6/11/2010
Continuing Sanctum in NWN1 vs. DA
Shuurai recently offered the following thoughts about continuing the Sanctum saga in Neverwinter Nights as opposed to Dragon Age. Since they might be of general interest, I thought I would post my own thoughts on that here.
"Just to throw it out there, I too think it’d be cool if the entire series was kept in NWN1. Despite the age of the engine and it’s limitations, I personally find the interface to be much better than NWN2 and even Dragon Age. That said, the most important thing (to me) is the story, and I think this one will be strong no matter what the platform."
I very much appreciate the kind words about the story (thanks, Shuurai!). This is an issue that I’ve been torn about since the first module came out – first with NWN2, and then with Dragon Age. As some of you may know, I was fortunate enough to have had the opportunity last year to be invited by Bioware to participate in the Dragon Age toolset beta and Builder’s Event. So I’m very familiar with what Dragon Age has to offer the series, and I’ve been very impressed with it from the beginning. I think it was designed much more for the kind of story-based modding that I’m trying to do with the series than was NWN, and that I could do a great deal more with it as a result.
So to be honest I really would prefer to switch to Dragon Age as soon as possible, for that as well as other reasons. For example I do strongly prefer the interface and game design, and the Sanctum world never has really fit well with the D&D ruleset. But I’m in the awkward position of being in the middle of the saga and having a lot invested in building the mods in NWN1, including an established player and fan base there. Those are things that I can’t just disregard.
If I come into enough free time or can recruit enough DA collaborators to help, then I may port Sanctum 2 to DA as a test. If that’s successful I could then port the rest of Part II ("The Miracle Worker") as well. I think I could handle that for DA-only players by including a video "prologue" telling the story of Part I ("The Sight"). If that works out then I’d end up with Part I as a NWN1 only mod, Part III ("The Alliance") as DA only, and Part II ported to both.
Either way, though, I don’t plan on building "The Alliance" in NWN1. But I also really don’t want to stop building in NWN1 until the end of "The Miracle Worker". That’s when the story will reach a point where I can at least give NWN1-only players a sense of closure with the series, even though it will be continued in "The Alliance."
And, I hope, in a series of novels to pick up the story after that. From the beginning, the Sanctum modules were intended mainly as an experiment on my part: a way of exploring the new medium of CRPG modding as a means of telling the backstory to those novels. So with any luck, it’ll be a long time before I have to commit to giving folks a full sense of closure with the saga as a whole.
5/2/2010
Some New Screenshots
I thought I’d post some preliminary screenshots from Sanctum 3.
Nicodemus’ Tower

Highpeak Castle

I also noticed that I hadn’t done anything with the screenshots on the module pages for Sanctum 1 and Sanctum 2 since before the v3.2 update. I’ve updated them to (among other things) show the new Pegasi and companion heads.
11/18/2009
Add the Rayche Quest to the End of Sanctum 2?
I posted this to the Sanctum 2 module page, and thought I’d post it on my blog as well.
Here’s a question for players. I’ve seen a number of criticisms and downvotes on Sanctum 2 recently for its short length and ending in the middle of a quest. I was planning to release Sanctum 3 as a new module with a new architecture using project Q, but setting all of that up is understandably taking some time. I could get the "Mission to Rayche" quest out much more quickly if I added it to the end of Sanctum 2, where most of the necessary infrastrucure is already in place. I did the same thing for the Wind-Walking / Flying scenes, since the first version of the module actually ended with leaving the peak to start on the mission to Rayche. (I thought that players would appreciate the added content, and that the price of having to stop in mid-quest to continue my graduate work would be worth it.)
Adding the rest of the Mission to Rayche at the end of Sanctum 2 would make the module longer, and allow me to once again end it at the end of a quest. This could help address the criticisms and downvotes of those who are objecting to the module’s current length and ending, and to get some sequel content out faster. I could probably even rig up the necessary scripts to allow players with a savegame at the end of Sanctum 2 v3.2 to jump right to the continuing point in the new module, so re-playing the whole thing might not even be necessary.
The price, though, is that the quality of the Rayche quest wouldn’t be as good, partly because it would be missing some of the new features and the new Q-based infrastructure. Those seem to be particularly well suited to the Mission to Rayche quest, which is one reason why I’ve resisted adding the quest to the end of Sanctum 2 in the past.
So what do players think? Should I continue with my current plans (which would probably get Sanctum 3 out in Spring ‘10), or add the Rayche quest to the end of Sanctum 2?
9/1/2009
Sanctum Version 3.2 Released!
The v3.2 update to Sanctum of the Archmage Chapters 1 - 2 has finally been released!
I heard from NinjaWeaselMan today and got his OK to host the Romantic Animations Suite on my website, so I decided not to delay releasing the Sanctum v3.2 update after all. I just finished updating the module pages and I think I’ve got everything set up OK, but if anyone has any problems downloading, installing or running it, please let me know. ![]()
8/29/2009
Sanctum v3.2 Update Delayed
Since it’s now been nearly two weeks since I announced that I was about to release the Sanctum of the Archmage v3.2 update, I feel that I owe the community an explanation regarding why it has been delayed.
Since the Sanctum update uses NinjaWeasel’s Romantic Animations Suite (which I have been helping him to beta test), I have been waiting for him to make that publicly available before releasing it. I last heard from him on August 15th, in an email which said that he was submitting the RAS and that it would be available in a couple of days once it cleared the Vault. That should have been around August 18th or so. It was on the basis of that information that I posted my announcement that the long-delayed Sanctum update would be uploaded shortly, and prepared it for release.
The RAS hasn’t become available as I expected, either on NinjaWeasel’s website or on the Vault. I’ve emailed him several times over the last two weeks to inquire about the matter, but with no response. I’ve also tried to reach him through others in the community who know him, but no one seems to have seen him around recently. I hope nothing’s happened to him.
My only choices right now are to cancel my plans to release the Sanctum update until further notice, to release a version that doesn’t include the RAS, or to temporarily host the RAS hak on my own website. I’m not comfortable acting on that last choice without his stated permission, though, since I know that he wants to control the distribution of his work.
