Thursday, December 29, 2016

The Shattered War - RELEASED!


You can now play The Shattered War!

Please download it from:
http://www.nexusmods.com/dragonage/mods/4606?

Download, upvote, tell your friends, play and enjoy.  I sincerely hope you enjoy the adventure, as it's been a tremendous undertaking to complete.

The last few weeks have been a whirlwind of ridiculous amounts of testing, bug fixing and overall improvements to the mod in terms of flow, appearance, and overall polish. While I'll be the first to admit it's still by no means perfect, it's now reached a state where I'm happy to say that I've put in the required effort to be happy with it as a release. I am hopefully that there will not be a need to do any significant bug-fix updates to the mod.

Please, download The Shattered War and enjoy another adventure in Thedas.

Thursday, December 15, 2016

Release Update

Just a quick note that I have been dedicating a lot of time to a whole bunch of testing - particularly focusing on the end of the game and all the possible ending variants.  There are a lot of different combinations of decisions that players can make, so this has been fairly involved to try to cover off on every possibility. I've also been tweaking a few things to make sure that people get a better sense of the ramifications of their decisions.

There have been a bunch of other improvements and fixes I've been able to at the same time, varying from minor to potentially show-stopping, and I've put in some effort to tweak the final conflicts of the adventure.

As a result of all this, I'd like to reiterate that I am still on track to have a release out this month. It's been a very long journey, and though there will still be some things that I would like to improve, I'd rather have it out there for people to play and experience.

Sunday, November 6, 2016

Release Schedule

I realise I have been posting extremely infrequently here, but I have reached the point where I am going to commit to having a release of the Shattered War before the end of the year.

My posts have been infrequent not only due to me being able to spend less time on the project than I would like due to other personal commitments, but also because updates on bug fixes don't really seem as though they would be that interesting to people. I can assure you that they're not particularly interesting to write.

But more importantly, there will be a release coming within the next two months. In anticipation of this, I'd like to share some stats about the size and scope of The Shattered War:

  • Over 3500 lines of voiced dialogue across dozens of characters.
  • 30 completely new hand crafted areas to explore, including, villages, forests, ruins and mountains.
  • Lots of side-quests, each with multiple options for resolution.
  • Special hidden set-items that require puzzle solving to find.
  • Fully fleshed out companions, each with their own backstory and romance subplot.
  • An adventure of substantial size: a testing run takes me over 10 hours from start to finish, and I know exactly where I'm going and what I'm doing.
  • A main plot where you can't do everything, you must make choices and take sides, and this will affect how characters treat you and your ultimate ending.
Needless to say, this has been a massive undertaking, and processing voice acted lines and ironing out all the potential issues relating to the various choices the player can make has been a far more time consuming process than I expected. I've had some amazing voice acting from a bunch of people, and I'm grateful for all the talent that they have provided.  However, effectively creating an expansion for Dragon Age: Origins has been no small undertaking.

I should say that there are certain issues that I have been unable to rectify. For example, there are a few characters I was unable to find voice actors for, but I want to get a playable form of the adventure out for people. I can potentially revisit some of these issues if the release garners enough interest from people to help me solve such problems.

In short, stay tuned for more information in the near future, and I hope you'll be keen to play The Shattered War.


Monday, June 13, 2016

Bug Testing

Despite the long time between posts, The Shattered War is drawing nearer to release. I'm currently going through what I hope will be my final phase of playtesting and tweaking now that voice work integration is essentially complete.

I'm about two hours into my current playthrough, and while there are some minor cosmetic issues, everything is mostly looking pretty good by now. A complete run of the game will probably add up to at least 10 hours (though likely more), and the wide variety of choices means that it is absolutely impossible to experience all the content of the game in a single run.

