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#51
General Discussion / Re: The strange effect that NW...
Last post by PJ156 - January 16, 2012, 08:11:54 PM
I've found that I play little else now. I see titles come and go but don't feel drawn to them. Partly because I mod I think which consumes enormous amounts of time.

NWN1 and 2 offer a huge play experience particulalry with the custom content out there. I guess it's easy not to move on unlike other title which may offer the freedom but lack the variety.

PJ
#52
General Discussion / The strange effect that NWN ha...
Last post by TimG - January 16, 2012, 01:59:34 PM
This past weekend I decided it was time to play some old school console games.  I have a few different systems going all the way back to Atari 2600.  Somehow I settled on a game I think was called Dragon Sword or some such for the Wii (which isn't old at all by my standards).  Anyway, this game appears to be a re-make of Dragon Warrior which I played on the NES a long time ago and enjoyed.  The new game had the same music and many of the same enemies and roughly the same plot/mechanics.  Once I got the hang of it I was having a good time but kept comparing it to the freedom that one has as a player in NWN.  I have grown accustomed to the NWN form and kept looking in this other game for ways to do things that can be do and the options just weren't there.  I really am surprised just how much NWN has gotten in to my subconscious for gaming.  As games go I have played NWN for far less time that the old consoles and wouldn't have thought I'd spend my very limited console game time thinking about firing up NWN.
I just thought it was odd.
#53
The Academy for Modding Excellence is pleased to announce the Golden Dragon Award winners for the NWN1 2011 AME cycle!

Golden Dragon Award Winners for the NWN1 2011 AME Cycle (for 2010 awards)

This cycle included awards for works released in 2010. Feel free to use this thread to discuss the nominees and the awards, and congratulations to all the winners!
#54
General Discussion / Re: Failed to release this yea...
Last post by SheilaD67 - January 02, 2012, 10:28:08 PM
Henesau, Andarian...I think that we may be able to find it within ourselves to forgive you both.  Ah, provided you don't let it happen again!  *cheeky grin*

I actually had to bow out of three or four projects (ah, one even being one I started) due to RL commitments.  So, I totally and completely understand.  Priorities need to be set; and where you're gonna live and work (along with other things) tend to take precidence over a game.  Even a super fantastic game!
#55
General Discussion / Re: Failed to release this yea...
Last post by PJ156 - December 31, 2011, 01:01:21 AM
I tend to work to deadlines to help prevent scope creep. it can make it easier to make scope decisions when you have a broad time frame to work within.

I find I can cut out stuff that would otherwise waste time if I set timescales.

Also I want my project finished. I have new ideas waiting in the wings :)

PJ
#56
General Discussion / Re: Failed to release this yea...
Last post by Andarian - December 30, 2011, 03:01:30 PM
I know what you mean, Henesua. I have to make the same regrettable announcement as well: Sanctum 3 is still far from completion, and I wasn't able to finish the v4 rewrite to Chapters 1 & 2 (among other things, to include Project Q) that I'm currently working on. That mostly had to do with a set of life-changes that had to take precedence (moving and a change of job), so hopefully I'll be able to get those out during 2012.

Feature creep is a big part of the delay. The v4 update would have been done months ago if I hadn't decided that it needed a complete rework of the treasure system and lore expansions. For example, I'm now replacing the Drow and Deep Gnomes in Chapter 1 with custom races from the Sanctum novel universe. In Sanctum 3, I'm now working on an elaborate script system for handling plot variables and events. That'll make implementing the module's extensive plots easier and make them less prone to error in the long run, but in the short run it's easy to get bogged down in.

I'm definitely an "it's done when it's done" person, mainly because I have to build in my spare time and often don't have the luxury of forcing a modding schedule on myself. Fortunately, I don't need the discipline of a schedule to make me work on it; I enjoy it so much that motivation to open the toolset is never an issue for me.
#57
General Discussion / Re: Failed to release this yea...
Last post by Henesua - December 30, 2011, 01:23:28 AM
Done when its done is my way, but I constantly set deadlines for myself to force myself to get something done.

Scope creep is a big problem for me. I start of with a simple plan, but get too excited with all the great stuff I can include. I'm presently rewriting DMFI and Ambiguous Interactive Dungeons so that they can be integrated. AID will be great for creating some Interactive Fiction style puzzles.

Anyway... back at it.
#58
General Discussion / Re: Failed to release this yea...
Last post by PJ156 - December 29, 2011, 11:27:34 PM
Such things happen, scope creep and real life get in the way.

It always amazes me the amoung of time we/I put into these mods. The toolset time aside count the time you are thinking and planing and writing and all the other background work. It's amazing any get released, but they do.

And then you have to contend with being told your spelling is S**T :)

I hope you make next year as well. I may not play since i have moved on from NWN1 but your previous posts made the mod sound good.

Are you a deadline setter or a done when it's done person. i'm a deadline setter myself so I do feel your pain on not doing something that was promised at some other time.

PJ
#59
General Discussion / Failed to release in 2011, but...
Last post by Henesua - December 29, 2011, 11:05:25 PM
It is with regret that I must admit that I will not release a module this year. I raised people's hopes when due to fast early progress on Goblin Boy that I figured I'd have it out in Summer. Well... due to getting bogged down in that module I shifted gears to a multiplayer module last October/November. The goal was to get that out this year. Unfortunately all I have completed to date is one round of Alpha Testing for that module, and a completed base module for all modules built in my custom setting. Nothing playable.

Here's hoping for a release in 2012. Its very likely as I am prepared for the next round of testing in January. The module is Expedition to Devil's Island and is like a mini-PW that a DM can run or leave up on a server until the main quest is completed.

So Olivier sorry about dropping the ball on Goblin Boy. I know that you were prodding me to finish that one, and yet I left it at 1/3 completion. This other module may not be your cup of tea, but it is nearer to release.
#60
General Discussion / Re: Absence
Last post by PJ156 - December 12, 2011, 07:42:33 AM
Congratulations, that's just saved you a heap of money on clothing :)

PJ