methods of adding people to your party, so I can't really comment further.  All I know is that this is working for me.&lt;br /&gt;&lt;br /&gt;I finally decided to bite the bullet and fiddle with making sitting NPC function in a reasonable manner, which took a bit of effort as I tweaked various things. I realise a lot of people have probably already implemented a similar system, but I thought I'd present mine here. The first was producing a heartbeat script for NPCs to have them sit and then randomly talk occasionally while staying seated.&lt;br /&gt;&lt;samp&gt;&lt;pre&gt;&lt;br /&gt;//b_hb_sit&lt;br /&gt;//Heartbeat script for creatures to simulate sitting and talking occasionally&lt;br /&gt;&lt;br /&gt;//Function used to delay the playing of the sitidle animation to avoid "skipping"&lt;br /&gt;void delayIdle()&lt;br /&gt;{&lt;br /&gt; PlayCustomAnimation(OBJECT_SELF, "sitidle", TRUE, 1.0);&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;void main()&lt;br /&gt;{&lt;br /&gt; //Determine if I want to sit randomly or if I want to talk&lt;br /&gt; int nAnim = d2();&lt;br /&gt; if (nAnim == 1)&lt;br /&gt; {&lt;br /&gt;  PlayCustomAnimation(OBJECT_SELF, "sitidle", TRUE, 1.0);&lt;br /&gt; }&lt;br /&gt; else&lt;br /&gt; {&lt;br /&gt;  //I'm not idling - grab a different animation&lt;br /&gt;  //These animations last for 5.33 seconds, hence the delay command to switch it to idle once they're done&lt;br /&gt;  nAnim = d3();&lt;br /&gt;  switch (nAnim)&lt;br /&gt;  {&lt;br /&gt;   case 1: &lt;br /&gt;    PlayCustomAnimation(OBJECT_SELF, "sitfidget", FALSE, 1.0);&lt;br /&gt;    DelayCommand(5.33, delayIdle());&lt;br /&gt;   break;&lt;br /&gt;    &lt;br /&gt;   case 2:&lt;br /&gt;    PlayCustomAnimation(OBJECT_SELF, "sittalk01", FALSE, 1.0);&lt;br /&gt;    DelayCommand(5.33, delayIdle());&lt;br /&gt;   break;&lt;br /&gt;    &lt;br /&gt;   case 3:&lt;br /&gt;    PlayCustomAnimation(OBJECT_SELF, "sittalk02", FALSE, 1.0);&lt;br /&gt;    DelayCommand(5.33, delayIdle());&lt;br /&gt;   break;&lt;br /&gt;  }&lt;br /&gt;  &lt;br /&gt; }&lt;br /&gt;}&lt;br /&gt;&lt;/pre&gt;&lt;/samp&gt;The delay function is necessary because you can't use DelayCommand() directly on PlayCustomAnimation(), and you want to make sure that you play "sitidle" immediately after any other sit animation finishes because otherwise the NPC may decide to stand up "in" their seat, which looks weird. You also can't loop the other commands because then you get a jump as it switches between them. I also steered away from the "sitdrink" and "siteat" animations because it looks a little silly when people are drink or eating without anything in their hand. If anyone has a good solution to this, I'd love to hear about it.&lt;br /&gt;&lt;br /&gt;The second issue was making it so that anyone sitting down would not turn to face the PC when clicked on, which typically makes their legs or some other part of their body magically pass through the seat they are sitting on. To solve this problem, all that is needed is a simple one line script added as an action to each start node of their conversation. (I'm only using barkstrings, but it should work for larger conversations too because I set bLockOrientation to TRUE.)&lt;br /&gt;&lt;samp&gt;&lt;pre&gt;&lt;br /&gt;//ga_stay_face&lt;br /&gt;//Makes an NPC stay facing the same direction rather than turning to face the PC&lt;br /&gt;void main()&lt;br /&gt;{&lt;br /&gt; SetFacing(GetFacing(OBJECT_SELF), TRUE);&lt;br /&gt;}&lt;br /&gt;&lt;/pre&gt;&lt;/samp&gt;So with those two scripts, voila! People will happily sit down, occasionally animating to talk to the person opposite, and will not turn to face the player for a conversation.&lt;br /&gt;&lt;br /&gt;All that you need to do is to create a seat placeable, make sure it is not static and doesn't have dynamic collisions, and then place the person "inside" the seat.  Basically the torso of the character will not move forward from where you place them in the toolset, only their legs will move forward when they go into a sitting pose.  Also, if you're using benches (as is often the cases with taverns), you may need to create a walkmesh cutter to prevent PCs from walking through it - or just place more people on the bench! :-)  Also make sure that you set your NPC's bump state to un-bumpable.&lt;br /&gt;&lt;br /&gt;I'd like to thank weby and GrinningFool from the NWN2 IRC chat server for their help and input on the various issues I was having with some of the scripts I've mentioned.&lt;br /&gt;&lt;br /&gt;Finally, congratulations to all the winners of the AME Golden Dragon Awards!  They were all well-deserved accolades.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-8586000072271127708?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/8586000072271127708/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=8586000072271127708' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/8586000072271127708'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/8586000072271127708'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/06/scripting-roster-companions-and-sitting.html' title='Scripting: Roster Companions and Sitting NPCs'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-8001751403540664927</id><published>2008-06-13T16:56:00.002+10:00</published><updated>2008-06-13T17:30:53.928+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Screenshots'/><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><title type='text'>Status Update 13-Jun: More Screenshots</title><content type='html'>The next couple of weeks will see me with little time to work on 'Fate of a City', so I've decided to post a quick update on my recent progress.  This update includes &lt;a href="http://s244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/June%20Screenshots/"&gt;another bunch of screenshots, which can all be found here.&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;As for recent progress, I've developed quite a few areas (some of which are visible in the posted screenshots), and a substantial amount of dialog.  I've also been taking the time to add some extra polish to previously done work (see my previous post :-) )&lt;br /&gt;&lt;br /&gt;Throughout all of this, I've made certain that there are plentiful opportunities to use the various skills available, and you can be assured that conversation skills will come in handy. I've also tweaked the city itself, so that it is a vibrant and dynamic environment.  The townsfolk wander about, entering and leaving areas in a way that feels realistic, and the weather ranges from fine to raining with moderate force.&lt;br /&gt;&lt;br /&gt;The mod currently sits at 65000 words and 40 areas, and is approximately 50% complete. A recent playtest I did took about an hour and a half, and I covered less than half of the current content I have implemented.  As such, I've readjusted my stats on the sidebar of my blog to indicate that the size of the module will probably be about 4-8 hours long, and will enable the PC to reach up to level 7.  A low level adventure doesn't have to be about killing rats and beetles, and you'll be swept up into a dangerous plot of death and deceit as soon as you start.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-8001751403540664927?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/8001751403540664927/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=8001751403540664927' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/8001751403540664927'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/8001751403540664927'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/06/status-update-13-jun-more-screenshots.html' title='Status Update 13-Jun: More Screenshots'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-480780699604441504</id><published>2008-06-09T12:55:00.003+10:00</published><updated>2008-07-26T11:50:43.913+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Areas'/><category scheme='http://www.blogger.com/atom/ns#' term='Screenshots'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Design: Plan and Prepare to Re-Imagine</title><content type='html'>One vital tool that any builder has in their arsenal is a good design document.  I could go into a large amount of detail on how I've gone about making my design documents for 'Fate Of A City', but that would be an entire post, if not more. (If people are interested, let me know, and I'll cover it in future!) Instead, I'd like to focus on a little thing I've been covering lately, which is 're-imagining'.&lt;br /&gt;&lt;br /&gt;Every builder has gone through the process of making an area/character/conversation/cutscene in line with their idea/design document/auguries of fate/pick your inspiration of choice, and finished it with a sense of joy and achievement.  Often, the builder is then likely to leave it alone and not touch it again until they are ready to bug test/release their module.  Especially in a work/professional environment, this is necessary in order to meet deadlines.  However, where possible, I would strongly encourage people to go back and look at previously completed work a month or two later, and re-imagine and refine that work (making sure to keep its scope the same).&lt;br /&gt;&lt;br /&gt;There are numerous reasons why.  From a bug testing point of view, you've got the exact nuances of the work out of your head, which will sometimes result in you doing things in a fashion you hadn't thought of during the creation process - and help you identify a bug or inconsistency. I've picked up a few such inconsistencies or conversation flow anomalies in a couple of side quests by going back and checking them over the past week.&lt;br /&gt;&lt;br /&gt;The second major reason to revisit is to help improve overall coherence.  Part of the work I've been doing lately has been improving my introductory sequence.  I've seen many good books on game design or writing suggest that you do the introduction last!  While this might seems strange, just for starters, it means that you don't spend all your time on this segment of the game and hence let the rest of the game suffer.  It also means there is a clear idea of where the story is headed, hence giving you the best opportunity for throwing in bits of information or ties to the main sequence of the greater plot.  Mask of the Betrayer and Mass Effect do this very well.  In the introductory sequences of both, there are key points of the plot that you are exposed to (I won't go into details to avoid potential spoilers) that you don't realise are significant until quite a bit later.&lt;br /&gt;&lt;br /&gt;Lastly, revisiting allows you to take advantage of any improvements in your knowledge or work processes that you hadn't come across when you were developing it the first time around.  I know I've been finding quite a few things lately that have allowed me to improve little things in my module, whether it be changing the appearance of tiles (yes, I know that sounds hideously basic, but I'd manage to miss how to include variations!), scripted waypoints, playing with weather and sounds via scripts, or whatever new trick you've just discovered.  Or you could have just got better at area design. For example, take my redesign of my fountain in the rich quarter, which went from its old, original, and somewhat stale design below...&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/NWN2_SS_050708_191053.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/NWN2_SS_050708_191053.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;To the new...&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/NWN2_SS_060908_122733.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/NWN2_SS_060908_122733.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;Ignoring the obvious considerations of camera position and lighting, the latter has significantly more aesthetic appeal.  The first consisted of two placeables, some water, reeds and rocks (not visible in that screenshot), whereas the second includes terrain, placeables, water, grass, tinting, and visual effects.  Yes, the second involves significantly more effort, but I didn't necessarily have the skill to do it the first time around. (Or at least, I wouldn't have been able to do it as well!)&lt;br /&gt;&lt;br /&gt;So in closing, don't be afraid to revisit and re-imagine.  You'll likely be pleased you did, and so will your players!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-480780699604441504?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/480780699604441504/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=480780699604441504' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/480780699604441504'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/480780699604441504'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/06/design-plan-and-prepare-to-re-imagine.html' title='Design: Plan and Prepare to Re-Imagine'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/th_NWN2_SS_050708_191053.jpg' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-2416814200084847357</id><published>2008-05-30T16:42:00.009+10:00</published><updated>2008-06-01T13:57:45.565+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Scripting'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Scripting: Learning to Love the Locals</title><content type='html'>Time for another couple of scripting tidbits today, but covering something that is an important and extremely useful aspect of scripting and blueprints - Local Variables.  I see lots of script examples where values are hardcoded into the script.  While this is functional, it is something that I try to avoid, because generally, with a little bit of extra effort, such scripts can be turned into gems that can be reused and save hours of production time.&lt;br /&gt;&lt;br /&gt;One great example that ships with the game (and most people would be familiar with) is the SpeakTrigger.  Simply paint the trigger, edit the variables to set the correct NPC to speak, whether it's a cutscene, whether they talk immediately or if they have to run to you first, whether it's a one shot or able to be used multiple times, and you're done.  You don't have to open up the script and save a new copy each time you want a speak trigger.