No one wants to see this released more than me, and I feel more than a little disappointed and frankly a bit sheepish that it's taken me so long to get the mod to a releasable state. The scope and scale of this project were possibly a little too bold, and the sheer time and dedication required to get full voice acting means it has been a massive undertaking for one person. While my efforts have probably been a bit lax for a while, I'm keen to get The Shattered War completed and in the hands of anyone who still wants to revisit the world of Dragon Age in its Origins incarnation.

I'm hoping there are still people out there who want so explore the world of Thedas and a new adventure and story within its bounds.

Sunday, January 10, 2016

Shattered War Status

I have important news about The Shattered War.

Firstly, I have been ticking along with getting more and more lines of recorded dialogue integrated into the game. There are only a few characters left now, and some of those I've already received partial dialogue for. That said, there are a couple of (Orlesian) characters that I still have not found voice actors for. Even so, we are talking about several thousand lines of dialogue - each of which I have listened to numerous (say 3 to 12 or more) times before it is completely integrated into the game.

It is my aim to have the mod released this year - preferably by the middle of the year. At the current point in time, it seems highly likely that these characters will unfortunately remain unvoiced. While I really do not want to release the mod with some characters unvoiced, if it is a choice between releasing it with unvoiced characters, or not releasing it at all, I will release it in as finished as state as I can manage.  If voice actors come forward after release, I may do an update for it.

I am going to be away for a few weeks on holiday as of tomorrow, and won't be working on Shattered War during that time, but I will be hitting it hard when I get back. I am aiming to have a version of the mod ready for beta testing by April. At the current point in time, I do not have any beta testers, so if you would be interested, please let me know - I have a gmail address of AmstradHero.

I am expecting the beta / final release of the mod to be somewhere in the realm of 800MB to 1GB in size given all the resources it includes.

Monday, November 9, 2015

Voices, glorious voices


After a substantial casting round, I managed to find voice actors for all but four roles for The Shattered War - and all of those roles are for Orlesians. Looks like I have my work cut out for me finding people who can and are willing to voice Orlesian characters, but even without them, I've got a whole lot more voice actors and characters added to the roster. The people I've been receiving lines from have been talented and almost universally friendly and professional.

Of course, all of the voice actors who contribute will be credited in the final product, but I feel I should reiterate here how important they are to the project and how grateful I am to them for their efforts. Since I set the bar for this adventure to feel like a "real" Dragon Age experience, I can't deliver that unless I have full voice acting for the entire project.

I could have delivered it quite some time ago if I didn't have this restriction, and arguably a lot more people would have played it if I had done so. Personally I don't think DA:O's combat has aged well, but I'm hopefully that people will persevere through that to experience this adventure and the myriad of choices and characters voiced by these talented actors.

That said their work is just the start for me. After the voice actors have done the hard work of acting their lines, is then up to me to make sure that the delivery matches the overall tone I'm looking for - mostly this is the case because in the scripts I provide appropriate context and emotional direction where necessary - but still give the voice actors enough leeway to give their own interpretation and representation of the character. Some of the lines have been delivered in ways slightly different to how I imagined them, but have been absolutely brilliant and given characters more depth to their personality.

The next step is make sure that there's appropriate silence (or lack thereof) on either side of the line - if a character is having a monologue/dialogue then there needs to be appropriate gaps between each sentence, but if there's an argument or an interjection, there's obviously virtually no gap present.

Then I have to ensure that the overall volume levels are consistent across all characters. For this I have a line of reference dialogue that I use as the benchmark volume to compare all other lines against. If a character is angry and shouting, it'll obviously be a bit louder than the reference line, if they're sad or otherwise speaking quietly, it will be a bit softer, but ultimately the aim is to ensure that all lines within the game have a consistent volume so individual characters do not have vastly different volumes so the player would have to adjust their speaker/headset volume up and down while playing.

These things might seem trivial, but their important for making sure that there's a consistent experience for the player. Finally, once all that is done, it's time to integrate the line into the game, including setting the camera angle, facial expression/tone and individual hand/arm/head/body movements to match the lines being spoken.