As I said in a previous post, I have a lot of RL related issues to take care of in the immediate future. So since I no longer have time to properly support a module release right now anyway, I’ve decided to postpone the Sanctum update until I do. I’m not sure exactly when that will be, but it will likely be in late September. Hopefully by then the unexpected confusion about the release of the RAS will be resolved, the Sanctum update can finally be posted, and I can get started in earnest on the next chapter. ![]()
8/19/2009
Sanctum Mentioned on GameCritics.com
I wanted to share a recent article that I just came across, which gives a very positive mention to me and to the Sanctum of the Archmage series. It was on Brad Gallaway’s blog at GameCritics.com, in a guest post by romance and SF/Urban Fantasy author Ann Aguirre. Here’s the link:
Guest Blog: Writer Ann Aguirre talks games
It can also be found here with some comments on Brad’s personal blog, Drinking Coffecola. Here are Ann’s very kind comments about my module work, for which I would very much like to thank her. ![]()
"Write a script that determines the NPC love interest according to the gender the player chooses. That way, you only need to write one romance with minimal tweaks. I’ve seen this done with real expertise in player-designed modules for Neverwinter Nights. Andarian has designed an amazing module called Sanctum of the Archmage, where the romance is really well-developed in addition to combat, traps, and story. He integrates this swing-sex NPC with great skill, so if he can do it, why can’t the bigger companies?"
Ann makes several other observations with which I agree, particularly about RPG developers’ all too common lack of emphasis on writing decent romances – a topic that has been a hot button of mine for years. I particularly resonated with this one, which I’ve jokingly offered a couple of times myself:
"So why are the romances so half-assed, seriously? If you guys don’t know how to write one, CALL me."
I think she’s right that this often reflects an unwillingness on the part of game builders to prioritize writing romances as a development goal, and to invest resources in hiring the writers they might need. Writing good romances is a skill, to be sure, but it’s also not rocket science and there are folks out there who know how to do it. And as she observes, this is a wide-open market – not only for female gamers, but for male gamers who know how to appreciate a good romance. And trust me, we’re out there. ![]()
With that said, though, I do think there’s another factor that’s helped complicate the evolution of writing for RPGs in general, and not just for romances in particular. That’s the fact that writing for an RPG isn’t the same as writing for a novel or a movie. RPGs are a new medium for narrative art, and while there’s a lot of overlap, it has its own distinctive requirements as well. Those involve developing new writing skills, and to some extent ways of thinking about plot construction, than what experienced writers for other mediums may be used to. Because an RPG is interactive, the plot needs to be both integrated to a central theme and adaptive and multi-dimensional. This "dance" between linear and non-linear design is distinctive to interactive fiction, and it forces you to think about the central plot in more abstract terms than in other media.
As both a programmer and an amateur novelist myself, I can see how RPG writing to some extent involves an integration of both kinds of skills and thinking. That’s actually one of the things that fascinates me about the genre, and has motivated me to invest so much of my personal time in writing and building them myself. As experienced writers from other media begin to do the same and to learn these new skills, I think we’ll see something of a sea change in the depth and complexity of story-based gaming. Indeed, I think we’ve already started to see this happening.
All of this holds true as well, I think, for writing romance plots. One of my goals with the Sanctum of the Archmage modules was in fact to explore not just how to write a good RPG, but how to design and write a compelling RPG romance – so I’m especially gratified by Ann’s comments about my work. Thanks!
8/14/2009
Sanctum of the Archmage v3.2 to be Released Shortly
Just a quick note to say that the v3.2 update to Sanctum of the Archmage Chapters 1-2 should be ready to upload shortly, and hopefully by this weekend. I’ve finally had the time to finish the remaining work I needed to, which included updating the documentation and credits and helping to prepare and package some of the new custom content. I just finished my final playtest of Sanctum 1, and expect to be done with Sanctum 2 by tomorrow.
7/12/2009
A Quick Update
I just wanted to give everyone a quick update on the status of the Sanctum v3.2 update, as well as some news that may be of interest to readers of my blog.
Between the demands of my job, vacation, managing the AME, and some other projects (see below), my schedule has gotten very busy in recent weeks – and that has unfortunately delayed my efforts to get the Sanctum update posted for general release. I have only a few remaining tasks to finish before I can upload it, but unfortunately my available time is still going to be very limited for the next few weeks. Hopefully when some of the smoke clears from my "real life," I should be able to finally get it completed and online by the end of the month.
The very talented Estelindis has graciously offered to develop some high quality custom NWN head models for the Sanctum update. We’ve been collaborating for a few weeks now on how to get the look just right for the various characters, and the results are truly amazing (if I do say so myself). Robin (both genders) and Orion are basically done, and Diana is currently in development as well. Here’s a link to a screenshot featuring (female) Robin’s new head and the use of the Romantic Animations Suite. Este, thank you very much for your fantastic work on this!
Although sworn to secrecy until recently, I can now also reveal that I’ve been a participant in the beta test for the Dragon Age Toolset since early this year – and I was invited to travel to Bioware HQ in Edmonton last week to participate in the Dragon Age Toolset Builder’s Event. I plan to blog at more length about that amazing experience when I have time – but for now, to see what it was all about check out the posts on the Bioware Blog here and here. I’ll only say for now that from what I’ve seen, the tools that Bioware is making available for Dragon Age are going to change the landscape of RPG modding. I’m very excited about it. Although I’m still committed to finishing "The Miracle Worker" in NWN1, I’m now giving serious consideration to completing Part III of the Sanctum Saga – The Alliance – in Dragon Age.
Thanks again to everyone for your patience and interest!
Cheers,
Andarian
6/20/2009
Beta Test Is Ready
I’m happy to announce that the Sanctum v3.2 Beta Test 1 is Ready to go! As soon as I finish packaging the beta test files, I’ll contact those of you who’ve offered to help out.
6/6/2009
One More Round of Testing
I finished my playtest run a couple of days ago, and I’m making the rest of the required changes now. Unfortunately, though, the list is too long (and in some cases the fixes are too substantive) for me to just finish them and upload the beta test. Some of the new changes (such as the new shopping system and modifications to some of the items) also have the potential to alter the play balance, so I’ll need to make one more playtest pass through the modules after finishing to make sure nothing serious is broken. Unfortunately, that’ll take at least a few more days.
6/2/2009
Shop Till You Drop
I took a detour from playtesting today to add something that I’ve been thinking about for a very long time: a complete re-write of the merchant appraisal system. I’m a big fan of shopping and of using the appraise skill, but the NWN1 implementation of it was really awful. Here are my criticisms of it:
- Appraise rolls encourage players to save and re-try to get better shopping statistics, especially since they are remembered from visit to visit until your appraise skill improves.
- An unlucky second roll can actually cause your shopping adjustment to get worse when your appraise skill improves, which makes no sense.
- Characters with a very high appraise skill can actually sell items back to the merchant for more than they paid for it.
- Characters don’t get a charisma-based shopping adustment, which I always thought would have been appropriate.
I’ve just finished testing the changes that I’ve made to Sanctum v3.2 to address these issues, and I think you’ll like the results. ![]()
5/29/2009
Call for Beta Testers
The long-awaited (certainly by me, anyway
) version 3.2 update to Sanctum of the Archmage 1 and 2 is just about ready! I’ve finally finished building it, and I’m just about to start what hope will be my final playtest before making the module available for beta testing. It should be ready by next weekend if everything goes well.