&lt;br /&gt;&lt;br /&gt;It's significantly easier to enter in these variables rather than recoding the script everytime - have you delved inside the gtr_speak_node and the call it makes?  Recoding that everytime you wanted a different speak trigger would be fraught with danger (you could break the script by typing in the wrong place) not to mention inefficient. Each separate speak trigger would have its own script that the NWN2 engine would have to load up (small processing overhead) and store (small storage overhead).  Sure, a few fractions of a second or kilobytes here or there don't seem like much, they add up.  But enough harping on about how great local variables are - let's get on to some examples of WHY!&lt;br /&gt;&lt;br /&gt;I've got another example that I created for my module that enables the use of skills in an "invisible" fashion.  What I wanted was a trigger blueprint that would do a skill DC check on the PC the first time the PC enters the trigger.  I want to be able to specify the following things:&lt;br /&gt;* The DC to check against&lt;br /&gt;* The skill that is being test&lt;br /&gt;* A script to run upon "success"&lt;br /&gt;* Whether the script is run when I succeed the check, or when I fail the check&lt;br /&gt;&lt;br /&gt;So my blueprint looks like this:&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/NWN2%20Toolset%20Pics/SkillDCTriggerBlueprint.png"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/NWN2%20Toolset%20Pics/SkillDCTriggerBlueprint.png" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Now, while I'm espousing the qualities of local variable to cut down on scripting, you'll notice that I've I'm running another script when the test "succeeds".  So you might argue I'm not saving much in terms of scripting, but the bonus is that I don't have to duplicate my skill dc check code everytime I want a new skill dc trigger.&lt;br /&gt;&lt;br /&gt;Basically, I yanked the code from the gc_skill_dc script and modified for use on a trigger.   The code looks like so:&lt;br /&gt;&lt;samp&gt;&lt;pre&gt;&lt;br /&gt;// tr_en_skill_dc&lt;br /&gt;/*&lt;br /&gt; NOTE: You *MUST* use a unique tag for every object that uses this script.&lt;br /&gt; Will do a skill DC test for the PC *ONCE ONLY*&lt;br /&gt; The parameters below should be set as the variables of the object.&lt;br /&gt; If the check succedes, the script will execute the script specified by the "script" variable on the object.&lt;br /&gt; &lt;br /&gt; ALTERNATIVELY:&lt;br /&gt; It is possible to set "nFailCheck" to 1, and then the script will execute if the PC FAILS the check&lt;br /&gt;&lt;br /&gt; Multiplayer note: It also may be desirable to give the option to only fire once - ie destroy self afterwards.&lt;br /&gt; &lt;br /&gt; Parameters:&lt;br /&gt;  int nDC   = dc check value &lt;br /&gt;  int nSkill  = skill int to check&lt;br /&gt;  string script = script to run upon "success"&lt;br /&gt;  int nFailCheck = whether to run the check on passing or failing the check&lt;br /&gt;       0 = run the script if the check succeeds (default)&lt;br /&gt;       1 = run the script if the check fails&lt;br /&gt;&lt;br /&gt; Remarks:&lt;br /&gt;  skill ints&lt;br /&gt;  0 APPRAISE&lt;br /&gt;  1 BLUFF&lt;br /&gt;  2 CONCENTRATION&lt;br /&gt;  3 CRAFT ALCHEMY&lt;br /&gt;  4 CRAFT ARMOR&lt;br /&gt;  5 CRAFT WEAPON&lt;br /&gt;  6 DIPLOMACY&lt;br /&gt;  7 DISABLE DEVICE&lt;br /&gt;  8 DISCIPLINE&lt;br /&gt;  9 HEAL&lt;br /&gt;  10 HIDE&lt;br /&gt;  11 INTIMIDATE&lt;br /&gt;  12 LISTEN&lt;br /&gt;  13 LORE&lt;br /&gt;  14 MOVE SILENTLY&lt;br /&gt;  15 OPEN LOCK&lt;br /&gt;  16 PARRY&lt;br /&gt;  17 PERFORM&lt;br /&gt;  18 RIDE&lt;br /&gt;  19 SEARCH&lt;br /&gt;  20 CRAFT TRAP&lt;br /&gt;  21 SLEIGHT OF HAND&lt;br /&gt;  22 SPELL CRAFT&lt;br /&gt;  23 SPOT&lt;br /&gt;  24 SURVIVAL&lt;br /&gt;  25 TAUNT&lt;br /&gt;  26 TUMBLE&lt;br /&gt;  27 USE MAGIC DEVICE&lt;br /&gt;*/ &lt;br /&gt;// BMA-OEI 9/02/05&lt;br /&gt;//AmstradHero - 16/05/08 : Modified to deal with multiple PCs and companions&lt;br /&gt;&lt;br /&gt;#include "ginc_param_const"&lt;br /&gt;&lt;br /&gt;void main()&lt;br /&gt;{&lt;br /&gt; object oPC = GetEnteringObject();&lt;br /&gt; if(!GetIsPC(oPC))&lt;br /&gt;        return;&lt;br /&gt;  &lt;br /&gt; int nDC = GetLocalInt(OBJECT_SELF, "nDC");&lt;br /&gt; int nSkillVal = GetSkillConstant(GetLocalInt(OBJECT_SELF, "nSkill"));&lt;br /&gt;  &lt;br /&gt; object oOwner; &lt;br /&gt; if (GetIsOwnedByPlayer(oPC))&lt;br /&gt; {&lt;br /&gt;  oOwner = GetControlledCharacter(oPC);&lt;br /&gt; }&lt;br /&gt; else&lt;br /&gt; {&lt;br /&gt;  oOwner = oPC;&lt;br /&gt; }&lt;br /&gt;  &lt;br /&gt;    int nDoOnce = GetLocalInt(oOwner, "DO_ONCE" + ObjectToString(OBJECT_SELF)); // a unique do-once&lt;br /&gt;    if(nDoOnce == 1)&lt;br /&gt;        return;&lt;br /&gt;    SetLocalInt(oOwner, "DO_ONCE" + ObjectToString(OBJECT_SELF), 1);&lt;br /&gt; SetLocalObject(OBJECT_SELF, "oActivator", oOwner);&lt;br /&gt; &lt;br /&gt; if (GetIsSkillSuccessful(oPC, nSkillVal, nDC) == TRUE)&lt;br /&gt; {&lt;br /&gt;  if (GetLocalInt(OBJECT_SELF, "nFailCheck") != 1)&lt;br /&gt;  {&lt;br /&gt;   string script = GetLocalString(OBJECT_SELF, "script");&lt;br /&gt;   ExecuteScript(script, OBJECT_SELF);&lt;br /&gt;  }&lt;br /&gt; }&lt;br /&gt; else&lt;br /&gt; {&lt;br /&gt;  if (GetLocalInt(OBJECT_SELF, "nFailCheck") == 1)&lt;br /&gt;  {&lt;br /&gt;   string script = GetLocalString(OBJECT_SELF, "script");&lt;br /&gt;   ExecuteScript(script, OBJECT_SELF);&lt;br /&gt;  }&lt;br /&gt; }&lt;br /&gt;}&lt;/pre&gt;&lt;/samp&gt;I've included all the comments from the original script with a few additions - that way I can easily open up the script to remind me which value corresponds to which skill.  Also, &lt;b&gt;please note&lt;/b&gt; the point at the top where it says every trigger must have a unique tag - if you don't, then running over one tag will result in another tag not reacting the first time you run over it.&lt;br /&gt;&lt;br /&gt;Two interesting things from this script. Firstly, it only operates on a party leader, and only takes their skill into consideration.  That's what the oOwner logic is doing - making sure that any companion is ignored for the purposes of the skill check.  It wouldn't be too hard to add in another local variable that would allow you to take advantage of companion skills as well, and then add the appropriate logic in for that.  (If anyone is particularly interested in this script, I could code up and post a modified version that would allow just that.)  &lt;br /&gt;&lt;br /&gt;The second is that you'll also note that I've got a SetLocalObject call that stores the PC (oOwner) as an object on the trigger.  This is to allow future access of the PC (if required) for any script that is activated by this trigger.&lt;br /&gt;&lt;br /&gt;With those things in mind, using this trigger is practically complete.  All you need to do is paint the trigger, fill in the relevant variables and then code up the secondary script.  I've found it a useful way to code up little encounters and skill checks.&lt;br /&gt;&lt;br /&gt;If you want something a little more specific, then I made a modified version of the above that performs a "tracking" test on the PC, and can get the PC to comment based on whether they have succeed the check or not.&lt;br /&gt;&lt;samp&gt;&lt;pre&gt;&lt;br /&gt;// tr_en_track&lt;br /&gt;/*&lt;br /&gt; Description:&lt;br /&gt;  &lt;br /&gt; Modified version of tr_en_skill_rank.&lt;br /&gt; Checks search and Survival to determine success and displays floating text on success.&lt;br /&gt;&lt;br /&gt; NOTE: You *MUST* use a unique tag for every object that uses this script.&lt;br /&gt; Will do a skill rank test for the PC *ONCE ONLY*&lt;br /&gt; The parameters below should be set as the variables of the object.&lt;br /&gt; If the check succedes, the script will execute the script specified by the "script" variable on the object.&lt;br /&gt;&lt;br /&gt; Multiplayer note: It also may be desirable to give the option to only fire once - ie destroy self afterwards.&lt;br /&gt; &lt;br /&gt; Parameters:&lt;br /&gt;  int nRank  = minimum rank to return TRUE&lt;br /&gt;  string sText = text to display as floating yellow text if check is successful&lt;br /&gt;  string sFail = text to display (if any) upon failure&lt;br /&gt;  int xpReward = amount of XP to give to the player as a reward for succeeding the check&lt;br /&gt;    &lt;br /&gt;  Checks Search and Survival to determine success&lt;br /&gt;  &lt;br /&gt;*/ &lt;br /&gt;//AmstradHero - 16/05/08 : Modified to cope with multiple PCs and companions&lt;br /&gt;&lt;br /&gt;#include "ginc_param_const"&lt;br /&gt;&lt;br /&gt;void main()&lt;br /&gt;{&lt;br /&gt; object oPC = GetEnteringObject();&lt;br /&gt; if(!GetIsPC(oPC))&lt;br /&gt;        return;&lt;br /&gt;   &lt;br /&gt; int nRank = GetLocalInt(OBJECT_SELF, "nRank");  &lt;br /&gt;&lt;br /&gt; object oOwner;&lt;br /&gt; if (GetIsOwnedByPlayer(oPC))&lt;br /&gt; {&lt;br /&gt;  oOwner = GetControlledCharacter(oPC);&lt;br /&gt; }&lt;br /&gt; else&lt;br /&gt; {&lt;br /&gt;  oOwner = oPC;&lt;br /&gt; }&lt;br /&gt;  &lt;br /&gt;    int nDoOnce = GetLocalInt(oOwner, "DO_ONCE" + ObjectToString(OBJECT_SELF)); // a unique do-once&lt;br /&gt;    if(nDoOnce == 1)&lt;br /&gt;        return;&lt;br /&gt;    SetLocalInt(oOwner, "DO_ONCE" + ObjectToString(OBJECT_SELF), 1);&lt;br /&gt;  &lt;br /&gt; if ( (GetSkillRank(19, oOwner) &gt;= nRank) || (GetSkillRank(24, oOwner) &gt;= nRank) )&lt;br /&gt; {&lt;br /&gt;  string sText = GetLocalString(OBJECT_SELF, "sText");&lt;br /&gt;  AssignCommand(oOwner, SpeakString(sText));&lt;br /&gt;  GiveXPToCreature(oPC, GetLocalInt(OBJECT_SELF, "xpReward"));&lt;br /&gt; }&lt;br /&gt; else&lt;br /&gt; {&lt;br /&gt;  string sText = GetLocalString(OBJECT_SELF, "sFail");&lt;br /&gt;  if (sText != "")&lt;br /&gt;  {&lt;br /&gt;   AssignCommand(oOwner, SpeakString(sText));&lt;br /&gt;  }&lt;br /&gt; }&lt;br /&gt;}&lt;/pre&gt;&lt;/samp&gt;All you need to do is create a new trigger blueprint, add in the relevant variables to the blueprint (I'd suggest adding a default XP reward value on the blueprint), then attach the script.  These are fairly simple scripting examples, but they're useful tools for providing some extra skill checks into a module.  Players like their skills and choices to have an effect, so make life easier for yourself by using little scripts like these to make using them a simple affair!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-2416814200084847357?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/2416814200084847357/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=2416814200084847357' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/2416814200084847357'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/2416814200084847357'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/05/scripting-learning-to-love-locals.html' title='Scripting: Learning to Love the Locals'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-3538045551555885351</id><published>2008-05-27T19:08:00.004+10:00</published><updated>2008-06-09T23:42:17.655+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Status Update 27-May: Lipflappers and Crafting</title><content type='html'>Things have been moderately productive since the last update, but I don't have many more fancy screenshots to show for it.  I've been working on fixing up some of the conversations through the module, as well as adding in quite a few more.  Unfortunately, posting screenshots of these would most likely give away some fairly significant plot points... but rest assured that I'll post more as I'm going along.&lt;br /&gt;&lt;br /&gt;One of the major causes of extra work has been my discovery of &lt;a href="http://nwvault.ign.com/View.php?view=NWN2Other.Detail&amp;id=93"&gt;Rogue Dao Studio's lipflappers&lt;/a&gt;.  While I had heard of it previously, I'd never known where to find it or what it did or how much effort was required to implement it.  For those who know, feel free to skip the rest of this paragraph, for those who don't, it provides lip movement for character during conversations.  All you need is to copy it to your working module directory (you ARE building in directory mode, right??!?) and then you simply use the name of the "sound" files (minus the .wav) under the node tab on each speaker's node in a conversation.  All you need to do is adjust the number to equal the length of seconds the speaker talks for.  With those easy steps, your woes about characters with non-moving lips disappear!  It's a Godsend and it makes cutscene style conversations look &lt;b&gt;much&lt;/b&gt; better.  I can't recommend it highly enough.&lt;br /&gt;&lt;br /&gt;The rather inconclusive poll results regarding crafting made me decide not to implement my own custom crafting system within 'Fate Of A City'.  However, I was pleasantly surprised to find that implementation of the OC's crafting system is as simple as adding in the necessary ingredients, workbenches and tools.  As such, the OC style crafting will be available to those that wish to use it.  While in a low-powered adventure you may feel like picking a crafting skill is underpowered, but I'll try and add in a few extra bits and pieces that give an added incentive to those that chose to spend their precious points on those skills.&lt;br /&gt;&lt;br /&gt;For some quick statistics: the module is currently sitting at 31 areas, 54500 words, 83 scripts, and 92 conversations.  And there's still plenty more to come.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-3538045551555885351?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/3538045551555885351/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=3538045551555885351' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3538045551555885351'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3538045551555885351'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/05/status-update-27-may.html' title='Status Update 27-May: Lipflappers and Crafting'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-9185659202941336883</id><published>2008-05-18T23:03:00.007+10:00</published><updated>2008-05-20T21:52:14.405+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Areas'/><category scheme='http://www.blogger.com/atom/ns#' term='Characters'/><category scheme='http://www.blogger.com/atom/ns#' term='Screenshots'/><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Status Update 18-May: Screenshot Bonanza</title><content type='html'>Yes, I know, there aren't any screenshots visible in this post. But rather than posting the occasional screenshot here in the blog, I've been saving up some over a few days to post them in one big group.  