This process then has to be repeated to every single line of dialogue I receive. As you can imagine, this can be quite time consuming. Nevertheless, the end result is fantastic, and thanks to the efforts of the wonderful voice actors I've been working with, the characters in The Shattered War are really coming to life beautifully.

Wednesday, July 22, 2015

All the little bugs...

The bug squashing process for The Shattered War continues slowly but surely.  I feel I'm coming very close to having all the "show stopping bugs" ironed out by now. I thought I had them all ironed out of of my playthrough last night, only to come across a new one I hadn't encountered before. It does feel like getting the remaining voice acting is quickly becoming the last major hurdle I will have to overcome before release.

In order to expedite the testing process, I actually created an entirely new "debug area" that allows me to quickly set a whole bunch of choices in main and side quests so that I can jump ahead to different parts in the story rather than having to repeatedly play through the parts of the mod that as far as I can tell are bug free. While it felt weird to be putting in a bunch of effort to create content that would only be used for testing, it has definitely saved me time already, and will only make it easier to test out all the different ending possibilities and ensure that they are tested as much as I can feasibly test on my own.

In my playtesting I have noticed a few common threads in the types of "bugs" that I've been noticing lately. People not appearing in the correct places in a dialogue/cutscene, cameras being too close, plot markers on people or quests journals not updating appropriately. These are all small things that aren't necessarily show-stoppers that make the game unfinishable, but they are definitely quality issues that I don't want to see in the final product that I make available for players.

The only major headache for me at the moment that is really frustrating is that one of the party companions is for some reason not picked up correctly by the game's levelling logic. Specifically, this character does not show any skills in their skills page, meaning that the player is unable to assign skill points (i.e. tactics, herbalism, traps, etc) and thus it always appears as though he needs to be levelled up. This is definitely the most frustrating and disheartening ongoing bug that I've currently been unable to fix - all the other companions I have work perfectly, and I can see no significant differences in their configuration to his. 

Sunday, April 12, 2015

Voice Over Showcase Online

Just a quick post today letting you know that Voice Over showcase video I mentioned in my last video is now available on YouTube!



Wednesday, April 8, 2015

Test, Find, Fix, Repeat

Doing playtesting for The Shattered War has been the order of business for the last couple of weeks. This has been a series of playtests starting the game from scratch and experimenting with different decisions and choices within the game. Across a few characters I've tried a number of approaches, in one case I finished every quest and looted everything I could find, and in another I blitzed through doing the bare minimum of what I needed to progress, not to mention some options in between.

I still haven't gone through a full playthrough from start to finish and have hit on issues of all shapes and sizes...

  • Typos or grammar errors in dialogue, item descriptions or codex. 
  • While the voiced dialogue is basically problem free, there are a number of unvoiced characters that I noted some errors in.
  • There are still unvoiced NPCs - female voice actors have been particularly hard to find. I will have to make a dedicated push to finding the remaining voice actors in the near future.
  • Minor scripting errors, glitches in characters not moving where they're supposed to within an area, a player's reward not being correct, an enemy not spawning when they are supposed to.
  • Major scripting errors - anything that stops progress of a quest. Say, items not becoming interactive when they're supposed to, or enemy deaths not triggering quest success.
  • Camera angles for conversation looking weird.
  • Missing or incorrect markers on the mini-map.

Of course, while the laundry list of bugs has been a decent size, I've been able to wipe them off the list fairly rapidly as well. Smashing through these issues has been a refreshing change of pace from spending time almost exclusively in the toolset with very little playtesting. Those darkspawn never knew what hit them...


Sometimes, you just need to resort to the trusty "sword to the face" option

The good news is that the mod really does feel like it's made big strides since my last round of playtesting. A bunch of long-standing niggles and annoyances have been struck off my list, and everything is definitely coming together to make a cohesive gaming and Dragon Age experience. I've been recording some of the conversations in an effort to put together a small video of the voice actors and acting present in the mod - I'm hoping to put that together and have it available on YouTube in the near future. This won't be another trailer cut with combat - just some (spoiler free) teasers of dialogue that should whet people's appetite for some of the characters and intrigue in The Shattered War.