I’ve ended up adding a lot of new features in v3.2, most notably Romantic Animations and Ridable Pegasi in Sanctum 2 (thanks to NinjaWeaselMan and Hardpoints, respectively). The ridable pegasus system in particular was an enormous bit of work, and required probably the most elaborate NWN scripting system that I’ve ever had to develop. Most of the rest of the improvements are smaller and more isolated, and came from going through my "dissatisfaction list." These were a lot of little things that I never really liked or thought worked quite right, and someday wanted to figure out a way to "fix up." Often these were things in the base game or in the CEP that I needed to work around, such as the (I thought) awful crafting system, or the custom CEP items that you couldn’t cast Magic Weapon or Flame Blade on because of the very inflexible way that the scripts were written. I’ve paintstakingly fixed as much of that as I could manage, and re-vamped the crafting system for exotic weapons and materials in a way that I think players are likely to enjoy.
The beta test will be closed and I’d like to keep it fairly small, so if you’d be interested in participating, please let me know. ![]()
5/10/2009
AME NWN1 Finalists Preview on NWN Podcast
I just wanted to give everyone a quick heads-up that Tybae and I will be participating in a "streaming preview show" on the NWN Podcast to announce this year’s finalists for the AME’s NWN1 Golden Dragon Awards for 2008. For details on how to join us in IRC, and to listen live to the show stream, see our announcement here.
Also, just an update on the Sanctum 1-2 v3.2 work: I’ve finished my playthrough, and I’m in the process of making some fixes. Once those are done, and I’ve done another playthrough to make sure everything’s working right, I should be ready to set up a beta test. So stay tuned!
Also, check out my submission to the Vault’s NWN1 Screenshot contest:
Mount Cassandra Peak by Andarian
4/11/2009
Development of Sanctum of the Archmage Resumed
I’m very pleased to announce that I have officially resumed work on the Sanctum of the Archmage module series. During the time since my last announcement, I’ve been working on and off to complete the v3.2 update to Sanctum chapters 1 and 2 that I started working on last fall. I had originally planned to release it before the end of last year, but as many of you may know, that plan was delayed by events related to a custom content authorship controversy that arose at the time. Since that controversy now appears to be largely resolved, I have decided to return and pick up with the series where I left off. Right now, I’m putting the finishing touches on the Sanctum v3.2 update, which I hope to be able to release within the month. Sanctum v3.2 will have major feature upgrades to include both ridable pegasi and (the now final version of) NinjaWeaselMan’s Romantic Animations Suite. It will also feature a large number of scattered improvements in various places, including some new dialogues, rebalancing and other improvements to some of the combats, and compatability with CEP 2.2. After Sanctum v3.2 is complete, my next project will be to continue the series with Sanctum of the Archmage 3: The Miracle Worker, Act II. My current plan is to substantially re-vamp the scripting and custom content infrastructure for Chapter 3, and in particular to improve the series’ companion AI, with which I’ve never really been entirely happy. Sanctum 3 should also include a number of new tilesets, particularly for mountain scenes, which will dominate much of the next part of the series. The new ridable pegasi and romantic animations, of course, will be integral to the follow-on modules as well. And finally, I’m currently planning to use Project Q for the rest of the series, which should give a distinctively new look and an overall artistic facelift to the entire experience of Neverwinter Nights gaming. As for the status of future chapters: I’m still debating whether or not to build Part III of the saga – "The Alliance" – in Neverwinter Nights 1. I do have a number of compelling reasons to consider doing that, many of them having to do with the newly available NWN1 custom content that I expect to be able to make use of in the process. I can also provide some useful information for the benefit of those players who dislike NWN2, the idea of changing games in mid-saga, or playing a module that they regard as "unfinished." First, I’ve firmly decided that Part II – "The Miracle Worker" – will definitely be completed in NWN1, and it will have an ending that should provide a sense of closure for players who may for whatever reason not want to continue the saga after that. Although I’m unlikely at this point to build "The Alliance" in NWN2, I have been giving some thought to the possibility of continuing it in Bioware’s new CRPG, Dragon Age, which should be released later this year. But my main concern right now is to complete "The Miracle Worker," and as I’ve said, that’s definitely going to be finished in NWN1. In other news, I’m also pleased to announce that I’ve just been elected as the new Chairman of the Academy for Modding Excellence. More information about that can be found in the latest announcement on the front page of the AME Website here. Thanks to everyone for their continued interest in and enthusiasm for the module saga and the story! Sincerely, Andarian![]()
12/13/2008
Development of Sanctum of the Archmage Suspended
I regret to announce that my plans to develop any new updates or modules in the Sanctum of the Archmage series are suspended until further notice.
My reason for this is that the availablility of several cutting-edge cc (custom content) packages that I had been intending to use in the series has been called into question by recent events. For those interested in understanding the background and details of this developing situation, I recommend reading this recent post on my blog, as well as the comments on it from a number of prominent NWN cc authors. The bottom line is that some of these authors, in protest over having their work stolen and over the rude treatment that they have received by others in the community, have decided to either cancel plans to publicly release works that are in progress, or are considering doing so. Since it would be problematic for me to try to publicly release a module (or a module update) that is built partly with custom content that is not going to be made publicly available, I think it only prudent to suspend my development plans until I see how that situation works itself out.
The Sanctum of the Archmage series is being developed using some custom content that is in parallel development by other authors, and consequently it is directly affected by several of these decisions. Taking place in and around the Nurian Mountains of the World of Glorn, it is primarily a mountain adventure, and it also features a prominent romance sub-plot. For these reasons, I have been actively working to integrate NinjaWeaselMan’s Romantic Animations Suite into the series, starting with the v3.2 update to Sanctum 2. I had also wanted to use Lord Rosenkrantz’ Rocky Mountains tileset in the follow-on modules in the series, and I already use (and planned to continue to use) the Community Tileset (CTP) and the CTP Doors packages. The future public availability of these packages (and/or updates to them) is now in question, so I will have to do some hard thinking about how I may have to adapt my module development plans. If this situation cannot be resolved satisfactorily, I may have to switch to building with older or (in my opinion) inferior custom content, switch to building in NWN2, only release my own future modules for private distribution as well, or give up modding altogether and go back to writing my novels. These are all viable alternatives to my mind, and I am currently considering each of them.
I want to make it clear that I fully support these content developers in their protest. Since discussion of this issue is unwelcome on the Bioware forums, I have even helped to organize a web forum on which discussion and debate about it can continue openly and without interruption. That forum can be found at:
The ‘Modders Shrugged’ Initiative: http://www.moddersshrugged.com
I encourage anyone who may be interested in these developments to check out that forum, and to feel free to offer your (civilly expressed) thoughts on these matters.