This way, I can &lt;a href="http://s244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/May%20Screenshots/"&gt; include a link to a screenshot gallery&lt;/a&gt; so that people can view them all eighteen of them in one place.  Also, if you've got an opinion on me posting one or two screenshots here occasionally or saving them up for a post like this, I'd like to hear it!&lt;br /&gt;&lt;br /&gt;If you flick through those screenshots, you'll notice a new party member by the name Veolus Wend. Veolus is a rather poor tempered individual that very rarely receives a favourable reception from others, but he does not endear himself to others.  Veolus is a hard man with very little time for others, for his prime concern is himself.&lt;br /&gt;&lt;br /&gt;I also hope that the dialog screenshots give you a good indication of the quality of the dialog you can expect (and I hope you like what you see!).  Not only are options and outcomes dependent on your abilities and skills, but expect to be able to choose from a variety of different answers.  Your answers will have consequences, whether it is the immediate consequence of an alignment change, an NPC reacting less favourably, or even more far-reaching than that...&lt;br /&gt;&lt;br /&gt;Also, I'm interested to know whether people are interested in having crafting implemented in the module.  I'm still debating this decision myself, though I'm leaning towards trying to implement the OC/MotB system so as to provide players with a familiar experience and to limit the amount of additional effort required - adding in a whole new crafting system isn't exactly a small undertaking.  So please, vote away on my latest poll and comment freely!&lt;br /&gt;&lt;br /&gt;NB. Yes, I know I wrote "particular" instead of "particularly" in the middle poll option. I've made a mental note to pay more attention when I'm creating polls, as it's not possible to change them after the first vote! :-(&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-9185659202941336883?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/9185659202941336883/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=9185659202941336883' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/9185659202941336883'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/9185659202941336883'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/05/status-update-18-may-screenshot-bonanza.html' title='Status Update 18-May: Screenshot Bonanza'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-5534063965845444395</id><published>2008-05-11T21:40:00.004+10:00</published><updated>2008-06-23T20:37:32.901+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Areas'/><category scheme='http://www.blogger.com/atom/ns#' term='Screenshots'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Design: Area Texturing and Colouring</title><content type='html'>Today I'd like to discuss my approach to texturing and colouring of landscapes.  I developed this technique while working on my Highlands area for the Obsidian Exterior Area Competition, but I've since refined it. Specifically I'm going to focus on mountains and hills, but the techniques can be applied more or less to most landscapes.  I'm going to be explaining it with a step-by-step illustration using the northern edge of the slums area for 'Fate Of A City'.&lt;br /&gt;&lt;br /&gt;I like a blended look, so I very rarely try to lay down a 100% texture on top of my base.  Firstly, this helps provide a more constant look throughout the area, and secondly, the blending gives the texture a little added depth.   There are some circumstances where you will want to use a 100% brush - for example, if one of the finer dirt textures is your base texture and you are making a cliff, the dirt texture looks a little strange as an underlay on the rock.  I suppose for a more general rule, if there is a disparity between the size in terms of individual visible elements of the texture, it is more likely that you will want to use a 100% brush.&lt;br /&gt;&lt;br /&gt;For this area, I have Dirt_05 as my main texture, and I've laid down some small swabs of Grass_23 and Rocky_03 over the landscape to start with, as they are my primary textures for this area.  You can see the starting point in the screenshot below.  Note that all the development screenshots have been taken from within the toolset and you can click on the screenshots for a larger image.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Slums%20Creation/1-RoughInitialPass.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Slums%20Creation/1-RoughInitialPass.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;Use a fine brush for this initial step - I like to use the small brush or perhaps up to a 1-4 (1 inner, 4 outer) brush.  Map out all the areas which you want to be strongly textured and lay this down.  You may only dab a dot or two in some spots, but that's fine for now. The aim for this step is to lay down your promiment cliff faces with your cliff texture.  I used Cliff_02 and 75% opcacity for this first step below.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Slums%20Creation/2-75PercentRock.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Slums%20Creation/2-75PercentRock.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;Next, drop the opacity of that texture by 15-30%. (I originally used 15%, but I've found that larger percentages work just as well, if not better).  Consider using 25%-30% if you used a 100% brush to start with. Use a brush in the range 1-3 to 1-5, and trace around the edge of all the edges you just painted.  You'll also want to extend it at points, for where you still want that texture applied, but at lesser intensity.  For example, if the cliff is not as sheer, extend it further than the edges of your higher brush.  For my screenshot below, I used 50% opacity.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Slums%20Creation/3-50PercentRock.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Slums%20Creation/3-50PercentRock.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;Then, we do the same again.  Drop the opacity another 15%-30% (again, depending on your initial starting opacity) and you should be &lt;b&gt;at most&lt;/b&gt; around the 40% mark, and using a brush in the 1-4 to 1-7 range.  Again, trace the edges of your previous texturing, and extend a bit further where necessary.   This is typically a reasonable level to end your texture blending.  Note that the toolset results never look the same as the in game results (at least as far as I'm concerned they don't), so you may want another SMALL blend at around the 20% mark - though often it's not necessary because now it's time to colour.  Typically the toolset blending appears less smooth than in the game itself.  Additionally, the colouring we'll do later on means that any sharp differences will be less noticeable.  The screenshot below is the final use of Cliff_02, this time at 25% opacity.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Slums%20Creation/4-25PercentRock.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Slums%20Creation/4-25PercentRock.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;The next step is to lay down what I call the "buffer" texture.  This is generally something that provides a contrast from your base texture, and is used to separate the cliff texture and the grass texture.  You want to use an opacity in the range 30%-50%, and a brush since around 1-3 to 1-6.  I must admint, I generally use 1-4 as my "workhorse" brush.  Here, I've used Rocky_03, and a 35% opacity.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Slums%20Creation/5-35PercentDirt.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Slums%20Creation/5-35PercentDirt.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;The final texture step is to use your grass texture, putting it down in most of the flatter areas that haven't yet been touched by another texture.  Of course, you won't want to apply it everywhere, unless you're going for the appearance of grassy hills.  Having an occasional slope with a generous helping of grass is nice as well, just as something to break up the landscape and make it a little more interesting.  For my screenshot below, I've used Grass_23 at 40% opacity.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Slums%20Creation/6-40PercentGrass.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Slums%20Creation/6-40PercentGrass.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;I can't emphasise how important colouring is.  It brings an ordinary landscape to life.  The first thing to do is to drop the opacity &lt;b&gt;right&lt;/b&gt; down.  Generally I find I don't want any more than 20% for normal work, and typically stick at about 10%.  1-4 is my staple brush as it provides a smoothed effect that avoids deep texture colour on a single vertex at smaller brush sizes.  I find anything smaller can very easily make sharp edges that look very unappealing.&lt;br /&gt;&lt;br /&gt;I'll only cover two colouring steps here, because although you can use further colouring afterwards to add more depth if you want, these two steps are sufficient for a nice effect. The first is the blending of the "buffer" texture.  Basically the trick is to pick a dark, semi-satured brown (something that is almost in-between the last two series of browns in the colour picker) and paint around the edges of your buffer texture.  The trick is to do it erratically, going in and out of the edge into the grass or the rock.  It is also nice to apply it to some of the grass or rock areas as well, notice the cliff in the centre of the image that I've coloured heavily to get a dirty looking rock face.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Slums%20Creation/7-ColourDarkBrown.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Slums%20Creation/7-ColourDarkBrown.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;The second colouring step is to weather it using a colourless tint.  I find that using 100% black has less desirable results than using something around an 80% grey.  This steps is a bit more haphazard and artistic.  It's a matter of colouring some things that are exposed, as well as some of the deeper gullies, and random patches about the landscape.  There's no real hard and fast rule for this final step, except for making sure that you don't have large patches with even application of colouring.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Slums%20Creation/8-ColourBlack.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Slums%20Creation/8-ColourBlack.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;Of course, it would be remiss of me to have done all this work without actually showing you what it looks like in-game...  &lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Slums%20Creation/9-NWN2_SS_050908_005321.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Slums%20Creation/9-NWN2_SS_050908_005321.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;While it's only visible as the background, (and the foreground is by no means anywhere near completed) it gives an impressive vista to peer at from the edges of the map.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Slums%20Creation/10-NWN2_SS_050908_005400.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Slums%20Creation/10-NWN2_SS_050908_005400.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;I hope this has been interesting to see my approach to area texturing, and that you've picked up a few tips and tricks that you find useful!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-5534063965845444395?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/5534063965845444395/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=5534063965845444395' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/5534063965845444395'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/5534063965845444395'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/05/area-texturing-and-colouring.html' title='Design: Area Texturing and Colouring'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-6500604982533322834</id><published>2008-05-08T07:34:00.006+10:00</published><updated>2008-06-23T20:37:11.290+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Scripting'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Scripting: The Little Things</title><content type='html'>This is just a placeholder post with a quick apology regarding my May 4 post on NPC managing conversations.  There was a potential problem in the script as I originally posted it, in that it was possible for the trigger to be incorrectly destroyed!  It is now fixed, so please grab it again if you copied it before.  My sincere apologies for not noticing earlier!&lt;br /&gt;&lt;br /&gt;Today I have three small utility scripts that are handy in various situations. The first two are OnEnter scripts for triggers that you can use to fire off a single line of speech. The first is to get an NPC to speak a line when the PC steps on the trigger. Of course, you could use a speak trigger to do this, but this way there's no need to create a conversation file with a single line, and the trigger destroys itself upon having been fired.&lt;br /&gt;&lt;samp&gt;&lt;pre&gt;&lt;br /&gt;// tr_en_npc1liner&lt;br /&gt;/*&lt;br /&gt; Description:&lt;br /&gt;  Makes a specified npc/object speak a line ONCE for each that PC passes over the trigger&lt;br /&gt;&lt;br /&gt; Local Trigger Variables:&lt;br /&gt;  talkString - the string the chosen NPC should say&lt;br /&gt;  npcTag  - the exact tag of the NPC to speak the line&lt;br /&gt;*/&lt;br /&gt;//AmstradHero - 01/04/08&lt;br /&gt;void main()&lt;br /&gt;{&lt;br /&gt;    object oPC = GetEnteringObject();&lt;br /&gt;    if(!GetIsPC(oPC))&lt;br /&gt;        return;&lt;br /&gt; //The following has to be done in two lines, otherwise the string is not retrieved properly&lt;br /&gt; string talk = GetLocalString(OBJECT_SELF, "talkString");&lt;br /&gt; AssignCommand(GetObjectByTag(GetLocalString(OBJECT_SELF, "npcTag")), SpeakString(talk));&lt;br /&gt; DestroyObject(OBJECT_SELF);&lt;br /&gt;}&lt;br /&gt;&lt;/pre&gt;&lt;/samp&gt;&lt;br /&gt;The second is very similar, except displays floating text above the PC instead of having an NPC speak the line. This is handy for where you want to have the PC "hear" or "notice" something as opposed to having an NPC say something.