Skip to main content

The Careful Prodding Of A Dormant Willpower

Well, a day has passed and not much progress has been made towards my Neverwinter Nights 2 module. I pretty much spent the day watching TV and playing a bit of Sacred: Gold... the Dwarf is fun, I like his pistols and backpack cannon/flamethrower/mortar. Still, I feel like I should be doing something more productive than play a game, and am mostly stopped up by deciding what to commit to.

Neverwinter Nights 2 is a good way to walk before I start running because it includes a great deal of powerful content and tools. Coming up with ample content and the tools that work well it is probably the most time-intensive part of game development, and they hand it to you on a silver platter. Got to love that. However, using a pre-existing game's modding tools is limited by still being the same overall game.

I'm considering that I should reacquaint myself with Java instead. Unlike Flash Actionscript, I've access both to a good book on the subject and a free IDE. Though Flash is easier to deal with and more prevalent than Java, it's a lot more expensive to dabble with. Neverwinter Nights 2 is a lot less intimidating than wrestling either behemoth, to the point where I stop minding its obvious limitations as an independent development platform.

I'll try to start the paper planning phase of a NWN2 module tomorrow. One thing I learned from my various dabbling with game development in the past is that it's a lot easier to plan things out on paper before you start writing code. Code takes time to write, needs to be debugged to work, and when changes happen you're throwing out a lot of work while introducing a whole new dimension of code compatibility bugs. It's better to try to get it written right the first time, and that's why the paper planning phase is important. (Object orientation helps a lot with this, but does not eliminate the need to plan entirely.)

With this module, I'm not planning on changing the way we play CRPGs. Sure, that might be a cool side-effect because I gots a vision (tm), but I'm mostly writing this just to do something productive. In about a month, I return to school, and I could potentially get a lot done in 30+ days.
Post a Comment

Popular posts from this blog

Resonant Induction Really Grinds My Gears... In A Good Way

From about 2pm yesterday until 8pm today, I've been dabbling with my latest custom mod mix for Minecraft 1.6.4, which is this time very much Universal Electricity focused.
Aside from the usual GUI enhancers and Somnia, the primary contenders in this mix were:
Calclavia Core - Of course: this is the base of the Universal Electricity system.Resonant Induction - This seems to be largely focused on increasingly more advanced methods of refining ores divided across 4 ages of technological progression.  It also includes some really cool things such as assembly lines.  I'll primarily be talking about just a few blocks out of this mod today.Atomic Science - A mod dedicated to generating more of those lovely universal electricity volts via the power of splitting the atom.  Build your own nuclear reactor!  Deal with nuclear meltdowns!  You maniac!ICBM - A mod dedicated to generating more destruction using those lovely universal electricity volts (and more than a little gunpowder), it cer…

Empyrion Vrs Space Engineers: A Different Kind Of Space Race

In my quest for more compelling virtual worlds, I have been watching Empyrion: Galactic Survival a lot this bizarro weekend, mostly via the Angry Joe Show twitch stream.  What I have concluded from my observations is Empyrion is following in Space Engineers' shadow, but it is nevertheless threatening the elder game due to a greater feature set (the modding scene notwithstanding).

Empyrion is made in Unity, whereas Space Engineers is built on a custom engine.  While this does put Empyrion at a disadvantage when it comes to conceptual flexibility, its developers nevertheless have a substantial advantage when it comes to adding features due to a savings of time spent that would have gone into developing their own engine.  Examples include:
Planets.  Empyrion already has planets and space to explore between them, whereas in Space Engineers planets are in the works but still awhile away (so you just have asteroid fields to scavenge).Enemies.  Space Engineers' survival mode boasts onl…

Ancient Warfare - What Is It Good For?

The Ancient Warfare mod for Minecraft threw me for a loop.  I was looking for "villagers" that would perform useful tasks while simultaneously resolving the glut of food with a need to eat, thereby turning Minecraft into a bit of 4X game you can play from the inside.  Millenaire wasn't quite there, partly because recent updates to Forge had broken its compatibility with Minecraft 1.7.10, and Minecolony's development is not quite fast enough to keep up with the state of mods in general (they probably need to make a core API).
In comes Ancient Warfare, which does indeed provide workers and soldiers who need to eat, you can even order around a little army of them to defeat your enemies.  It has working waterwheels and windmills, something I thought was awesome in Resonant Induction.  It has a warehouse with a built-in sorting system, as well as courier NPCs that can move things from building to building, and crafting NPCs that can create things for you automatically - w…