It is my hope that an acceptable resolution to this situation can be reached by raising consciousness about it in the NWN community. I think that most players and builders here are decent folks, and that a consensus of support for content authors who do not want their work to be used without their permission can be arrived at if the matter is discussed and debated openly. In the meantime, though, further work on the Sanctum of the Archmage modules will have to remain on hold.
11/8/2008
A New Look for Orion
I’ve been talking on and off for a while now with my good friend Charles – who is a professional artist – about the idea of doing a custom portrait for a character from my Sanctum of the Archmage saga. We’ve recently agreed to go ahead and try this out with Orion, and I thought I’d post (with his permission) his first sketch to solicit some player feedback.
Keep in mind that this is a preliminary sketch, and that he’s already working on several changes that we’ve discussed to better fit my image of Orion and his personality. The main ones will be to shorten his hair, and to change his pose and expression to be more direct (looking right at the viewer) and less threatening.
Here it is. If you have thoughts or suggestions, let us know what you think!
10/29/2008
An Update on Building
It’s been a while since my last blog post, so I wanted to give everyone an update on the status of my building activities for the Sanctum of the Archmage module series.
First, a bit of good news. Some of my readers may know that I’ve been splitting my time for the last several years between a full-time job, working on a graduate degree in physics, my work for the AME, and of course building the Sanctum modules. I’m happy to be able to announce that I’m now on the verge of being able to close out one of those projects. Just a few days ago, I completed my final requirement for graduation in January (a paper that I should be submitting sometime within the next week). Perhaps not surprisingly, this has been occupying most of my focus and attention for the last two months. So if all goes as expected, a major block of free time should begin to open up for me to begin building again in November.
My next step will be to complete the final update to Sanctum 2, and then to move on in earnest to Sanctum 3. Although my new ridable pegasi are now working in Sanctum 2, I still need to decide exactly how to handle a few issues regarding how to work them into the plot. Should I give the player a choice between Ridable Pegasi and Wind-Walking, or get rid of Wind-Walking altogether? How should I handle it if you get your mounts killed in battle? Should you be able to summon new ones, and if so how frequently? (If anyone has any advice or thoughts on that, please feel free to opine.
) I’m working out those issues now, and trying to write the scripts I’ll need to make whichever solution I decide on work seamlessly in-game.
I also have a couple of final tweaks and updates to make to the module in general, such as (for example) updating the "Flooded Cave" battle. I had some very good feedback on that battle from a player, which made it clear to me that I need to make a serious effort to hack the standard monster AI for that encounter to make it more realistic.
Finally, there are NinjaWeaselMan’s Romantic animations. I corresponded with him recently, and the updated version of his hak (which will include some additional animations that I need for my update to Sanctum 2, such as hugging) should be ready in about 2 weeks. I’ve got the code ready for these animations now, so hopefully I should be able to just plug in the final version of the hak when it’s ready.
I hope to have a beta version of Sanctum 2, version 3.2, available sometime in November, and (hopefully) to be able to release it next month as well. And then, after that, it will be on to Sanctum 3!
9/15/2008
Romantic Animations Video Preview
Since I posted a video preview of the ridable pegasi, I thought I’d post one for the romantic animations as well. (Size is about 6 mb.)
Romantic Animations Video Preview
For those who may be having trouble playing the above video, here’s one in Quicktime format that may work better:
9/14/2008
Ridable Pegasi Video Preview
I’ve got most of the scripting and details worked out for including ridable pegasi in Sanctum 2. I’ve decided to leave both flying options in the module, so that the player can choose whether they would prefer Wind Walking or Ridable Pegasi as their means of travel to other lands. Here’s a video preview. (The size is about 34 mb.)
Ridable Pegasi Leaving Mount Cassandra
I’m still tweaking the details, but I think it’s good enough to show. I’m still having trouble with the wings not showing up during the mounting animation, but I think I can live with that for now. I was also able to use one of the custom horse animations to make it look like the characters were really flying off the side of the mountain. Unfortunately the only suitable one I could find also has the rider losing his balance for a moment at the start. It actually makes the scene a little more humorous than I’d intended, but I think it’s a small price to pay to actually see the characters fly off the peak and into the distance.
9/4/2008
Ridable Pegasi Posted!
At my request, Hardpoints has finally posted a ridable pegasus model that I can use in Sanctum of the Archmage! See below for a screenshot, and here for details and more screenshots.
I should be able to integrate them into Sanctum 2 in a few days. When I do, I’ll post some screenshots from it in-game, with our heroes riding them through the Wind-Walking areas. (Our pegasi, of course, will be white.
) I’ll still need to figure out what to do with the Cloak of Flying, since it’ll no longer really be needed for the story; but that’s a minor detail. ![]()
EDIT: Except for some timing details with the mounting and dismounting animations, I now have ridable pegasi working in Sanctum 2. I’ve replaced the image above with one from a test in one of the wind-walking areas. I think it looks great!
8/27/2008
Ridable Pegasi!
Someone has made ridable pegasi! Click here to check them out!
Sanctum Updated for Patch 1.69 and CEP 2.1
I wanted to let everyone know that I’ve posted version 3.1 of Sanctum of the Archmage Chapters 1 and 2, which is updated for Patch 1.69 and CEP 2.1. You can find the download links here.
I’m not 100% happy with the update just yet, since I’m still seeing some minor bugs in playing it (see here). I’m also planning a more substantial upgrade when Ninjaweaselman’s romantic animations and Hardpoints’ mountable pegasi are released. Unfortunately, I can’t spare the time right now to hunt down and kill those remaining minor bugs, and fortunately they’re ones that can very easily be ignored or worked around if one of them shows up. Because of the CEP Team’s unfortunate decision to reuse some of the same component names from CEP 2.0 to 2.1 (which has been complicating some players’ efforts to play CEP 2.0 modules), I felt that it was important for me to get a CEP 2.1 compatible version of the module out as soon as possible to support my players, and that this could not wait any longer.
NWN Podcast Interview
In case anyone missed it, I was this week’s guest on the Neverwinter Nights Podcast. Trey and I talked about Sanctum 2 winning the Golden Dragon Award for Best RPG, as well as my plans for the next chapters in the series. Here’s the link:
NWNP Episode 68 - Golden Dragon Winner Andarian
My interview starts at about 9 minutes into the podcast. I’m not sure why, but this time they decided to use a "listener greeting" from a non-guest instead of the one that I sent them. If anyone was looking forward to hearing my intro, here it is. ![]()
7/18/2008
Sanctum 2 Wins Golden Dragon for Best RPG!
