8/13/2010

A Pre-Update on Sanctum 3

Filed under: — Andarian @ 12:48 am on

Aderyn recently asked: "By the way, how is the Sanctum 3 going now? Please update soon!"

Sorry to keep you in suspense! The reason I haven’t updated in a while is that there are a few things that I’m currently working on that I want to complete before doing so. In particular, Estelindis and I have been developing some very unique new custom content for the module. When it’s ready for screenshots I think you’ll find it was worth the wait. ;)

Comments (3)

6/11/2010

Continuing Sanctum in NWN1 vs. DA

Filed under: — Andarian @ 10:58 am on

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. :)

Comments (0)

5/2/2010

Some New Screenshots

Filed under: — Andarian @ 5:11 pm on

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.

Comments (3)

3/21/2010

Companions vs. Henchmen

Filed under: — Andarian @ 8:32 pm on

A player asked me the following regarding a recent post about my plans for Sanctum 3. I thought it might be of general interest, so I decided to re-post it here.

  • "A question if I may, what do you mean by three companions and five henchmen?"

This is probably my own terminology more than anything else, but by "companions" I mean long-term party members who are tied to the overall plot. In Sanctum, that’s Robin, Orion, and Diana. By "henchmen" I mean party members who join or are "hired" mainly for combat support and story flavor on a specific quest or quests. Since I made you leave one of your three companions behind near the end of Chapter 2 (and don’t worry, you’ll see them again in Chapter 4), I felt that it would be a good idea to let you be able to "hire on" some temporary help in Chapter 3 if you need it. There will be five such "henchmen" available in different areas and for different quests. Although they’re intended to be more "henchmen" than full "companions," they’ve already developed very vivid personalities in my mind that I want to try to translate into the module as well. Two of them will also be potential (though not long-term) romance options (one male, one female).

Comments (2)

3/8/2010

Mission to Rayche

Filed under: — Andarian @ 6:55 pm on

There’s now a page on my website for the upcoming module:

Sanctum of the Archmage 3: The Miracle Worker, Act II - Mission to Rayche

Comments (1)

3/7/2010

Sanctum 3 Designed

Filed under: — Andarian @ 3:56 pm on

I just wanted to post a quick update on the progress of Sanctum 3. I’ve been alternating between design work and technical integration to make the module compatible with Project Q, and I’m pleased to be able to report that both of those tasks are basically done now.

A lot of basic 2DA and Hak work was needed to make the new module compatible with both its previously existing custom content (including CEP 2.2), and Project Q. This was a big job, and while it had several very tedious parts to it, it turned out not to be as bad as I’d feared. The worst part was moving some of the conflicting phenotypes to new numbers, which required a lot of editing and renaming of individual files. Now that it’s done, I’ll be able to combine features from Sanctum Chapters 1-2, CEP, and Project Q.

I’ve also been working feverishly for the past month or so to complete a comprehensive design write-up for the module’s quests, areas, and custom content. With that done, I now have a clearer idea of what the scope of Sanctum 3 will be, as well as some material that I can give to collaborators. To give a hint at the scope, the current design comes out at:

  • twenty-two quests
  • sixty-six areas
  • three companions
  • five henchmen
  • five romances
I’m also happy to report that I now have two confirmed members of the Sanctum Team, one of whom is the very talented Estelindis. You may know her from her NWN1 CC work, and as the creator of the new custom heads for Orion, Diana and Robin in Sanctum v3.2. She’s going to be helping with some very special custom content for the next chapter, which if it works out as we hope should be really terrific. Aderyn has agreed to join the playtesting team, and several others have expressed interest in helping as well.

So barring complications, the pace of development on the saga should be ramping up substantially in the near future. I’ll keep you all posted. ;)

Comments (3)

2/14/2010

An Update on Sanctum 3

Filed under: — Andarian @ 1:00 am on

It’s been a while since my last blog post, so I just wanted to take a few minutes to say "Hi" and to give everyone a quick update on the progress of Sanctum 3.

I’ve finally gotten to the point where I can spend most of my spare time working on the next chapter, and I’m having a great time at it. It’s coming along so well that it’s actually exceeding my expectations, which I’d set pretty high for the project. I’m still aiming for a release sometime this summer, although it’ll be a couple of months yet before I know how well my progress is matching that goal.

One of the things I’ve done to help expedite the next release is to scale back the scope of Chapter 3, which as I’m now planning it will only cover the quest to ally with Rayche. I’d always intended the Rayche mission to be the most extensive and elaborate of the quests to form the alliance, and I think that will give the module a good starting point as well as a good point of closure. Now that I have most of the quests written out in detail I’m also realizing that it’s going to make a sizable module in its own right (and will certainly be much longer than Chapter 2 was).