&lt;br /&gt;&lt;samp&gt;&lt;pre&gt;&lt;br /&gt;// tr_en_pc1liner&lt;br /&gt;/*&lt;br /&gt; Description:&lt;br /&gt;  Makes each PC that passes over the trigger say the specified line once&lt;br /&gt;&lt;br /&gt; Local Trigger Variables:&lt;br /&gt;  talkString - the string the chosen NPC should say&lt;br /&gt;*/&lt;br /&gt;//AmstradHero - 01/04/08&lt;br /&gt;void main()&lt;br /&gt;{&lt;br /&gt;    object oPC = GetEnteringObject();&lt;br /&gt;    if(!GetIsPC(oPC))&lt;br /&gt;        return;&lt;br /&gt;&lt;br /&gt; FloatingTextStringOnCreature(GetLocalString(OBJECT_SELF, "talkString"), oPC);&lt;br /&gt; DestroyObject(OBJECT_SELF);&lt;br /&gt;}&lt;br /&gt;&lt;/pre&gt;&lt;/samp&gt;&lt;br /&gt;The last script is designed for use in conversations.  It allows you to change the first name, last name, or both names of an object with a specific tag.  I feel this is a nice touch that allows you to add names dynamically to NPCs, rather than just having the PC magically know the names of everyone they meet automatically.&lt;br /&gt;&lt;samp&gt;&lt;pre&gt;&lt;br /&gt;// ga_set_object_name&lt;br /&gt;/* &lt;br /&gt; Changes the first and last names of object oTag to the two supplied strings&lt;br /&gt; If no object tag is specified, the change will be applied to OBJECT_SELF&lt;br /&gt; &lt;br /&gt; AmstradHero - 08/04/08&lt;br /&gt;*/&lt;br /&gt;void main(string oTag, string sFirstName, string sLastName)&lt;br /&gt;{&lt;br /&gt; object oTarg;&lt;br /&gt; if (oTag == "")&lt;br /&gt; {&lt;br /&gt;  oTarg = OBJECT_SELF;&lt;br /&gt; }&lt;br /&gt; else&lt;br /&gt; {&lt;br /&gt;  oTarg = GetObjectByTag(oTag);&lt;br /&gt; }&lt;br /&gt; &lt;br /&gt; if (sFirstName != "")&lt;br /&gt; {&lt;br /&gt;  SetFirstName( oTarg, sFirstName);&lt;br /&gt; }&lt;br /&gt; if (sLastName != "")&lt;br /&gt; {&lt;br /&gt;  SetLastName( oTarg, sLastName);&lt;br /&gt; }&lt;br /&gt;}&lt;br /&gt;&lt;/pre&gt;&lt;/samp&gt;&lt;br /&gt;While these scripts may not look like much, they're just small enhancements to a modding toolkit that helps to improve productivity and to add that special extra touch.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-6500604982533322834?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/6500604982533322834/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=6500604982533322834' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/6500604982533322834'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/6500604982533322834'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/05/scripting-little-things.html' title='Scripting: The Little Things'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-4085746175058813282</id><published>2008-05-05T19:06:00.004+10:00</published><updated>2008-06-09T23:55:38.925+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Items'/><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Status Update 5-May: Custom Item Descriptions</title><content type='html'>Today's update marks a milestone in the development of 'Fate of a City', namely that the total word count (courtesy of the &lt;a href="http://nwvault.ign.com/View.php?view=NWN2PlugIns.Detail&amp;amp;id=34"&gt;PowerBar plugin&lt;/a&gt;) is 50,000 words!  While this may be an arbitrary milestone, it's still nice to have reached.  Of course, there's still much more to come, for I've still got a substantial number of conversations left to write... in addition to the rest of the work that still remains.  I've started working on adding more depth to the party companions, focussing on the specific conversations you can hold with them as opposed to the interjections that I've been including along the way so far.  I've also added a few more areas to the city, and a few merchants that are there to cater for specific item needs. &lt;br /&gt;&lt;br /&gt;In other exciting news, I did an audition for Melirinda for a mod she's working on to voice Saemon Havarian - a swashbuckling pirate that you may remember if you played Baldur's Gate 2: Shadows Of Amn.  I was lucky enough to have Melirinda pick me to do the voice acting for this fun character, and I'm looking forward to recording the many lines she's already sent me... and more to come! You should check out &lt;a href="http://nwvault.ign.com/View.php?view=User.EntriesListing&amp;id=125829"&gt;Melirinda's previous submissions&lt;/a&gt; to the nwvault, they're all of a very high quality.&lt;br /&gt;&lt;br /&gt;Now, for a little more of a spoiler about some of the custom items that I've been working on, I'd like to post the descriptions of a couple of items that you'll be able to find within the city of Darthall.  I won't divulge the actual statistics of the items, but I'm sure you can make some guesses based on their descriptions...&lt;br /&gt;&lt;br /&gt;-----&lt;br /&gt;&lt;b&gt;&lt;i&gt;Glittering Gloves&lt;/i&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Designed for use by novice adventurers, the creation of gloves like these is popular for a first enchanting task. The gloves allow the wearer to cast the spell "Color Spray" without exhausting the mage's own repertoire of spells, which is a great boon for neophyte mages.  While the gaudy colour of these gloves may be off-putting, their utility for beginning spellcasters is undeniable.&lt;br /&gt;-----&lt;br /&gt;&lt;b&gt;&lt;i&gt;Brute's Rapier&lt;/i&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;While rapiers are normally the domain of fine swordsmen or warriors touting finesse over brute strength, this particular weapon is designed for force rather than deft handling. This weapon was created by a former pit warrior turned smith by the name of Kullus, who appreciated the art that could be infused within a weapon like a rapier yet preferred a direct and aggressive fight.  &lt;br /&gt;&lt;br /&gt;Kullus created this weapon so that its wielder would be able to wield a finely crafted weapon and yet still attack with the same ferocity as someone wielding a larger blade.  Unfortunately for Kullus, he never saw the blade in action, for he was killed by its intended buyer.&lt;br /&gt;&lt;br /&gt;The balance of the weapon is slightly off, as though it were created for someone with a slightly different shaped hand, and the extra weight it has as a rapier makes it a little unwieldy.  This means it lacks the defensive capability that is often a hallmark of rapiers, but more than compensates for this through the additional power it can inflict through its blows, as it seems to batter its foes into submission.&lt;br /&gt;-----&lt;br /&gt;&lt;br /&gt;Lastly, I'd love to hear feedback on yesterday's post about triggers and scripting.  It may not be a paragon of scripting, but I still find it a useful tool to have in my repertoire, but more importantly, I'm really keen to hear whether people are interested in knowing more little blueprints, scripts or tricks that I use while modding.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-4085746175058813282?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/4085746175058813282/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=4085746175058813282' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/4085746175058813282'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/4085746175058813282'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/05/status-update-5-may.html' title='Status Update 5-May: Custom Item Descriptions'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-515145339302007972</id><published>2008-05-04T15:17:00.011+10:00</published><updated>2008-05-23T16:14:32.651+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Scripting'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Toolset Tidbit: Managing Multiple Meetings with NPCs</title><content type='html'>I've recently decided that I'm going to change the blog style a little from mere progress updates and teasers to offering little fragments of design and tips and tricks that I find help me and improve my work while I'm doing modding.  Rest assured that I won't fail to post updates on how the mod is progressing (and you can expect one tomorrow!), but I thought I'd like to offer a bit more information to fellow builders in terms of things that I find useful.  If there's enough enthusiasm, I might even end up collating all my useful scripts and blueprints into a prefab module for people to download.  On this note, I'll discuss a set of scripts/triggers that I've found useful to have.  I'll first describe the scenario, and then the solution.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Scenario&lt;/b&gt;&lt;br /&gt;The player has a conversation with an NPC, at the end of which, the NPC leaves the area in which they are talking.  The NPC leaves the area and moves to another area in the module, where the player will meet them later.  The main issue here is the relevance of the NPC's dialogue - as the NPC's dialogue is different upon meeting them initially, and then changes once they meet the player for the second time.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Possible Solutions&lt;/b&gt;&lt;br /&gt;The first option is create a separate blueprint for the NPC.  Create a conversation that has the initial conversation as a "show once" starting node, then a sequence of barkstrings as they are leaving, in case the player catches up with them as they are walking/running away.  These nodes also need a ga_move script attached so that the NPC keeps moving to its exit destination.  Upon the ending node of the initial conversation, have a ga_create_object script call that creates a new instance of this blueprint at the desired location that PC will meet the NPC later, and assign it a new conversation.&lt;br /&gt;&lt;br /&gt;The second option is to jump the NPC to a destination location, and use a local variable to keep track of its state.  This is particularly handy if you're trying to maintain the state of the NPC in question.  What do I mean by this?  Imagine your NPC has an item that the PC can pickpocket off him/her.  Your blueprint is likely going to have this object as part of its inventory.  If the PC pickpockets the NPC the first they meet them, the item is gone, but when you recreate the NPC at the new location using ga_create_object, it will magically have another one of said item. If you jump the NPC, it maintains its state. There are other examples as well, but I think I've illustrated the point.&lt;br /&gt;&lt;br /&gt;So, basically, we need a similar sort of dialogue set up, with a ga_move call at the end of the initial conversation and a sequence of barkstrings.  However, we need a few extra things.  Firstly, we need to create a trigger that will jump the NPC to a new destination when it gets to the exit.  So place a trigger around the destination waypoint, and then use the following script for the onEnter action of the trigger.&lt;br /&gt;&lt;samp&gt;&lt;pre&gt;&lt;br /&gt;//tr_en_jump_npc&lt;br /&gt;/*&lt;br /&gt; Description:&lt;br /&gt;  Jumps an object (typically an NPC) with a specified tag to a specific waypoint/object when it hits the trigger.&lt;br /&gt;   &lt;br /&gt; Local Trigger Variables:&lt;br /&gt;  sJumper  - tag (or a substring in the tag) of the object to jump to the selected waypoint&lt;br /&gt;  sJumpDest - tag of the waypoint/object to jump the object to&lt;br /&gt;  bMultiUse - If this is set to 0, the trigger will be destroyed after the first use&lt;br /&gt;       Set this variable to 1 if you want the trigger to operate on multiple objects with the same tag&lt;br /&gt;       &lt;br /&gt; AmstradHero - 22/04/08  &lt;br /&gt;*/&lt;br /&gt;void main()&lt;br /&gt;{&lt;br /&gt; object oPC = GetEnteringObject();&lt;br /&gt; //Get the string first to avoid any weirdness&lt;br /&gt; string sJump = GetLocalString( OBJECT_SELF, "sJumper");&lt;br /&gt; &lt;br /&gt; //Use FindSubString because the StringCompare compare was giving inconsistent results&lt;br /&gt; //Substring also allows us to jump multiple NPCs while also allowing for previous/later granularity in command assignment&lt;br /&gt; if ( FindSubString( sJump, GetTag(oPC) ) != -1 )&lt;br /&gt; {&lt;br /&gt;  //Grab the object because we've got the right one&lt;br /&gt;  object dest = GetObjectByTag( GetLocalString( OBJECT_SELF, "sJumpDest"));&lt;br /&gt;  &lt;br /&gt;  //Jump it there&lt;br /&gt;  AssignCommand( oPC, ClearAllActions());&lt;br /&gt;  AssignCommand( oPC, JumpToObject( dest ));&lt;br /&gt;  //Now set its rotation to match the waypoint&lt;br /&gt;  DelayCommand(4.0f, AssignCommand( oPC, SetFacing( 180.0-GetFacing( dest ) ) ) );&lt;br /&gt;  &lt;br /&gt;  //Destroy the trigger if it's not designed for multiple uses&lt;br /&gt;  if (GetLocalInt(OBJECT_SELF, "bMultiUse") == 0)&lt;br /&gt;  {&lt;br /&gt;   DestroyObject(OBJECT_SELF, 0.5f);&lt;br /&gt;  }&lt;br /&gt; }&lt;br /&gt;}&lt;br /&gt;&lt;/pre&gt;&lt;/samp&gt;&lt;br /&gt;So all you need do is create the relevant variables on the trigger.  So for argument's sake, let's say we have a NPC with the tag c_thief, who moves to a waypoint wp_thief_escapes, which when he leaves the current area will jump to a destination wp_thief_hideout in another area within the module.  So we have the wp_thief_escapes waypoint inside this trigger, which has the variable sJumper = "c_thief" and sJumpDest = "wp_thief_hideout".  Note that you could potentially set nUseMult to 1 if you wanted, but in many cases we don't need it.&lt;br /&gt;&lt;br /&gt;So now we are good to go, right? Unfortunately no, because we need to set the NPC to talk differently upon reaching its destination.  So switch to the destination area, and create another trigger around the jump destination waypoint that the NPC moves to.  So we create a trigger aorund our waypoint wp_thief_hideout. and use the following script for it onEnter.