I’m very proud to announce that Sanctum of the Archmage 2: The Miracle Worker, Act I, has received the Golden Dragon Award from the Academy for Modding Excellence (AME) for Best Neverwinter Nights Roleplaying Module of 2007! Here’s a link to the announcement of winners, including a very nice (if I do say so myself) awards video produced by qkrch:
NWN1 2007 Golden Dragon Award Winners and Video
The segment announcing Sanctum 2’s win for Best RPG starts around 3 minutes 32 seconds in. I’m very proud of the video as well, not only for the honor of having my work included in it – for which I’m deeply grateful – but also because I actually did most of the video capture scenes for it myself.
I should also mention for the record, since I am a member of the AME, that the Academy has strict rules for when one member nominates another for an award. (Members may not nominate their own work.) In those cases, the nominated member must immediately recuse himself from any further participation (voting included) in that entire award category (in my case, Best RPG) for the rest of that year’s awards cycle.
Having worked with the other members of the AME for over a year now, I can only say that receiving an award from a group of people who are as dedicated to recognizing quality as I know them to be is a profound honor. Thank you!
EDIT: Be sure to listen to the great awards podcast with hosts Trey and Skunkeen, and AME member guests BGPHughes and Tybae. The awards segment for Sanctum 2 starts at about 22:35 into the show.
6/1/2008
AME NWN1 Golden Dragon Module Finalists Video Posted!
I just wanted to let everyone know that the NWN1 2007 Golden Dragon Award Module Category Finalists have been announced by the Academy for Modding Excellence (AME). As before, we’ve also produced an announcement video, which can be viewed here:
I’m particularly proud of this one, since I actually produced most of the video clips that were used in it myself. Qkrch edited those clips to create the final video, adding the sound, voiceover, and titles.
You’ll also see, at about 4:50 into the video, that Sanctum of the Archmage 2: The Miracle Worker, Act I is a finalist in the "Best RPG" Category. (Since I’m a member of the AME myself, according to the Academy rules I wasn’t allowed to be involved at all in that nomination, and had to recuse myself from further participation in the NWN1 Best RPG category once I’d been nominated.) I am very glad that my fellows in the Academy decided that Sanctum 2 was worthy of a nomination, though, and I’m hopeful about my prospects for winning the award. ![]()
EDIT: Here are the nominations and video for the NWN1 Recognition and Custom Content category awards. These two videos also include the (combined NWN1 and NWN2) sound/music nominations.
4/21/2008
Now THAT’s a Pegasus!
I haven’t had much time yet to get caught up on the new content being developed for NWN patch 1.69. But I discovered something today that I’m definitely going to have to incorporate into Sanctum 2:
Unicorn, Pegasus, Nightmare and Horses for HotU 1.69
To see why this has me positively drooling, take a look at this image:
These gorgeous models are adaptations of the DLA horses for NWN1 patch 1.69. And best of all, from what I can gather from reading the hak page, they’re going to be able to be made ridable!
*SPOILER WARNING* for Sanctum of the Archmage 2
So now I’m doing some serious thinking about how these could be incorporated into another update to Sanctum 2. One reason for this is that the original story (and my original plan for the module) featured the Pegasi of Mount Cassandra more prominently than the final version of the module was able to allow. In the original plan, the Pegasi served as steeds for the heroes on their quest to recruit allies for the fledgling alliance. But doing this properly would have required ridable Pegasus models, which didn’t exist for NWN1 (much less for NWN2) when I originally built the second chapter. That’s why I developed the idea of using Queen Talina’s "Wind-Walking" cloak for this purpose instead – which I think has actually worked out to be a very good alternative.
But I still have a soft spot in my heart for the idea of the loyal Pegasi of Mount Cassandra, carrying our heroes on their quest to build The Alliance against the Warlord Zomoran. So when these models and patch 1.69 become available, I’m at the very least going to add a cutscene showing the heroes actually being carried up to the peak of Mount Cassandra from the foothills. But should I redo the Wind-Walking scenes to include the pegasi as well?
4/7/2008
Sanctum 2: Bronze Award for Module of the Year, 2007!
It’s official: Sanctum of the Archmage 2: The Miracle Worker - Act I has won the Neverwinter Nights Vault’s Bronze award for NWN Module of the Year, 2007!
4/4/2008
Sanctum of the Archmage Act I, v3.0 is Now Available!
I’ve just finished uploading the v3.0 update to the "Sanctum of the Archmage" modules (both Chapter 1 and Chapter 2). Please note that ALL of the version 3.0 files (including the music hak) are required to play the update, and that the downloads for Chapter 2 are now contained in these files as well. The module specific hak files (Hak, Music and CMP) will be moved to separate hak pages as soon as these requests make their way through the Vault approval process.
I’d like to extend my sincere thanks to the Beta testers who helped me playtest the update. Your thoroughness, enthusiasm, and attention to detail were very helpful, and very much appreciated. Thank You!
I hope that you will all enjoy the new version. Let me know what you think, and if you have any problems!
Andarian
EDIT: Here’s a screenshot from the new version. It’s a little too spoilerish for the module page, but check it out if you’ve finished Chapter 1. I thought it did a good job of capturing a particular moment that you’ll probably recognize.
(WARNING: The image is rendered with the game’s "violence level" set on maximum.)
3/30/2008
Sanctum Act One v3.0 Nearing Release!
The long-awaited version 3.0 of "Sanctum of the Archmage: Act I" is finally nearing release! The last stage of the beta test is finishing this weekend, and barring unforseen issues, I should be ready to post it sometime next week. Version 3.0 includes updates to both Chapter 1 and Chapter 2 of the saga, although the most extensive changes are in Chapter 1. I’d like to extend my sincere thanks to the beta testers who volunteered to give the new version a very thorough shakedown, and who offered many helpful comments and suggestions.
I’d also like to remind everyone that we’re now in the final week of the NWN Vault’s Module of the Year Contest, in which "Sanctum of the Archmage 2: The Miracle Worker - Act I" is a contestant. So if you haven’t yet, don’t forget to vote before the contest ends on Saturday, April 5th!
3/4/2008
Sanctum 2 in 2007 Module of the Year Contest!
I’m very pleased to announce that voting has now begun on the NWN Vault for "2007 Module of the Year" – and that Sanctum of the Archmage 2: The Miracle Worker, Act I, is a contestant!
Voting is open to anyone who had an active Neverwinter Vault account as of March 1, 2007, and only one vote is allowed. So of course, I’d like to encourage fans of the Sanctum of the Archmage series to visit the poll and cast their vote!
The poll can be found here. And good luck to all of the other contestants!
1/14/2008
Sanctum 2, Version 1.4 is Now Available!
Sanctum of the Archmage 2: The Miracle Worker - Act I, version 1.4, is now available on the Neverwinter Nights Vault! Version 1.4 adds three new areas and scenes, some important combat improvements, and nearly ten thousands words of new Roleplaying dialogues. Barring the need to fix any unexpected bugs, this will be my last update to Sanctum 2.