It’ll also have a somewhat different design from my previous work. Chapter 1 and especially Chapter 2 were very linear, and had what I think was an unusual quest structure compared to most other modules. In Chapter 3, though, I’m planning a more non-linear plot with a more familiar adventuring quest style – but without compromising any of the story-driven focus that players have come to expect from the saga. The different quest threads will be thoroughly interwoven with the main plot, but they will also offer a lot more choice regarding which quests to do, in what order, and how they can be resolved. Indeed, I expect that it will be difficult to complete all of the available quests on any one playthrough (and impossible to see all the outcomes), which I hope will make Sanctum 3 an especially good module for replayability.

Comments (2)

12/8/2009

The Sanctum Team

Filed under: — Andarian @ 10:03 pm on

Although I’ve been talking for a while now about my intent to finally get back to finishing Sanctum of the Archmage, circumstances have for some time had a habit of conspiring in one way or another to delay those plans. So I’m pleased to announce that I’ve recently made several decisions aimed at ending those delays, and at speeding up when the remaining chapters of the saga will be available.

The first step was finally completing my graduate work. I had gone back to college part time for a second Master’s degree (in physics) several years ago, but it had ended up dragging on longer than I had expected. Sanctum chapters 1 and 2 were actually built in the spare time I could find between (some very challenging) classes, which is one reason for the slow pace of the saga’s development. I finally graduated earlier this year, and that’s started to allow me more time for other projects again.

The second step was one that I initiated a few weeks ago, when I regretfully announced my resignation as Chairman of the Academy for Modding Excellence, effective at the end of 2009. Working with the AME, first as Vice-Chairman and then this year as Chairman, was a wonderful and fun experience that also allowed me to meet some really terrific people. Although I’ll be retaining my membership with the Academy, it will be with a much reduced workload that will allow me more time to work on my modules.

The third and most recent step, which I’m pleased to announce here publicly for the first time, is that I’ve decided to form a modding team to finish the Sanctum of the Archmage saga. I concluded that this would be a good idea for several (probably obvious) reasons, not the least of which is that my chances of being able to finish the modules in a reasonable amount of time would be significantly increased if I had some help. Since modding is beginning to move more and more in the direction now of team-based rather than individual work, I thought this would be a good time to make that transition myself.

I think this is especially true given the plans that I’ve hinted at in previous posts, but would now like to make official: that the final part of the Sanctum of the Archmage saga, The Alliance, will be developed in Bioware’s new CRPG, Dragon Age (or DA). Some of you may know that I was a member of the DA Toolset Beta team earlier this year, and participated in Bioware’s "DA Builder Event" this summer. These unfortunately also helped to delay my work on developing the next chapter; but they were good opportunities that I think will ultimately help me to improve as a modder and to make the series even better in the long run. Since it has a much more complex and powerful toolset than Neverwinter Nights, team development will probably be typical for modules developed for Dragon Age.

My plan for the Sanctum Team is to have two groups working on parallel development tracks. One group will be working on finishing the last two modules of Part II of the saga, "The Miracle Worker," which will be in Neverwinter Nights and will use the fabulous new Project Q content. The second group will start development on the first act of Part III, "The Alliance," in Dragon Age. It’s my hope that with these parallel development efforts going on simultaneously, that the end of Part II and beginning of Part III could be brought out without too much time between them.

It’s a fairly ambitious plan, and you can probably see why I’ll need to recruit a team of folks to work with to make it happen. So far, I’ve got four team members from the Neverwinter Nights community interested in the project (including myself), and I’m hoping to at least double that in the near future. The team will need folks with several different skill sets, from level builders to the voice actors that we’ll need for the Dragon Age modules. I’ll be in the role of lead writer and designer, and the prospect of working together to make an RPG with a group of really talented folks is one that I’m really looking forward to. :)

Comments (6)

11/18/2009

Add the Rayche Quest to the End of Sanctum 2?

Filed under: — Andarian @ 7:54 am on

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?

Comments (4)

8/19/2009

Sanctum Mentioned on GameCritics.com

Filed under: — Andarian @ 2:33 am on

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!

Comments (5)

4/11/2009

Development of Sanctum of the Archmage Resumed

Filed under: — Andarian @ 1:31 am on

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

Comments (9)

12/13/2008

Development of Sanctum of the Archmage Suspended

Filed under: — Andarian @ 7:32 am on

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.