Monday, March 16, 2015

Lore consistency, story depth, and changes

Modding has been a little light on in the last few weeks, because I'd been told that there were some significant lore reveals in Dragon Age: Inquisition (DAI). Since I care about how my story relates to lore as it stands in the Dragon Age setting, I wanted to make sure that I wasn't writing anything that would contradict established. Admittedly changing things now would be pretty tough, but I just wanted to check nonetheless, just in case there were any inconsistencies and if there were any corrections I needed/could make. I will, however, keep the post spoiler free for DAI

This actually took a lot longer than I was hoping. The problem is that DAI is *big*, but a lot of its size comes from breadth rather than depth. The main story arc is actually pretty damn short - my initial assessment when I started playing DAI was that it was more of a Skyrim approach, and the more I played it, the more it felt that way. There is a lot of "content", but a lot of it doesn't really have much relevance. There are a bunch of lore tidbits hidden away in various sidequests here and there, but many of the quests are very shallow in terms of story depth. There are a handful that have some lore in them, albeit in a subtle world-building style, small mentions and snippets of information, meaning that you really need to do a *lot* in order to dig into the depths of the lore. Given that there were a couple of instances relatively early on in the game where I was doing a quest that seemed "insignificant" (even including a couple of the War Table operations), but actually gave some very interesting lore information, I realised that this would be a serious undertaking. On the plus side, it has reinforced my dedication for getting The Shattered War complete, because DAI has left the lore and world in a far more interesting state than at the end of DA2.

Fortunately for me, there were no issues with anything that I've written. Now, I'm actually pretty happy about this. Keep in mind that I wrote this story in its entirety after finishing Dragon Age: Origins. While yes, I'm taking damn forever to release the mod, even though I went out on a fairly serious limb for some of the lore, everything I've done has slotted in nicely with some fairly significant developments that have occurred in Dragon Age 2 and also DAI, and only a few minor details needed tweaking. What's even more interesting is that I feel I definitely captured some of the themes and precursors to events I knew nothing about while writing and developing the story.

This isn't to say that the mod hasn't changed during development. Various plot ideas and quests were canned, others changed in terms of implementation or details for various reasons, and a couple of new smaller items added along the way. Sometimes it was toolset limitations that meant I could not do particular set pieces or level designs that I was hoping for. In other cases, my playtesting made me realise that a particular approach wasn't really working that well and I needed to take a different tack in order to make it more interesting for the player. It's my hope that I will have created an interesting and enjoyable adventure for people - and given the different ways that things can play out, one that they'll be willing to revisit and make completely different choices when they do.

Sunday, December 14, 2014

Spanners and Solutions

I had some hassles over the last week after I reinstalled Windows. The way the toolset works is that it uses the computer name and username to determine who has the ability to access resources that it has stored - and I changed my username after reinstalling, meaning that it wouldn't let me edit my mod. Fortunately some help on the BioWare forums confirmed the source of my problem and I was able to solve it, and so modding successfully resumed.

In terms of actual progress made, I've been checking through various combat encounters and quest lines to ensure that everything works as intended - enemies show up when they're supposed to, dialogue accurately reflects the player's choices and they receive appropriate rewards. I've also been putting some touches on a number of codex entries - items (these also get descriptions as well as codex entries), people, areas and so on to make sure that players who are looking for that extra depth of lore and world-building content can indeed experience those aspects in the adventure.

I may be moving into a heavy testing phase over the coming weeks to track down and iron out any remaining bugs that are show stoppers or otherwise lead to unexpected and undesirable outcomes.

Monday, November 17, 2014

Tying things together

So I received a comment on my last post from someone eagerly awaiting the release of the mod. Well, despite my silence, there has been ongoing work on the mod, and some fairly major milestones have been achieved since the last update.