My next project is going to be doing a similarly final update for Sanctum of the Archmage 1: The Sight. In particular, I plan to merge the male and female Robin versions of the module (making the separate "M" version of the module obselete), and to make a few fixes and playability improvements to the first chapter. I’m hoping that won’t take too long, and that it will be available by early February at the latest.
After that, it will be time for me to move on from Neverwinter Nights 1 and to start building the next act in the series – Sanctum of the Archmage, Act II: The Miracle Worker – in Neverwinter Nights 2. There are still several features in NWN1 that I’m going to have to forego in the NWN2 sequels (such as the flying animations for wind-walking) and that I’m going to miss, since they don’t appear to have any reasonable prospects for appearing any time soon in NWN2. But on the whole, I’m now convinced – after many patches, the release of MOTB, and a lot of new work by the NWN2 custom content community – that NWN2 has matured significantly as a modding environment, and that it is headed in the right direction. Many of the issues that drove me away seven months ago from my original decision to build Sanctum 2 in NWN2 seem to have been resolved since then, such as the lack of custom content, and support for 2D character portraits and for cinematic cutscenes. And I am also looking forward to taking advantage of the many new and powerful features that NWN2 provides. I’m excited by the prospect, and looking foward to it!
10/1/2007
Sanctum 2, Act I is Available!
Act I of Sanctum of the Archmage, Chapter 2: The Miracle Worker, is now available for download at the NWN Vault!
Click here to visit the module page
Please feel free to leave comments about the module, either here, or on the module page above.
Andarian
9/27/2007
Should I Post a Public Beta of Sanctum II?
I’m probably within one or two test runs (which I hope I can do tonight) of having my beta test of Sanctum 2 ready. I’ve thought about the remaining scenes, and they actually shouldn’t be particularly difficult to do – so hopefully, I may be able to finish them in a few days. I’m taking off tomorrow from work to give myself a long weekend to see what kind of progress I can make.
What I’m thinking of doing, though, is actually posting the Beta version to the Vault over the weekend for everyone to try out. I’m both comfortable and nervous about that at the same time; I think the mod is pretty tight, but I was hoping to have some feedback on the how it plays before going "public" with it.
Any thoughts? Should I post the beta version this weekend?
9/24/2007
An Update on Sanctum 2A
An update on Sanctum 2A:
I’ve been occupied recently with some other projects, so progress on Sanctum 2A has been slowed a bit. However, I’m pleased to announce that I finished a playtest of the first 75% or so last night. Aside from a few spelling errors and minor bug fixes, which should only take a couple of hours to fix, the first three quarters or so of the sequel is done. I only have one area and a few more scenes to build, which shouldn’t take more than 2-3 weeks with luck.
The first three quarters is complete and self-contained, though, so I think I should be able to allow a few beta-tester volunteers to check it out by this weekend. So if anyone is interested in beta testing, please let me know!
9/1/2007
Status Update on Sanctum 2
I was surprised to realize this morning that I’d let all of August go by without blogging. That’s a good thing in a way, because it’s an indication of how busy I’ve been, and work on Sanctum 2 has been front and center on the list of things that have been keeping me busy. I’ve made some decisions about how to move forward with releasing the work I’ve been doing on it, though, and I wanted to make all of that "official" with an announcement here.
I still very much want to keep working on the sequel modules to the Sanctum of the Archmage saga. It’s become very clear to me now, though, that the only way I’m going to be able to manage that is to develop them in relatively short pieces, on the order of 2-3 hours in length – similar to the format of Adam Miller’s "Shadowlords" and "Dreamcatcher" series. In line with that decision, I’ve decided on a good point in the story to break and end the current module, and I’m now working toward that as my goal. If all goes as planned, I should be able to release the first installment of "Sanctum of the Archmage 2 - The Miracle Worker" in about a month.
For those who may have read my previous remarks on the idea of releasing my current work as a "demo" module, I want to stress that "Sanctum 2A," as I’m now thinking of it, will not be a demo. It will be a short but fully completed piece, probably a little over 2 hours long. Although there will be a couple of challenging fights, it will be light on combat, and very heavy on dialogue and roleplaying. I also spent a good deal of time working out how to do some (I think) fairly creative things with scripting cutscenes, structuring dialogue, and the like – all of which I hope will give the module the same feeling of novelty that many players have come to expect from Sanctum of the Archmage.
Here’s where things stand right now. I’ve fully tested the module up to the current scene, which should constitute a little under 2 hours worth of play. I have one more conversation and a little script debugging to do, and then the current area will be done. After that, I have one more area to create, and 2-3 scenes to write, along with about a dozen or so journal entries. Perhaps more importantly, the remaining scenes will be straightforward, not involving any of the complicated scripting or cutscene testing work that tends to slow things down a lot. With some sustained effort, this should be a few weeks worth of work at most. And since I have most of the current 3-day Labor day weekened free to work on it, with any luck I should be able to get a fair chunk of that work done right away. ![]()
7/25/2007
A Demo Version of Sanctum Two?
Work on Sanctum 2 is moving along, but perhaps not surprisingly, not as quickly as I’d hoped. Part of the reason is that I’ve inevitably gotten sucked into trying to do a series of new, challenging, and (to me) very interesting things that I either didn’t know how, or didn’t have time, to do in the first chapter. Some of these include:
- Almost completely re-writing the death scripts from Sanctum 1, including a radical upgrade to the "mortal damage" code. I’ve also worked out a way to circumvent the game engine’s mortal damage limit of -10 hp for players. Players and companions who fall in battle can now survive longer before dying, and can get saving throws vs. death to hang on a little longer when mortally wounded, hopefully making for a more complex combat dynamic.
- Including lots of new tilesets, skyboxes, placeables and music, to make for a far richer audio-visual experience than in the first chapter.
- Updated travel and rest systems, and a number of new (and I hope interesting) items that can be found while exploring.
The good news is that most of that infrastructure development is now complete, along with the initial scenes of Chapter Two as the player travels through the underground passage to Mount Cassandra. As I promised at the end of Sanctum 1, these are heavy on dialogue and roleplaying, with only a few combats (including a couple of quite challenging ones). My current playtests run a little over an hour if I read all the conversations. And between now and the end of August, I’m fairly confident that I can finish the scenes that involve reaching Mount Cassandra and rejoining the resistance, which should probably constitute around 2 hours of play time all told. After that, though, I’ll have to scale back my modding for the fall, to finish one more part-time semester of graduate school.
Since Sanctum of the Archmage is a linear module series, I think that that work might be able to stand relatively well on its own, either as a demo mod, or perhaps even as a short module in its own right. So it occurred to me to throw out the idea of releasing it in that form, probably around the beginning of September or so. I’m curious what my readers think of that idea. Would there be interest in a demo version of Sanctum 2?