&lt;br /&gt;&lt;samp&gt;&lt;pre&gt;&lt;br /&gt;//tr_en_set_npc_int&lt;br /&gt;/*&lt;br /&gt; Description:&lt;br /&gt;  Sets an integer variable on an object (typically an NPC) with a specified tag to a specific value upon entering&lt;br /&gt; &lt;br /&gt; Local Trigger Variables:&lt;br /&gt;  sNPC  - tag (or a substring in the tag) of the object to jump to the selected waypoint&lt;br /&gt;  sVarName - name of the variable to set &lt;br /&gt;  nValue  - value to set the variable to&lt;br /&gt;  bMultiUse - If this is set to 0, the trigger will be destroyed after the first use&lt;br /&gt;       Set this variable to 1 if you want the trigger to operate on multiple objects with the same tag &lt;br /&gt; &lt;br /&gt; AmstradHero - 22/04/08&lt;br /&gt;*/&lt;br /&gt;void main()&lt;br /&gt;{&lt;br /&gt; object oPC = GetEnteringObject();&lt;br /&gt; //Get the string first to avoid any weirdness&lt;br /&gt; string sNPC = GetLocalString( OBJECT_SELF, "sNPC");&lt;br /&gt;&lt;br /&gt; //Use FindSubString because the StringCompare compare was giving inconsistent results&lt;br /&gt; //Substring also allows us to jump multiple NPCs while also allowing for previous/later granularity in command assignment&lt;br /&gt; if ( FindSubString( sNPC, GetTag(oPC) ) != -1 )&lt;br /&gt; {&lt;br /&gt;  //Grab the object because we've got the right one&lt;br /&gt;  SetLocalInt(oPC, GetLocalString(OBJECT_SELF, "sVarName"), GetLocalInt(OBJECT_SELF, "nValue"));&lt;br /&gt;  &lt;br /&gt;  //Destroy the trigger if it's not designed for multiple uses&lt;br /&gt;  if (GetLocalInt(OBJECT_SELF, "bMultiUse") == 0)&lt;br /&gt;  {&lt;br /&gt;   DestroyObject(OBJECT_SELF, 0.5f);&lt;br /&gt;  }&lt;br /&gt; }&lt;br /&gt;}&lt;br /&gt;&lt;/pre&gt;&lt;/samp&gt;&lt;br /&gt;Again, create the relevant variables on the trigger.  Where sNPC = "c_thief" and we're going to use sVarName = "talkState" and nVarValue = "1".  Now comes the final step of creating our next dialog chain &lt;b&gt;above&lt;/b&gt; our old one, with the initial condition of gc_local_int - with the parameters "talkState" and "1".  And voila!  We now have an NPC that we can move around.&lt;br /&gt;&lt;br /&gt;Even better, we can simply repeat the steps in order (increasing the value talkState again) to have the NPC move yet &lt;i&gt;again&lt;/i&gt; if desired...  As an example, perhaps you are pursuing an enemy through a maze.  At different stages during the chase, you have a small exchange, then can deal a small amount of damage to the enemy before they leave.  Of course, you want to keep track of any items/abilities the NPC has used and any damage they have taken along the way - and these two triggers/scripts allow you to do that as well as creating a series of taunting conversations at each stage.  You could also use either trigger in isolation for various purposes too.&lt;br /&gt;&lt;br /&gt;While I've used the second option in some cases where it's not necessary in my module, I like the approach because I've got that consistency option there if I want to use it, and also, I get to keep a single conversation for the same NPC, rather than the first option which means having multiple different conversations used for the "same" NPC (at least it the same one as far as the player is concerned, even though might know better).&lt;br /&gt;&lt;br /&gt;I hope that someone finds this a useful tidbit that they might be able to use.  Any feedback on it or whether you like the idea of more posts like this would be appreciated!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-515145339302007972?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/515145339302007972/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=515145339302007972' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/515145339302007972'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/515145339302007972'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/05/managing-multiple-meeting-with-npcs.html' title='Toolset Tidbit: Managing Multiple Meetings with NPCs'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-8741324853363984023</id><published>2008-04-30T23:57:00.008+10:00</published><updated>2008-06-09T23:43:28.479+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Areas'/><category scheme='http://www.blogger.com/atom/ns#' term='Screenshots'/><category scheme='http://www.blogger.com/atom/ns#' term='Items'/><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><title type='text'>Status Update 30-Apr: Custom Items Ahoy!</title><content type='html'>The past couple of weeks have been fairly busy, so I haven't been able to dedicate a whole lot of time to the mod, but I've been back to the introductory scene within the module, tweaking and testing it to make sure everything runs smoothly.  As I'm sure any of you would know who've done involved cutscenes, getting things to happen exactly how and when you want isn't always the simplest of tasks.  There's also been some fine touches to some of the areas I'd already created, just adding in little bits and pieces to increase the overall ambiance and visual appeal based on things I learned while creating my entry for the area competition.&lt;br /&gt;&lt;br /&gt;And based on the poll results, it seems that (almost) everyone is a fan of custom items!  In light of the votes the poll was receiving during its time, I'd already started work on a number of custom items over what I'd already created.  At the moment, there's over 20 custom items create (which have varying degrees of usefulness), each with a backstory or description (ranging in size from short to fairly lengthy).  But I'm by no means finished yet... perhaps the more difficult thing may be trying to work out where I'm going to fit them all into the module!&lt;br /&gt;&lt;br /&gt;While I won't give away any of the details of the items just yet, I thought I'd post a screenshot of an outfit you could construct from the items created so far.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/NWN2_SS_050108_000222.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/NWN2_SS_050108_000222.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;I should also mention that this is a shot from the Rich Quarter within Darthall... I believe I promised another screenshot of it quite a while ago!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-8741324853363984023?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/8741324853363984023/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=8741324853363984023' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/8741324853363984023'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/8741324853363984023'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/04/status-update-30-apr.html' title='Status Update 30-Apr: Custom Items Ahoy!'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/th_NWN2_SS_050108_000222.jpg' height='72' width='72'/><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-3121106159168487428</id><published>2008-04-23T22:13:00.003+10:00</published><updated>2008-06-09T23:44:01.875+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><title type='text'>Status Update 23-Apr: Conversation Progress</title><content type='html'>This week has seen a bit more interior area design and a bit more dialog.  There's also been the addition of a couple more stores around the place, just to make sure that there are enough people to cater for your item needs.  No new screenshots or other big developments to share at this point, this is just a small update to let people know that things are ticking along nicely.&lt;br /&gt;&lt;br /&gt;I'm also encouraged to see a number of votes on my poll, but if you haven't voted already, please do so!  So far it does seem that custom items are definitely a popular choice...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-3121106159168487428?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/3121106159168487428/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=3121106159168487428' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3121106159168487428'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3121106159168487428'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/04/status-update-23-apr.html' title='Status Update 23-Apr: Conversation Progress'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-3070685376931257963</id><published>2008-04-18T22:59:00.005+10:00</published><updated>2008-06-09T23:44:28.967+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Screenshots'/><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Status Update 18-Apr: Building the Background</title><content type='html'>This post isn't exactly a repeat of what I've posted on the forums, but there will be a few bits and pieces here and there that overlap. :-)&lt;br /&gt;&lt;br /&gt;My time recently has been spent tweaking and testing, combined with a moderate amount of background writing.  Most of this information will appear in books that will be scattered around various places in the city (no, there's no central library that acts as a repository for all knowledge!) and will provide a bit of background and setting for the city and the adventure in general.  I'm a big believer in having a realistic and fleshed out environments, so I want to let the player experience that should they choose to scratch the surface behind the plot of the module.  Most of the bits and pieces will tie in to the main plot somehow, but there's no need to feel as though you'll be lost if you don't go around trying to be the city librarian - it's there for your information, but it's not crucial to understanding the plot. (Though there might be one or two hidden bonuses you may acquire through being a scholar!)&lt;br /&gt;&lt;br /&gt;The other thing I've been working on is a couple of interior areas.  Here's one of the interiors I've been working on which has a bit more of a magical feel...&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/NWN2_SS_041808_222718.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/NWN2_SS_041808_222718.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;And here's the other, which is significantly darker and a bit more foreboding...&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/NWN2_SS_041808_224946.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/NWN2_SS_041808_224946.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Also, I'd like your feedback on the poll that I put up this evening!  The topic for decision is whether or not you like custom items!  Would you like to see additional items/item blueprints put in that have their own unique attributes, abilities and backstory, or are you entirely content with the stock standard items that come with NWN/MotB?  I've been contemplating developing some custom items for the adventure, but if people would rather see NPCs and the plot and other areas fleshed out more, I'll stick with the stock standard items that come with the game.  Let me know, and I'll cater to your whims and tastes!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-3070685376931257963?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/3070685376931257963/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=3070685376931257963' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3070685376931257963'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3070685376931257963'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/04/status-update-18-apr.html' title='Status Update 18-Apr: Building the Background'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/th_NWN2_SS_041808_222718.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-9109489723965303505</id><published>2008-04-14T20:41:00.006+10:00</published><updated>2008-06-09T23:45:29.686+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Status Update 14-Apr: Conversation Creation Shortcuts</title><content type='html'>Conversations are the order of the month it seems, for that's what I seem to be doing most days, though I must confess, there's been a couple of interiors I've been working on of late, and a couple of scripts that were required a little more testing than I'd bargained for in order to get them "just right". Sometimes being a perfectionist is an annoying habit, though it is nice when something eventually looks just the way you had imagined.&lt;br /&gt;&lt;br /&gt;On a bit of a different tack, I'd like to let everyone know about a little time saver that I have for creating dialogues in my module.  Everyone knows and loves the new cinematic conversations, but getting them to look like you want can be an annoyance.  Especially so with camera angles, which becomes even more annoying because you can't change camera angles for multiple nodes at once.  In order to get around this bugbear, I generally try to stick to either one of a few different shot types (if I'm not using a static camera) - namely Two-Shot, Three-Fourths Shot and Over The Shoulder. Additionally, I often have my companions adding in their own opinion in the middle of a conversation, but of course, they can only do this if they're in the party.  Which is why all my cinematic style conversations get made from a template conversation that looks something like the picture below...&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/NWN2%20Toolset%20Pics/Convo.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/NWN2%20Toolset%20Pics/Convo.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;Tags in {}s let me know the shot type (though 2-Shot is typically my default), and I've easily got my conditional companion interruptions (yes, I did sanitize the companion names!) as necessary. Also, the addition of Check and Action tags makes it easy for me to put those in wherever I need.  Lastly, because I have a &lt;b&gt;lot&lt;/b&gt; of alignment changes in my module, I've put in a node that allows me access to those functions quickly.  Lastly, I'd suggest calling the conversation something like "aaatemplate" or "zzztemplate", that way you can easily jump to the top or the bottom of your conversation list and grab and duplicate it easily. I realise some people may have been using this idea for a while, but I thought I'd put it up here as a suggestion in case people hadn't thought of it.