  • All areas have been completed in terms of structure. There are a few combat encounters that need tweaking, but effectively all level design is 100% complete.
  • Epilogue text and slideshow have all been written in their entirety - this was basically the last significant writing to include.
  • Staging for almost all remaining conversations has been completed, and a lot of syncing, camera shots and animation has been touched up for remaining conversations.
On my to-do list before having a ready "alpha" are:
  • Finish remaining encounters.
  • Complete "glue" scripting to ensure appropriate transitions to/from certain "set" scenes / locations.
  • Use custom backgrounds for epilogue slideshow.
Things to do before final release:
  • Obtain and integrate remaining voice acting (some characters have proven extraordinarily difficult to find VAs for)
  • Fix a few animations for cutscenes - there are a few short action and romance shots.
  • Remove any bugs found from testing (there are bound to be some).
While that might seem like a fairly simple list, making sure that everything works is no small task - there are a *lot* of moving parts in the mod and a lot of references and consequences as a result of the player's choices during the adventure, so I have to make sure that all those bits work together.

In short, news is good and so is progress!  

Monday, June 30, 2014

Mapping it out

Recent modding efforts have been dedicated towards level design - putting the finishing touches on existing levels as well as getting the last few levels completed for the game itself.  I'm currently working on the decoration and walkmesh stage of the final large level in the game - once that's done, I'll have three small interiors (which should hopefully not require too much effort), and then one small exterior in order to complete all level design.

This will see all of the functional structure completed, and should basically require a test run-through of a few things to ensure that all the scripting elements are in place to ensure that events occur as they are supposed to based on player decisions. I've also recently gone through and tidied up the minimap appearance for all the areas - the generation of these is done automatically by the game, but unlike the original game, the minimap is basically a zoomed-out snapshot of the level from above rather than the sepia line drawing style.  While I could potentially produce minimaps in-line with the original game, I don't feel that this is entirely necessary, nor particularly worth the time that it would take me to do.  2D art isn't really something I'm particularly good at, so it would probably take me a while to create something that would be suitable. I'm happy that the level design is of a high quality such that the change in minimap style won't be an issue.

Part of a recently completed level

Once this is done, I'll have a bit more work to do to finish off a puzzle that has caused some real hassles in terms of scripting not behaving reliably, ensure that the last few special set items are added at appropriate locations within the game, and then add a very small amount of writing to one of the characters in the game and ensure the epilogues are put into the game.  At that point, all that remains to do is a full test run of the adventure, and attempt to get voice acting for the remaining unvoiced characters.

Thus the end of this modding venture is in sight - I'm hopeful that it will deliver a great roleplaying experience for people!

Sunday, June 1, 2014

Levels, scripting and hooking together

My supposedly regular updates have not been forthcoming, and my apologies to people for that. However, on the whole, a lot of what I've been working on hasn't necessarily been that exciting to write or read about.
A large amount of my modding time over the past few weeks has been working on getting the overall flow of the mod strung together and debugging issues relating to plot progress. If that sounds unintelligible, put simply, I'm writing scripts to make sure that the game continues properly.

To explain in more detail, this work is what ensures that the game carries on when the player completes quests and works towards completing the main plot.  When the player completes sub-quests that progress the main plot and change the situation of the setting and The Shattered War, it is this scripting that ensures that the next key part of the plot unravels, and that characters react appropriately to the player's decisions thus far.  This scripting is what makes other characters remember the player's actions and then react to them - if the player has aggravated particularly individuals with their choices, they may act to hinder the player instead of help them.  There are a lot of different options in The Shattered War, so working through the different possibilities and combinations of player choices takes a lot of time to ensure that the appropriate consequences (both good and bad) come about as a result of those choices.

That said, I have also been working on a few new areas, including a couple of areas that I had previously planned to cut out entirely.  This means that there is even more content in the game for players to explore and experience...