Comments (19)

11/8/2008

A New Look for Orion

Filed under: — Andarian @ 9:02 am on

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!

Orion Custom Portrait – First Sketch by Charles Imbro

Comments (15)

10/29/2008

An Update on Building

Filed under: — Andarian @ 12:49 am on

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!

Comments (12)

9/15/2008

Romantic Animations Video Preview

Filed under: — Andarian @ 4:41 pm on

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:

Romantic Animations Video Preview (Quicktime)

Comments (18)

9/14/2008

Ridable Pegasi Video Preview

Filed under: — Andarian @ 3:34 am on

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.

Comments (5)

9/4/2008

Ridable Pegasi Posted!

Filed under: — Andarian @ 1:41 am on

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. :)

Ridable Pegasus

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!

Comments (2)

8/27/2008

Ridable Pegasi!

Filed under: — Andarian @ 3:54 pm on

Someone has made ridable pegasi! Click here to check them out!

Comments (0)

NWN Podcast Interview

Filed under: — Andarian @ 1:21 am on

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. ;)

Comments (0)

7/22/2008

Sanctum 3 Will be in NWN1

Filed under: — Andarian @ 8:06 am on

I’ve been procrastinating about making and announcing a final decision regarding when and where to build "Sanctum of the Archmage 3: The Miracle Worker, Act II" for a while now. So far I’ve had what I thought were good reasons for the delay. There was my discovery of one more (unexpected) requirement for the Master’s degree that I’ve been working on, which prevented me from graduating in May; some health problems (nothing serious, but which I do need to deal with, and at least partly by taking the time to get more exercise instead of sitting in front of my computer all the time); some changes and new responsibilities at work; another potential new project (which I can’t say any more about just yet); the AME 2007 awards cycle; and a desire to actually spend some more time with my wife. In short, real life has been intruding, big time, on my desire to get started in earnest on building the next chapter.

I’m not willing to delay my writing and building any longer, though, and I’ve been thinking a bit about how to do them while still managing all of these other competing demands on my time. So for these and other reasons, I’ve decided to finish "Sanctum of the Archmage: The Miracle Worker" in NWN1 after all.

As I said, part of my motive in coming to that decision is because of the schedule constraints that I described above. It is unquestionably faster and easier to build in NWN1 than in NWN2, especially for someone who is already as familiar with NWN1 building as I am. There is little chance that I could finish the next chapter this year if I switch to NWN2 now, and I don’t want to disappoint my players and start to lose my audience by delaying it too much longer.

But some of my other reasons for deciding to do at least one more module in NWN1 have to do with the incredible new content that’s becoming available with the 1.69 patch, which went final last week. Here’s just a partial list of new 1.69-based content that I should be able to include in Sanctum 3:

  • The Community Expansion Pack, v2.1 (CEP 2.1), which is now released;
  • The Seasonal Forest Tileset by Lord of Worms, which just won the AME’s NWN1 "Best Tileset" award for 2007 despite still being in extended Beta. Take a look at the stunning images captured by Estelindis for the AME Awards Video (starting about 11:30), and I think you’ll see why I’m excited about the prospect of building scenes with it.
  • Romantic Animations by Ninjaweaselman. This is a variation on his "Intimate Animations" suite (which won the AME’s Best Custom Content award for 2007), to include kissing, hugging, and even dancing animations of extraordinarily high quality. It’s currently in a closed beta (in which I’m participating). I’ll be able to integrate the romantic animations into Sanctum 2 and any later modules that I do in NWN1. And the dancing animations will allow me to realistically script some upcoming scenes in the saga that I had very much wanted to include, but that I had previously resigned myself to having to do without.
  • Ridable Pegasi. For more on this, see my previous blog post. I’ve already replaced the existing pegasi in Sanctum 2 with the new models, and if a ridable version is ready in time, I’ll include those as well.

There are a number of other new custom content projects in the works for NWN1 that I’ve learned about recently, such as plans to develop high-poly head and body models. I’ll blog more about these when they become a bit more public. But these discoveries have definitely given me confidence that NWN1 still has a good bit of life left in it, as a game and as an ever-extending environment for CRPG modding. The fact that other top-notch CC and module builders like Fester Pot, Savant, Lord Rosenkrantz, Ninjaweaselman and others are still building in NWN1 only reinforces that thought.

I want to emphasize that this doesn’t mean that I’ve set aside my plan to begin building in NWN2 at some point. My intent right now is that the last part of the saga, "Sanctum of the Archmage: The Alliance," will definitely be developed in NWN2, or perhaps even co-developed for both games, if my schedule ever frees up enough to allow it (*crosses fingers*).

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