&lt;br /&gt;&lt;br /&gt;On a final note, I use a spreadsheet that roughly tracks my progress through the mod, in terms of areas and quests. Areas are broken down into the subcategories of Structure, Placeables, Light/Sound, People, and Dialogue. Quests are broken down into People, Dialogue, Journal Entries and Scripting.  This is rough, and doesn't accurately reflect comparative time requirements, but based on it, I'm a little under 40% done in my module.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-9109489723965303505?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/9109489723965303505/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=9109489723965303505' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/9109489723965303505'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/9109489723965303505'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/04/status-update-14-apr.html' title='Status Update 14-Apr: Conversation Creation Shortcuts'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-3228230918466054825</id><published>2008-04-10T20:58:00.003+10:00</published><updated>2008-06-09T23:46:05.252+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Status Update 10-Apr: Polish and Bugtesting</title><content type='html'>The past couple of days have been focussed on conversations and scripting, all to polish off another quest.  'Polish' being the operative word, because the past couple of days have been tweaking conversations, adding extra nodes so that characters react differently based on your previous encounters (if any) with them.  While little touches like that are time consuming and make things take longer than planned, I enjoy making them, and I hope people enjoy seeing them in a game.  However, on reflection, I think I could easily argue that such inclusions are perhaps done perfectly when they are &lt;b&gt;not&lt;/b&gt; noticed by players, but that is another discussion entirely...&lt;br /&gt;&lt;br /&gt;Various scripting nuances have taken up a bit of time, primarily because I've been testing them numerous times to see how I can possibly break them, and then coming up with ways to avoid those situations.  While I've managed to avoid game-breaking scripting errors through my Neverwinter Nights experiences, I know that they have plagued and irritated other players, so I am attempting to avoid any such difficulties by testing my module thoroughly as I go.  Hopefully no-one will come up with anything radically inventive that will cause errors!&lt;br /&gt;&lt;br /&gt;I know screenshots have been light on for a while now, but there's been a few reasons for that, not the least of which is that I haven't really been doing that much area design in recent times!  That said, there might be a few tidbits I can show soon without giving too much away.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-3228230918466054825?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/3228230918466054825/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=3228230918466054825' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3228230918466054825'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3228230918466054825'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/04/status-update-10-apr.html' title='Status Update 10-Apr: Polish and Bugtesting'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-6487233420256803640</id><published>2008-04-07T22:37:00.004+10:00</published><updated>2008-06-09T23:46:57.393+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><title type='text'>Status Update 7-Apr: A Little More Conversation...</title><content type='html'>In the time I've had recently, it's been conversations, conversations, and more conversations.  Oh wait, there was a house interior as well.  There was also a bit of background design writing, just fleshing out individual bits of background and other pieces of information that may never make it into the module itself, but just serve to add to the verisimilitude.  Such a task may be much maligned by many, but its worth cannot be underestimated.&lt;br /&gt;&lt;br /&gt;In all that writing, I've nearly polished off another side quest.  As usual, there's both good and bad ways to solve the quest, including violent and non-violent options.  I've occasionally wondered how my characters in RPGs manage to rack up such a significant body count at times without serious repercussions from the law... though there are (almost!) always reasons and excuses that one can invent to avoid getting in trouble with the long arm.&lt;br /&gt;&lt;br /&gt;I've also been working on various conversations with the potential companions to add extra flavour to your interactions.  They will interject in conversations, but they will also initiate conversations of their own based on events and surroundings.  Players will need to be mindful of the feelings and tendencies of their companions, otherwise you might find your compatriots rather unhappy with your company!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-6487233420256803640?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/6487233420256803640/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=6487233420256803640' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/6487233420256803640'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/6487233420256803640'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/04/status-update-7-apr.html' title='Status Update 7-Apr: A Little More Conversation...'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-77942495771828984</id><published>2008-04-02T00:45:00.005+11:00</published><updated>2008-06-09T23:47:11.442+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Status Update 3-Apr: Darthall Description</title><content type='html'>As I said I'm my previous post, I have resumed work on 'Fate Of A City', and things have been going along quite nicely this week.  It's been very heavy dialog work, and I think I've done about 4500 words over the past three days.  Of course, there's plenty of choice in these dialogs, so I'd be surprised if people feel hamstrung by their conversation options.&lt;br /&gt;&lt;br /&gt;For something a little different today, I've decided to discuss the setting a little more... So here is a brief history and description of the city of Darthall.&lt;br /&gt;&lt;br /&gt;-----&lt;br /&gt;&lt;br /&gt;Lying in the foothills on the Thunderpeaks, Darthall dwells on the fringes of both Cormyr and Sembia, and although it belongs to former, it is somewhat removed from the dealings of both.  The city is considered too remote for the Purple Dragons to patrol the city, and most locals hold little loyalty to Cormyr.&lt;br /&gt;&lt;br /&gt;Originally established as a keep for training priests, the city established a post of order on the potentially dangerous route near the mountain range.  The keep eventually became a haven for travelers and traders, and eventually evolved into a small trading city that served to bridge the gap between the two empires.&lt;br /&gt;&lt;br /&gt;The area has been ruled for several years by Lord Tumoni, a noble with links to the much-fallen Illance family.  However, he inherited a failing trade city from his father, as other routes have become safer for travel since Darthall was established, which means few people travel through the city anymore.  However, this does not mean that Darthall is uneventful or dull, for the city has a constant undercurrent of activity that bubbles beneath the surface.&lt;br /&gt;&lt;br /&gt;-----&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-77942495771828984?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/77942495771828984/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=77942495771828984' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/77942495771828984'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/77942495771828984'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/04/status-update-3-apr.html' title='Status Update 3-Apr: Darthall Description'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-4180864338041232137</id><published>2008-03-30T20:22:00.007+11:00</published><updated>2008-09-24T22:15:08.719+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><category scheme='http://www.blogger.com/atom/ns#' term='Prefabs'/><title type='text'>Status Update 30-Mar: Schedule Changes</title><content type='html'>Hi all.  I know I haven't updated this blog in quite some time, but that's not to say that I haven't been busy.  In fact, nothing could be further from the truth.  However, the bulk of my time that has been 'spare' time has actually been spent working on a competition entry for Obsidian's Exterior Area Design competition.  While it's still pending approval, it should appear on this &lt;a href="http://nwvault.ign.com/View.php?view=nwn2prefabareas.list&amp;amp;show_days_back=10&amp;amp;category_select_id=20"&gt;entry page&lt;/a&gt; before too long.  Look for the entry "Highlands" by 'AmstradHero' that hopefully should appear shortly!  I've spent a fair amount of time on creating this area, and it's been a very valuable experience in terms of coming to terms with the nuances of the toolset and developing an effective workflow in creating exterior areas.  Overall, I've had a lot of fun creating it, and I'd love for someone to be able to use it in their module or a Persistent World.  (Unforunately, I don't really have use for it in 'Fate Of A City')&lt;br /&gt;&lt;br /&gt;There's also two more things. The first is that I may have &lt;i&gt;even less&lt;/i&gt; time to spend on the project than I previously imagined due to some fairly significant life changes that are occurring... in that I'm packing up my bags and moving from Australia to the UK later on in the year.  Of course, moving is not a simple process, and there are many things to sort out, all of which will take time, which may (read: will almost certainly) reduce the amount of spare time I have to work on 'Fate Of A City'.  So I must state (with no small amount of regret) that the release date is now "when it's done."&lt;br /&gt;&lt;br /&gt;In addition, in response to the poll that I conducted regarding NWN2 &amp;amp; MotB ownership, I will now be using MotB resources in order to make 'Fate Of A City', due to the unanimous (albeit only seven votes) verdict that visitors (or at least those interested enough to vote) have MotB, so there's no reason I shouldn't be using the full gamut of options available from using MotB-only resources. If you have any objections to this... speak up quickly, else the mod may not be playable if you only have vanilla NWN2!&lt;br /&gt;&lt;br /&gt;Finally, know that I'm working hard on 'Fate Of A City'.  I'm still looking to make it a fun and engrossing adventure for all, be they a righteous paladin seeking divine favour, or a ruthless assassin willing to sacrifice anyone and anything for personal gain.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-4180864338041232137?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/4180864338041232137/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=4180864338041232137' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/4180864338041232137'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/4180864338041232137'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/03/status-update-30-mar.html' title='Status Update 30-Mar: Schedule Changes'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-3253865388895549495</id><published>2008-03-11T07:05:00.005+11:00</published><updated>2008-06-09T23:47:58.808+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Status Update 11-Mar: To MotB or not to MotB...</title><content type='html'>Just a quick one here.  I've now got the Mask of the Betrayer (MotB) expansion pack for NWN2, and so have been debating whether to switch over to making '&lt;i&gt;Fate Of A City&lt;/i&gt;' be a MotB module.  So, &lt;b&gt;I need your help!&lt;/b&gt; Please vote in the poll on the left so I can get a feel for whether I should make the switch to MotB, or keep going with a vanilla NWN2 module.  Also, any comments would be welcomed as well.&lt;br /&gt;&lt;br /&gt;I'm here to cater for my players, if the majority of players have MotB, then I feel I should take advantage of its extra features.&lt;br /&gt;&lt;br /&gt;The poll will close in a week's time, so let me know!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-3253865388895549495?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/3253865388895549495/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=3253865388895549495' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3253865388895549495'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3253865388895549495'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/03/status-update-11-mar.html' title='Status Update 11-Mar: To MotB or not to MotB...'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-6738691554165216441</id><published>2008-03-10T23:52:00.003+11:00</published><updated>2008-06-09T23:48:18.066+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><title type='text'>Status Update 10-Mar: Companion Conversations</title><content type='html'>As I posted last week, other commitments have meant that I'm destined to fall behind my schedule for a little while - though hopefully I'll manage to catch over the next few weeks.  The time that I have had to spend on '&lt;i&gt;Fate Of A City&lt;/i&gt;' this week has been spent working on dialog for some semi-important characters around the city, and also working on one of the potential companions that the player can acquire upon their travels.  As I've mentioned previously, the companions have their own beliefs, and they will frequently voice their opinion on events that happen during the game.  Of course, if you do something that they particularly dislike, they can be quite vocal with their disapproval.  That said, I'm making sure that I don't hamstring the player into making specific choices in order to keep your companions from leaving on a whim, though you might want to be careful if you're continually aggravating and belittling a companion.  I must admit that I'm having a &lt;b&gt;lot&lt;/b&gt; of fun writing those particular exchanges, and I hope you'll enjoy them when the module is released!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-6738691554165216441?