Are these merely abandoned ruins? Or are they something more?

I will attempt to make more regular updates (I think I've suggested I'd do that in my last few irregular posts), but at the same time, I do want to make sure that the content is interest for people to read. If there is something people would like to know more about, please leave a comment and let me know, and I'll endeavour to answer your questions!

Friday, January 31, 2014

News: Temporary Break

Just a quick post to report that I probably won't be updating in the next 5 or 6 weeks because I'm away on holiday. I will, however, be back modding away when I return and am looking forward to getting a release out the door!

Sunday, January 19, 2014

Testing and Internals

In addition to my ongoing testing, I've been working on some level design lately that is a little more challenging than previously - primarily because I'm working on an interior rather than an exterior.  I don't think it's a significant spoiler to say that the vast majority of The Shattered War will occur outdoors.  This is an adventure focused on the events of an area within the wilderness, and the natural landscapes, forests, hills, valleys, and the settlements built on these are where the bulk of the action will occur.

However, there are some times where the player will have to go indoors. For these areas, I've largely been taking existing areas from the campaign and making some modifications so that they're not immediately recognisable - but I'm hopeful that this will be to far better effect than was done in Dragon Age 2.  I'm definitely avoid repetition within my own adventure, but there are a couple of layouts that will likely seem very familiar to those who know the campaign intimately.

That said, I have been working on getting the structure down of some completely new areas largely created from scratch.  Here I've been using an existing levels as a base, but only as a starting point from which to add my own rooms - effectively stripping the original level down to very little before adding my own new rooms in.  This gets around some of the initial level creation issues, and also gives me a base of model names for room components and structure models to use for my own work.  I became quite familiar with model names for exteriors, so having to do interiors meant learning a whole new set of model names, which increases the amount of time taken by quite a bit.  Also critical in indoor levels is ensuring that everything is lined up. Exteriors are a bit easier to "eyeball it", when it comes to placement, but interiors really require that everything fits together nicely in order to work properly.

Working shot of part of an interior

This shot is one of the "easy" options - stone corridors are far easier to match up than caverns and cave interiors.  What's worse is that the models in Dragon Age really don't match up very nicely and often require you to match specific pieces with each other, making it harder to get a more unique look and design without copying the original Dragon Age levels. I want to ensure that the "special" locations in The Shattered War are exactly that - special - and not make the player think "wait, I've been here before." Hence the need for the effort required to create these unique interiors for the adventure. 

Sunday, January 5, 2014

Bugs squashing continues...

Yes, it's been more than a couple of weeks since my last update, so my apologies for the silence. Again, I'm aiming to have regular updates, but I'm trying to make sure that I don't just put content like "found 5 bugs, fixed spelling mistakes" or the like.

As for details of the progress I've been making, there are a few fairly significant things that I've managed.

I've finished processing all the voice cuts for one of the party companions. I've previously described that this can be a fairly time consuming process, and this represents a considerable chunk of time, as that's over 300 lines of dialogue for this character. To give you an impression of how much dialogue that actually is, here's a list of the number of lines of personal dialogue for characters in Mass Effect 2.

Now, the numbers there don't actually represent ALL the possible lines of dialogue for ME2 characters, but given that The Shattered War is a one-man development effort, you can see that there's a LOT of content for players to experience.

Taraz is a dwarf with plenty to say.

Secondly, I've worked on creating several sets of items that the player can find - customised sets with their own backstory and codex entries, and the items offer significant bonuses to the player should they explore enough and solve the puzzles required to find them.  There is a major set each for the warrior, rogue and mage, so no matter your character or party composition, they will be useful.

This has also meant that I've finished up a couple of the puzzles I mentioned in a previous post that will allow the player to get their hands on some of these items, and done a bunch of bugtesting to make they work without a hitch. That took a little finesse, as they were initially unsolvable due to some errors I'd made.