6/25/2007
Some Early Sanctum 2 Milestones
Work on Sanctum Chapter 2 is proceeding apace, now that I’ve finally made a decision to continue building in NWN1. I’ve worked out and implemented several important features that will be used in the new mod, and thought that an update about some of them might be of interest to my readers.
- Module Transfer and Starting Options. Chapter 2 opens in the same "waiting area" with the talking portal where Chapter 1 ends. I want to encourage everyone to hold on to their final savegame in the portal room from "The Sight" (not from the placeholder module!), because that will enable a smooth transition to Chapter 2 – preserving information about your game state such as items, companion relationships, permanent abilities, and so on. If you don’t transfer from a Chapter 1 savegame, you’ll only retain your items (if using an exported character), but will have to accept default values for the rest of your game variables. Plot-related items will be re-created or upgraded automatically for you, if necessary.
- Configuration Interview. The portal will talk you through what you need to do to configure your preferences for Chapter 2, and includes an extensive "troubleshooting" interview if you encounter any problems when starting. It will also let you select a class for the sequel’s new companion, to enable you to better balance the game for your character and personal playing style.
- Character Upgrades. I learned a great deal about designing effective characters and levelup packages in the year since I built Chapter 1, which I wanted to incorporate into Chapter 2. The sequel will give you the option of "upgrading" Robin and Orion to take advantage of these new packages, which include improved class, skill, feat, and spell selections that are also optimized for Chapter 2. Robin’s build in particular (in keeping with my vision of her) is a little more "roguish," and includes a level of the custom "spy" package that I created for the series.
- Merging the Male and Female Robin Versions. I’ve now worked out a way to support Robin as a male or a female character in the same module, eliminating the need for two different versions. The configuration interview will give you the option to choose which version of Robin to play with or upgrade to – even if you played the opposite gender in Chapter 1.
- Travel. Chapter 2 will involve traveling significant distances across the eastern part of the World of Glorn. This in turn required me to develop an approach to making that extensive travel possible, both in terms of the story, and in terms of game mechanics. I’ve now implemented and tested a fairly elaborate system for this, which I think turned out to be surprisingly authentic and that players may get a real role-playing kick out of.
- Dialogues. I’m currently writing the early "extended dialogues" with Robin and Orion that I promised at the end of Sanctum 1. I just finished Robin’s, and at just over 6000 words, it turned out by far to be the most complex and ambitious conversation that I’ve ever written. And while I won’t spoil what you talk about, I will hint that it does include a long-overdue discussion (if you’re playing the romance) about what’s really going on with your relationship…
6/9/2007
Return to NWN1
After thinking carefully about the issues that I raised in a previous blog post ("A Builder’s Dilemma"), I’ve made a final decision to return to building the next installment of the Sanctum saga in NWN1.
I won’t rehash any of the reasons for that decision now, but those who are interested can find a good discussion of them on the Bioware forums (here and here), as well as on my blog and on the Sanctum I module page. I want to sincerely thank everyone who shared their thoughts and gave me feedback on my questions. That was invaluable in helping me think through the issue – and, I think, to make the right choice for the next chapter of the sequel. I’m still confident that with a little more time, NWN2 will mature into an awesome modding environment – so I will almost certainly be switching to the new game for the last two chapters (three and four) of the series.
I’m also thinking of changing how I’m structuring the series. My plan had been for the three sequel modules collectively to constitute "Sanctum of the Archmage, Chapter 2: The Miracle Worker," and to refer to each of the modules individually as "Acts" in the second chapter. This is similar to how Savant is treating the fourth chapter of the Aielund saga, "The Fall of Aielund." I’m now thinking that it might be better to stick to referring to each module as its own "Chapter," so that there would be four chapters in the series all told. The first half would be in NWN1, consisting of Chapters 1 ("The Sight") and 2 (which I’ll probably now call "The Miracle Worker" instead of "The Alliance"). The second half of the series would be in NWN2, consisting of Chapters 3 and 4 (names yet to be announced). I could refer to the two halves as "Acts," so that Act I would be in NWN1, and Act II would be in NWN2.
How does that sound? Does anyone have any thoughts or advice on this?
5/25/2007
A Builder’s Dilemma (2NWN2, or not 2NWN2)
I’m posting this blog entry mainly to solicit feedback on a major dilemma that I now find myself facing, with regard to the development of Sanctum of the Archmage II. That dilemma is whether to continue with my decision to develop the first act of the sequel in Neverwinter Nights 2, or to go back to developing it in Neverwinter Nights 1.
I was initially very impressed with Neverwinter Nights 2 in January when I got my new computer and played through the OC. I was wildly enthusiastic about the possibility of scripting with parameters (those of you who don’t code, trust me: that’s a big deal), with the improved graphics and terrain modeling, and with many of the design improvements that I saw in the engine. And since it seemed to me that the future of Neverwinter Nights lay in the sequel, rather than in NWN1, I decided that making the switch early would be a good idea.
I also heard (and saw, as I started trying to learn it) a great deal about the instability of the toolset. I was horrified at the almost uniformly grotesque head models, the full-body underwear, and the elimination of 2D portraits and cinematic cutscenes. Many of the armor models had bizarre hard-coded tints that could not be changed in the toolset. And the initial palette of creatures and models did seem a bit light. But I also knew that I wasn’t going to be able to get to work in earnest on Sanctum II until May or so because of my schedule. And by then, I reasoned, most of these issues would have started to be addressed and new and custom content would start appearing for the game. In the meantime I could work on planning, and on fully fleshing out the plot for the three acts of the sequel.
Now that May is here (indeed, almost over) and that planning work is done, I’ve had to take a sober look at these expectations. And what I’ve seen hasn’t given me a sense of confidence about the prospect of being able to build the first act of Sanctum II in NWN2 – not in a way that I will be satisfied with as a builder.
The NWN2 toolset seems to be crashing less than when I first started using it, but there are still widespread bugs. For example, the item-related 2DA files have actually spawned a whole host of "Bad Strref" entries since the 1.04 patch. I haven’t lost any work due to corrupted mod files, thank goodness, but I’m still seeing posts from other builders who are reporting this. And unless I’m completely confused about where to to look, the NWN2 models sections of the vault show next to nothing in the way of new creature and placeable content. This was a huge surprise to me, since NWN1 had a robust community of modelers (such as the CEP Team) that were regularly developing such resources for the game.