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/6738691554165216441/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=6738691554165216441' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/6738691554165216441'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/6738691554165216441'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/03/status-update-10-mar.html' title='Status Update 10-Mar: Companion Conversations'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-5844372395783535419</id><published>2008-03-03T15:56:00.002+11:00</published><updated>2008-06-09T23:50:09.823+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Status Update 3-Mar: Gamestyle defined</title><content type='html'>A new month has dawned and everything is progressing well.  Things would have been going more smoothly had I not had a six hour interruption thanks to a cut above my eyebrow that required stitches, but I guess these are the little setbacks we have to expect in life.&lt;br /&gt;&lt;br /&gt;However, it seems that I will have to take a partial break from the development due to other commitments that have cropped up recently.  Believe me, this is very frustrating for me, but I don't want to rush things and release something half-baked.  I'm aiming to give everyone an enjoyable module with replay value, so it will take time.&lt;br /&gt;&lt;br /&gt;Regardless, I won't leave without saying a few more things about the module.  I'd like to give people a feel for the kind of gameplay and environment that I'll deliver once it is finished.&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Alignment is a major part of your interactions within the module, and your alignment &lt;b&gt;will&lt;/b&gt; change according to your actions, starting from very early in the module.  This covers both good/evil and law/chaos decisions, and of course, there may be times when having a particular alignment may be helpful or harmful.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Using &lt;a href="http://nwvault.ign.com/View.php?view=NWN2PlugIns.Detail&amp;amp;id=34"&gt; Codepoetz's PowerBar&lt;/a&gt;, I did a word count on the module, which stands at 29846 words, 26028 of which belong to conversations. Now, as I say this, I have only implemented &lt;b&gt;four&lt;/b&gt; of the &lt;b&gt;fourteen&lt;/b&gt; quests that are present in the module, and companion conversations have not been started either. Of course, you're not guaranteed to see all of these lines of dialog in a single game, in fact, you can be certain that you won't.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Expect your companions to have opinions of their own, and what's more, expect them to voice them, even when you don't want to hear about it.  Of course, this isn't to say that you can't convince them to change their opinions, but you'll need to earn their respect and friendship in order to do so.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;While the module is heavily focused on role playing, there still is plenty of fighting and danger to be had.  However, not all enemies can be vanquished with a sword, a spell or a bow, and remember that those weapons are nothing without a mind to wield them effectively...&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-5844372395783535419?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/5844372395783535419/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=5844372395783535419' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/5844372395783535419'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/5844372395783535419'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/03/status-update-3-mar.html' title='Status Update 3-Mar: Gamestyle defined'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-4881277339182620781</id><published>2008-02-28T20:32:00.002+11:00</published><updated>2008-06-09T23:55:15.279+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Areas'/><category scheme='http://www.blogger.com/atom/ns#' term='Screenshots'/><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Status Update 28-Feb: Area Design, a tale in two parts (part 2!)</title><content type='html'>It's almost the end of February, and I'm almost finished the Rich Quarter.  I've been busy the past couple of days, so haven't had that much time to spare, but things are still moving along well.  I've not really that much to say aside from to post the following screenshots to follow the evolution of an area...&lt;br /&gt;The first is the area after a second pass of texturing and an initial bit of colouring. The colouring that has been done has mostly just been adding a bit of brown to the landscape, either for wear and tear, or to exaggerate the dirty look of the ground.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/NWN2%20Toolset%20Pics/RichColour.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/NWN2%20Toolset%20Pics/RichColour.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;The second is post-decoration and a second round of colouring.  This is adding in trees, extra placeables and general decoration in terms of rocks, dirt, grass, etc.  Even so, there's still a few more things that have been added since this shot. Some minor terrain, texture &amp;amp; colouring tweaking was still done even at this late stage.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/NWN2%20Toolset%20Pics/RichDecorate.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/NWN2%20Toolset%20Pics/RichDecorate.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Lastly, here's a shot of the level from the ground... looking boldly where no adventurer can actually go.  I'll probably post a few more of the actual walkable area over the next few days.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/RichQuarter-CliffHouses.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/RichQuarter-CliffHouses.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-4881277339182620781?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/4881277339182620781/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=4881277339182620781' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/4881277339182620781'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/4881277339182620781'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/02/status-update-28-feb.html' title='Status Update 28-Feb: Area Design, a tale in two parts (part 2!)'/><author><name>AmstradHero</name><uri>http://www.blogger.com/profile/02313267316109911061</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/th_RichQuarter-CliffHouses.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-515275090187886882</id><published>2008-02-25T23:31:00.002+11:00</published><updated>2008-06-09T23:54:54.075+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Screenshots'/><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Status Update 25-Feb: Area Design, a tale in two parts</title><content type='html'>Firstly, I'd like to thank my friend Ferris for linking this dev blog from &lt;a href="http://www.ferrisgti.com/"&gt; his blog/website.&lt;/a&gt;  His glowing review is very flattering!  His blog is an interesting read, with musings on cars and games, and there is also a must see clip on his page of Reyn Ouwehand doing a live musical performance showcasing his skills and the power of sampling/looping.  It's definitely worth a look.&lt;br /&gt;&lt;br /&gt;Next, it's time for a status update.  Things are proceeding nicely, with progress on the Rich Quarter moving along swiftly.  With a couple of outdoor areas under my belt now, I'm finding the going much quicker, as I've got a bit of a workflow organised.  I'm sure there's ways I can improve, but I feel like I'm working at a productive rate now. This is in definite contrast to my first exterior area, where I felt like I was struggling to do anything!  Of course, the process is expedited by having a rough pencil sketch of the city layout, though I've been using that as a guideline rather than a hard and fast plan.&lt;br /&gt;&lt;br /&gt;In the absence of any comments asking for particular types of screenshots, I've decided to give a few shots of the development of the Rich Quarter.  Of course, it's not finished yet, but I thought I'd show its current evolutionary stages.  The first stage was to lay down the buildings to get the core structure of the area.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/NWN2%20Toolset%20Pics/RichBuildings.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/NWN2%20Toolset%20Pics/RichBuildings.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Note that the first stage above already has a little bit of terrain/texture modification - while I wanted to get the core structure completed, those parts have been done in order to match up the edge of the area with the adjacent city district.&lt;br /&gt;With the buildings placed, it was time to add a bit of depth/height to the equation, by modifying the terrain...&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/NWN2%20Toolset%20Pics/RichTerrain.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/NWN2%20Toolset%20Pics/RichTerrain.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;This step required some minor tweaking of building positions, though that is to be expected.  A building doesn't simply have a door open out to a sharp drop... well, not barring some unusual circumstances, that is.  The final step for the moment has been a first pass for texturing.  While I've only currently used 3 textures, the area is starting to take shape.  Of course, there still remains a lot of work to do in terms of additional textures and using the colour tool - which I use quite heavily because it is such a fantastic tool for creating variances in the look of the ground! Regardless, I feel like it has been a fairly solid start for one night's work...&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/NWN2%20Toolset%20Pics/RichTexture.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/NWN2%20Toolset%20Pics/RichTexture.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Lastly, I like to comment on "realism". For those of you who aren't familiar with the toolset, that white box that appears in the first screenshot defines the walkable area for the player - so 8/9ths of the terrain that I've created cannot ever be accessed by the player!  However, the work in creating that extra landscape is worth it, in my opinion, because it really gives a sense of verisimilitude.  For me, it's so disheartening to see a well crafted city district (or any exterior area for that matter) spoiled by having the surrounding visible area taper off into a monotonous flat mono-textured plane.  Sure, you can't explore that little pond or that building that looks remarkably like the ruins near West Harbour, but they make you feel like you're in a real city.  Well, as real as a city in a fantasy setting can be, at least.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-515275090187886882?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/515275090187886882/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=515275090187886882' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/515275090187886882'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/515275090187886882'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/02/status-update-25-feb.html' title='Status Update 25-Feb: Area Design, a tale in two parts'/><author><name>Richard</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-1895217588424657553</id><published>2008-02-25T00:36:00.001+11:00</published><updated>2008-06-09T23:54:14.377+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><title type='text'>Status Update 24-Feb: Getting around</title><content type='html'>Another quick update just to let people know what's happening.  The store I mentioned yesterday has been completed, and I revisited the tavern and the inn, or rather, their owners, and made them a little more helpful in telling you about the city and places to go.  While my areas do feature plenty of map notes to help people navigate, it's always handy to get some pointers from the locals about things that may be of interest.  This is (of course) in addition to the general chatter and tidbits of information that you can garner just from talking to the wandering local populace.&lt;br /&gt;&lt;br /&gt;Currently I'm working on the rich quarter of Darthall.  For those of you that are interested, there will probably be a few more screenshots in the following couple of days, though I'm yet to decide whether to do an "evolution of an area" set of screenshots, or perhaps some of the stores, or maybe perhaps of more dialog between characters.  If you have a preference for any particular type of screenshot, then let me know!  I'm always happy to cater to player desires!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-1895217588424657553?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/1895217588424657553/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=1895217588424657553' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/1895217588424657553'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/1895217588424657553'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/02/status-update-24-feb.html' title='Status Update 24-Feb: Getting around'/><author><name>Richard</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-1537893169990140099</id><published>2008-02-23T16:48:00.004+11:00</published><updated>2008-06-09T23:53:45.318+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Status Update 23-Feb: Release Dates... aren't</title><content type='html'>A little while ago I drew up a new schedule for my work on the project, as I've found I don't have enough hours in the day to do everything I'd like/need to do and stick to my first (somewhat ambitious) schedule.  So, apologies to all those people who were waiting/expecting for it to be released at the end of next month.  If all goes according to my new schedule (which it has been so far), then the projected release date will be the end of April.  However, just to make sure that this is a high quality module, I'd like to set my sights on a release at about mid-May.  If things change, I'll be sure to keep everyone informed.  On the plus side, this means you'll get to see more snippets before the module is released!  (Yes, I know that's not much of a consolation)&lt;br /&gt;&lt;br /&gt;In a related aside, I know release dates are annoying things for everyone, and gamers are always unhappy when release dates get pushed back.  Yes, it would be nice if release dates could be accurate, but personally, I would much rather have a game delayed (for up to several months if necessary) to undergo serious playtesting rather than have a buggy, unbalanced or otherwise unenjoyable game experience 'on time'.  Patches are a way of life for modern games, and that is a good thing, but sometimes they are used more as a crutch rather than a tool to fix totally unforeseeable circumstances.  I won't name any titles in particular, but I'm sure many people have had an experience of a showstopper or near-showstopper in a product that is fixed scant weeks after a product is released. Then again, I may just be a grumpy gamer with a stickler for quality.&lt;br /&gt;&lt;br /&gt;In terms of actual development, progress continues quite well.  The tavern and Inn have been completed, and another store featuring a few choice beverages is undergoing construction.  Expect there to be a few drinks for sale that have different effects when compared to your standard brews.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-1537893169990140099?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/1537893169990140099/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=1537893169990140099' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/1537893169990140099'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/1537893169990140099'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/02/status-update-23-feb.html' title='Status Update 23-Feb: Release Dates... aren&apos;t'/><author><name>Richard</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-284082576104022561</id><published>2008-02-22T00:44:00.001+11:00</published><updated>2008-06-09T23:53:07.684+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Characters'/><category scheme='http://www.blogger.com/atom/ns#' term='Screenshots'/><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Status Update 21-Feb: First Look at Dialog</title><content type='html'>Another quick one just to let everyone know things are going smoothly.  I've been working on an Inn, trying to get that busy and semi-crowded look and sound perfected - plus, the player has to have somewhere to sleep! I've also been doing some dialog - just tweaking things to make characters have a little more personality and individuality.  To that end, here's a couple more screenshots.&lt;br /&gt;&lt;br /&gt;The first of a heated discussion between two characters - Kyandra (on the left) and Gershum (the orc on the right).  If you've been looking at previous posts, you might recognise that this exchange occurs in the market district.  I will say that Kyandra will probably feature in a few more screenshots down the track, as she has the potential to play a significant role in the events within Darthall. That is, if you choose to let her.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Converse01.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Converse01.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;The second is an encounter with someone who has a troubled mind, and getting through to someone so touched may not always be a simple task...&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Converse02.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Converse02.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;My dialogs are aimed at letting the character play their desired persona. If you wish to be an altruistic savior, then you certainly can. However, should you choose to be a greedy, merciless killer, then you're still catered for.  The one thing to remember is that how you treat people may affect events in the future. For sometimes a kindly act is rewarded, and other times it may turn out to place a new enemy in your path, so be prepared to live with the consequences of your actions...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-284082576104022561?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/284082576104022561/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=284082576104022561' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/284082576104022561'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/284082576104022561'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/02/status-update-21-feb.html' title='Status Update 21-Feb: First Look at Dialog'/><author><name>Richard</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/th_Converse01.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-6330096893631732954</id><published>2008-02-18T23:57:00.002+11:00</published><updated>2008-06-09T23:51:45.982+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Areas'/><category scheme='http://www.blogger.com/atom/ns#' term='Screenshots'/><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><title type='text'>Status Update 18-Feb: A Local Tavern</title><content type='html'>I've been fairly busy over the past few days, so there hasn't been a lot of time for working.  However, another side quest is completed, and one of the taverns is pretty much completed as well.  The Bleary Tavern doesn't have terribly much vigour in the way of its decor (hence the name), though the patrons are lively enough, whether it be the  fairly unfriendly card players, crabby wenches, crabbier wenchers, or just your general drunks.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Tavern01.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Tavern01.jpg" alt="" border="0" /&gt;&lt;/a&gt;Of course, no tavern would be complete without a couple of drunken patrons arguing near a fire.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Tavern02.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/Tavern02.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;The next couple of days will hopefully be polishing off an Inn and another merchant.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-6330096893631732954?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/6330096893631732954/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=6330096893631732954' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/6330096893631732954'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/6330096893631732954'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/02/status-update-18-feb.html' title='Status Update 18-Feb: A Local Tavern'/><author><name>Richard</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/th_Tavern01.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-1234925514412553512</id><published>2008-02-14T01:19:00.001+11:00</published><updated>2008-06-09T23:51:30.377+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><title type='text'>Status Update 13-Feb: Quest Scope Creep</title><content type='html'>Quick update today.  It's been a whole lot of dialogue tonight, sorting out various options and choices for a side quest with multiple ways of progressing and finishing it, meaning that I had to write a lot more than I'd initially bargained for when I'd planned the quest.  Again, the whole revision/reinvention process makes things more time consuming than I'd planned.  That end-of-March timeline is looking a little unreasonable when I factor in additions like this, though I'm still trying to push towards it.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-1234925514412553512?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/1234925514412553512/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=1234925514412553512' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/1234925514412553512'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/1234925514412553512'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/02/status-update-13-feb.html' title='Status Update 13-Feb: Quest Scope Creep'/><author><name>Richard</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-3008558840290305634</id><published>2008-02-13T00:54:00.001+11:00</published><updated>2008-06-09T23:50:54.736+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Screenshots'/><category scheme='http://www.blogger.com/atom/ns#' term='Status'/><title type='text'>Status Update 12-Feb: Two Interiors</title><content type='html'>Housekeeping: I forgot to make it so that anyone could post comments.  I'm always interested in feedback and what people want to see in modules - so if I post anything you like/don't like, I'm always willing to take advice on-board.&lt;br /&gt;&lt;br /&gt;I didn't get as much done tonight as I had hoped, but I suppose it's nearly impossible to do that most of the time.  And then NWN2 decided it wanted to revert to taking screenshots in jpg format, and needed some "coaxing" in order to change its mind.&lt;br /&gt;&lt;br /&gt;That aside, I managed to get some dialogue for a side quest ironed out, though as per usual, it seems that the ugly beast of scope creep has reared its head again as a few new ideas popped into my head for ways for the scenario to play out.  But those ideas involve more choices, which is only a good thing as far as the player is concerned.&lt;br /&gt;&lt;br /&gt;In wrapping up, I have a two more screenshots to post, the first of a wealthy merchant's home/store.  This was completed yesterday.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/HighClassStore.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/HighClassStore.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;The second is one that I whipped up today, and gives you an idea of what happens if your internal decorator likes a bit more wilderness indoors than normal.  I'm sure you can use your imagination to work out what kind of person would live in a house like this...&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/OvergrownHome.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/OvergrownHome.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-3008558840290305634?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/3008558840290305634/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=3008558840290305634' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3008558840290305634'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/3008558840290305634'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/02/status-update-12-feb.html' title='Status Update 12-Feb: Two Interiors'/><author><name>Richard</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/th_HighClassStore.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6968633003191934323.post-4763806683691861072</id><published>2008-02-12T15:40:00.001+11:00</published><updated>2008-06-23T16:05:07.851+10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Areas'/><category scheme='http://www.blogger.com/atom/ns#' term='Screenshots'/><title type='text'>A First Look At The City</title><content type='html'>Hello all, and welcome to the 'Fate Of A City' blog.  I'm using this blog to spread a bit of information and some status updates on my forthcoming single player module for Neverwinter Nights 2.  I will attempt to update this blog as often as possible, though I'm going to steer clear of discussing plot points.&lt;br /&gt;&lt;br /&gt;As a quick outline, the module is set in the city of Darthall, a moderate sized city located a little off the normal trading routes, nestled between Mt Pada and Lake Gynnai.  The module is set entirely within the bounds of the city, with the player becoming embroiled in plots and dangers inside the gates.&lt;br /&gt;&lt;br /&gt;Story and player choices are key to the journey through Darthall, and while the player's alignment will be affected by their choices, many decisions will have ramifications beyond those immediately noticeable.&lt;br /&gt;&lt;br /&gt;Currently, Fate Of A City is expected to be finished around the end of March, though given this is a one person project, and game project to boot, it is highly likely that the release will be delayed due to design refinement, scope creep and playtesting/bugfixing.&lt;br /&gt;&lt;br /&gt;To finish my first post, I'd like to show some shots of the Market Plaza, one of the four key districts of the city.  Like every project, there's bound to be some iterative development as the plans and design are tweaked, and the market area is a perfect example of how an area can grow.&lt;br /&gt;&lt;br /&gt;Please keep in mind when looking at the screenshots below that I've taken them in the toolset, and have posted them in a lower quality for size reasons.  (I'll likely post high quality shots in the future).  Disclaimer aside, have a look at the Darthall Market Plaza in its first incarnation.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/market-1.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/market-1.jpg" alt="" border="0" /&gt;&lt;/a&gt;When I first did this, I was fairly happy, though after a little while I started to notice significant defects in the design.  I mean, after all, this is a fairly well trodden area, a bustling hub of activity and general thoroughfare to get around the city.  As a result, I felt it needed a lot more wear and tear... as can be seen below.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/market-2.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/market-2.jpg" alt="" border="0" /&gt;&lt;/a&gt;I hope you agree that the second looks a lot more like a well used city bazaar.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6968633003191934323-4763806683691861072?l=fateofacity.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://fateofacity.blogspot.com/feeds/4763806683691861072/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6968633003191934323&amp;postID=4763806683691861072' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/4763806683691861072'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6968633003191934323/posts/default/4763806683691861072'/><link rel='alternate' type='text/html' href='http://fateofacity.blogspot.com/2008/02/first-look-at-city.html' title='A First Look At The City'/><author><name>Richard</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://i244.photobucket.com/albums/gg10/AmstradHero/Fate%20Of%20A%20City/th_market-1.jpg' height='72' width='72'/><thr:total>5</thr:total></entry></feed>