Aside from those two major things, I've been doing quite a bit of playtesting on the major plot quests of the game, which are all looking fairly solid at this point. This also included a number of cosmetic changes just to add more flavour to the experience - added ambient NPCs and behaviours that are shown in response to the player's actions so that they can see some of the effects that their choices are having. For example, if a player rescues a group of people, these people will then return to the town they are from, going about their business and other people in that town may comment on their rescue. 

Small things like this aren't critical to the plot, but they do reinforce the work I've put into place to make sure that the game will react to the decisions that players make. Seeing effects and consequences is one of the major goals of my design for The Shattered War, so I'm confident that touches like this will make it a memorable experience.

Monday, December 2, 2013

Filling out content

In addition to the playtesting I've been doing to piece the core plot of the game together from start to finish, I've also been working on designing and adding in some extra content that has been in my mind for a while. I'm talking about "light content", which is the little subquests that revolve more around exploration and puzzle solving that reward the inquisitive player.  Generally, these things are much less time consuming and demanding to implement for me than fully fledged quests. Think of these quests like the "Chanter's Board" quests from Dragon Age, but without a central location to kick them off for you.

There are a few things that I want to make sure that I do with these quests in order to make them interesting, and so am trying to follow a few principles when creating them.

Don't make it immediately obvious

The point here is that I want the player to start the quest by finding something, not by going to a person with a marker above their head or a notice board in the middle of a village. It could be a journal, a scrap of paper, a strange item, some kind of key, or anything really.  The main point is that the player should find something that gives them a clue that there is something else that they could do or find.


Require exploration
These objects should be spread out across the areas that the player will explore - they won't just be found in the main locations that every player will have to visit. The levels I've created for the mod are reasonably large - and I'd like to encourage players to explore them. With many modern games, we're often forced down very linear paths, so trying to get players to search and experience the fun of exploration is something I'd like to be able to do.

Monsters are easy to find, these should require more effort

Puzzles can be fun
One thing I find really annoying about puzzles in many games is that they're either really obscure and illogical (the worst of Monkey Island syndrome, or Anna), or blatantly obvious (Towers of Hanoi).  The other annoyance is when puzzles are presented in a way that they're not solvable when you encounter them, either because you don't have the right skills/items to solve them (e.g. Batman, Assassin's Creed), or worse, that the player cannot complete the puzzle until they are explicitly told what to do. Where I implement puzzles, I want the player to be given enough information to carry them out, but without beating them over the head with an answer. This is a tough balance, but I'm hoping to provide a mix of puzzles that should be interesting.

Use player skills
Skills like tracking, herbalism, pick pocketing and the like are things that are often neglected by designers. Even in Dragon Age itself, it felt like these were mostly for facilitating combat rather than being useful for anything else.  I want to be able to use these skills to assist, or possibly even be required to complete some of these quests.

Give rewards
The player should get something from these kinds of quests. They're exploring, uncovering secrets and the like, and thus should be rewarded with different and unique items as a result. This is the icing on the cake to make the player go "that was awesome!" This is where I'll be giving out the most interesting and powerful items in the game, because it rewards dedicated players, and makes people want to explore and find those hidden secrets.

So that's my update for this week. Stay tuned for another update next week!


Sunday, November 24, 2013

Testing Progress: Fixing companions and falling off the edge of the world.

After my recent reinstall, testing has resulted in a bunch of scripting and random undocumented engine issues. Nevertheless there has been some solid, albeit slow and frustrating progress on some more difficult problems.