After doing some digging this morning, though, I think I’m beginning to understand some of the reasons for this. Apparently, Obsidian used a proprietary 3D modeling and animation system for NWN2 called "Granny." From what I’ve been able to gather, Granny offered certain benefits in terms of performance and ease of development – but at the price of a proprietary format for which there are no available converters for commonly used modeling programs like 3DSMax. A prospective modeler could, of course, buy a copy of Granny – starting, I believe, at around $12,500 for a single machine license. Perhaps not surprisingly, that hasn’t turned out to be a particularly viable option for the cadre of amateur 3D modelers who had previously been turning out so much excellent work for the Neverwinter Nights community.
As a result, and from what I can see, there are few to no new creature and placeable models for NWN2, even now eight months after release of the game and much longer after the appearance of the pre-release toolset. There has been widespread clamor for a "granny plugin" from Obsidian that will finally make this modeling work possible, and they appear to be working hard to provide one in the relatively near future. If it works well, that will be a real breakthrough that should liberate and empower custom modelers to start creating new models for NWN2.
But that work will almost certainly come too late for me to make any use of for Sanctum II, Act I, since I have to start making progress on the sequel now. And this has put me in something of bind with regard to some of the content that I need to make Act I work. Wasting half a day today unsuccessfully trying just to re-create the "Control Rod" from Sanctum I – a simple, unadorned black rod held in the left hand – brought me up short about the harsh realities of this. Here’s a partial list of the creatures and models that I want or need for the sequel that I currently cannot find or create in NWN2:
- The Beastmen. They return and play an important role in Sanctum II, Act I. The closest thing I can find to them in the NWN2 toolset are bugbears.
- Hand-held wands and rods. The player acquired several of these in Chapter 1. None of the wand or rod models from NWN1 seem to have made it into NWN2.
- Demons. Demons play a central role in Sanctum of the Archmage, and not surprisingly, there are a number of major battles with them in Sanctum II. NWN1 and CEP between them gave a wide selection of fiendish outsider models to choose from. NWN2, by contrast, has Balor, a Hezrou, a Succubus, and a couple of devils. I could probably make do with these, but that isn’t a whole lot of variety from which to construct an army of demons that are overrunning the kingdom.
- Pegasi. The elven pegasus warriors play an important role throughout all three acts of Sanctum II. From what I can gather, there aren’t even any horses available in NWN2, much less winged ones.
For these reasons and others, I’m now seriously considering returning to building in NWN1 until NWN2 matures more as a modding environment. There is no question that the development of Sanctum II Act I will go much faster if I do this, even if it does mean scrapping much of the preliminary work that I’ve already done in the NWN2 toolset. And I could always port Act I to NWN2 later on. I really would rather move to NWN2 now, but I can’t shake the conviction that the considerations I’ve described here are too important to set aside and just "hope for the best" by sticking with NWN2, at least for the first act. (As a former manager of mine used to put it: "Hope is not a course of action.")
This is a decision I have to make now. So the question I wanted to solicit feedback from my fellow players and builders on is: what do you think? Am I overreacting, and are the prospects for NWN2 maturing sufficiently in the couple of months or so better than my currently pessimistic mood would indicate? Or would going back to NWN1 be a sober decision based on an assessment of the current realities of modding with NWN2?
5/6/2007
gearing up for Sanctum II
Now that the spring semester is finally over, I’m ready to start turning some serious attention to the task of building Sanctum II. As I’ve written previously, I have the three acts of the sequel pretty much plotted out, and I have some very ambitious plans for the romance plot as well. I’ve been tinkering with the toolset on the initial areas to get the hang of it, and I’ve imported and fixed up most of the important items, as well as the extensive utility scripts that I used in Sanctum I. Now I’m ready to start hacking away at it in earnest!
The thing I’ve been dreading most is the task of area creation. From everything I’ve heard (and my own limited experience has been consistent with this as well), creating areas in NWN2 is a royal pain, requiring much more time and effort than it did in NWN1. However, I’ve learned an interesting tip from some other developers that has made me a bit more sanguine about this prospect: using a terrain tool (such as L3DT) to create realistic terrain, and then importing it into NWN2 using YATT. I’ve heard that using these tools can dramatically speed up the process of area creation, so downloading and familiarizing myself with them is my main building project for the next week.
3/23/2007
An Update on Sanctum II
In the comments on my post, "A New Face for Robin," Michele asked: "When is the next installment coming out? I’ve been checking up on it ever since I played #1 last summer."
Michele, thanks for your interest in the sequel! Here’s a little more information about the progress of "Sanctum of the Archmage II - The Miracle Worker."
Players of Chapter I may remember that I gave a pessimistic estimate ("sometime in 2007," I think I wrote) about when I might be able to have Chapter II available. Unfortunately, I’m more or less still on schedule with those expectations – but my plans for Chapter II have also expanded significantly in scope since then. As I describe on the Sanctum Projects Website, I’m now planning to release Chapter II as a series of three short modules or "Acts" for Neverwinter Nights 2. I’m hoping to be able to release Act I, titled "The Alliance," sometime in the late summer of 2007.
The main reason for the delay is because of the demands of my "real life." Currently, I’m juggling a full-time job in quantum optics with part-time coursework for a graduate degree in physics. What little spare time I have left is split between my writing projects (including the modules), and of course spending time with my wife. Unfortunately, that means that during the academic year (between September and May), my ability to spend focused time working on the modules is very limited. I wrote Sanctum I in my spare time over the course of a year, from August 2005 through July 2006, and I’ve been using more or less the same estimate for how long it will take me to develop the first act of the sequel.
That timetable has been complicated by my decision to build Sanctum II in NWN2 rather than NWN1 – which means, among other things, having to learn a largely different and much more complicated toolset. And it has also been complicated by the fact that my plans for the sequel have become much more ambitious in the past few months. I’ve been plotting it on my drives to work using a new attachment that turns my iPod into a voice recorder, and I now have the basic storyline for all of Chapter II entirely worked out. The good news is that it has now grown into a fairly extensive and complex plot that will support a somewhat longer sequel trilogy – but each Act of which I should take less time to build than the full sequel that I had originally planned.
3/10/2007
A New Face for Robin
I’ve seen a lot of comments on the forums about people being disappointed with the faces available in NWN2. After having spent some time trying to choose one for Robin, I’m starting to empathize with that sentiment. Remembering the limited selection of decent looking "heads" in NWN1 is helping me keep this in some perspective, but not entirely. One of the NWN2’s selling points is supposed to be its improved graphics, and the ability to support things like facial animations. So I was a little surprised that there weren’t more attractive head models currently available in the Electron toolset.
None of them fit Robin exactly. But I think I’ve finally narrowed it down to two choices, so I thought I’d post them and ask for reactions. The first one uses Aasimar head model #2, and the second one uses Half-Elf head model #5.


I’ll hold back mentioning my own thoughts and preference for now. But I get the impression of a somewhat different personality from each of these faces, and I was curious to know which one players preferred – and which one better fit their "mental image" of Robin.