Showstopper issues tackled this time included:
  • The player appearing off the edge of the map after traveling to a location via the world map. This came as a result of implementing an area list - which allows the player to easily switch between interior and exterior areas without a major load screen.  Unfortunately some identically named destination waypoints (which are used to set the player's location when entering an area), resulted in the game not knowing where to place the player.
  • Continuity issues in plots resulting in the player being unable to progress the story if they took certain actions.
  • Made companion dialogue work correctly in the toolset again - a reinstall had deleted a custom file that enables it to detect and make use of custom companions. Without this fix, companion interjections in dialogue are impossible... and I've got quite a number of them.
  • A major breakthrough with the player's party members - making sure that they have appropriate skills and specialisations when they join the party.  Since the game starts the player at a higher level, the party members need to have skills that suit their background. There were a bunch of different problems: not receiving correct skills/talent points, not receiving a specialisation or having skills assigned incorrectly (or not being able to assign them at all).  Party members that have half or a third of the hitpoints they should have aren't useful to the player!
This fight was nothing compared to the battle I had solving that last problem...


A few other select issues included:
  • Fixing some level design to improve the flow of play and improve overall appearance.
  • Changing / cutting some recorded dialogue to make the flow of conversation seem more natural.
  • Noted a bunch of areas that felt "empty" for future reference to fill with little bonuses for the exploring player. 
  • Solved an issue where ambient animations for a group of sleeping/injured people would kick in a few seconds after a player entered an area. This resulted in them standing up briefly after the player entered... then suddenly all falling over.  While this was quite amusing, it wasn't really the desired effect. 

So some big and small wins this time around. Hopefully this will continue for the coming week!

Tuesday, November 12, 2013

Mistakes, bugs and crashes

So in my ongoing playtesting, I've encountered another swag of mistakes and shortcomings, and solved a few issues that have been bugging me for a VERY long time to boot.

To give the highlights:
  • Finally integrated a core sub-plot of the main story into the game properly. Previously I'd been able to go through it separately, but I hadn't done the work to integrate it into game seamlessly.
  • Fixed a bunch of area transitions that weren't working exactly as desired.
  • Repaired dialogue chain issues that could accidentally cause the story to jump forward by quite a bit.
  • Completed and polished some scripting that allowed the player to properly complete some main quests, rather than just having them trigger automatically once enemies were dead. 
  • Fixed up some issues relating to enemies not appearing, not going hostile or not fighting with other NPCs.
  • Characters correctly repositioned after a cutscene; previously they simply didn't go where I wanted them to... because I wasn't calling the correct script.
There was also a bunch of smaller cosmetic stuff that I fixed as well. While I'm not focusing on those kind of issues quite so much at the moment, when I'm noticing them every time I do a playthrough and they're irritating me, it's very difficult NOT to address those problems, particularly when I know what they are. Making things prettier by increased the mesh density of terrain is one such problem. Getting rid of synth voice (when I actually possess line recordings) is another.

When I have time, I also like to make things sparkly


However, one of the BIG things I've been battling with recently is my computer.  I upgraded a few months ago, with a new motherboard, cpu and ram, but didn't do a full OS reinstall. That meant I had to be a bit dodgy in the way I upgraded my drivers to actually get Windows to boot; manually loading drivers via the command prompt works - but doesn't leave your PC in an optimal state.

I subsequently had one of the RAM sticks die, so I was dealing with borrowed RAM to keep my modding going. However, 4Gb of RAM given the horrible state my OS was in with the driver installation job meant that my computer simply wasn't happy and crashed a lot. (I now have 2 "abandons" in DOTA2 due to PC crashes, my guilty pleasure when I'm not modding)

I got sick of this and bought myself an SSD, and have spent many hours today trying to get my computer back and set up just the way I like it.  Hopefully the SSD should provide some speed improvements for my modding efforts (DAO received the privilege of being installed on the SSD), as should the general improved reliability of my computer.

As I type this, I just finished up installing the toolset and restored my database, so I should be good to go. The only disappointing news is that my Awakening disc is apparently quite scratched (I have no idea what from, it mostly just sits in my dvd drive...) and I can't actually install it due to the damage.  This shouldn't actually impact my modding, because I don't recall any Awakening resources appearing in the toolset anyway. Still, it's disappointing should I ever want to play Awakening again, because I can't. :(