written by Timelord
on February 10, 2011
In the last post, I covered why I thought the loot system in the vanilla game was not really a good option (in my eyes!) for BaL. This has been at the back of my mind for a long time, ever since I started working on this mod.
The first idea I had was to generate random loot items with prefixes and suffixes based on enchantments picked from a pool defined in a 2DA. Not very original, I admit. I mean, it's not like this hasn't been done in every action-RPG out there. While I was very enthusiastic about the idea initially, that feeling quickly (and rightly!) ebbed away once I realized this will not suit the gameplay at all. Then, I came up with the idea of extremely limited world drops but the player will have the possibility to run some dungeons which will scale loot according to level. Way too much work!
So, what can be done to make loot interesting? The loot definitely has to be of some use to the player and at the same time, there should be a feeling of anticipation when clicking the loot bag. The system I settled on revolves around Crafting. I know Awakening has Rune-crafting as a skill but again, in my opinion, I felt it was not enough.
Old-time readers of this blog might remember me mentioning Phaenan's Crafting GUI Framework a long time back; the possibilities this opens up are endless. The vanilla crafting GUI, unfortunately, had hard-coded ability IDs for the craft-skills which severely limits what you can do to extend that interface. However, with this new interface, the restrictions are removed and more important, customization options are present that makes it much more modder-friendly. Phaenan has already implemented this in the latest version of her Winter Forge add-on and if you are a modder, you can read about the implementation details on the Flexible craft UI project.
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| Phaenan's Crafting GUI in The Winter Forge (c) Phaenan |
So, how can crafting make the loot system better?
- The player is always on the lookout for reagents and this can be used to generate loot tables that will be of interest to the player.
- The above only works when there is sufficient diversity in the reagents required. As an example, requiring one to just harvest Elfroot while all other reagents can be bought makes the player go ho-hum when he encounters another Elfroot plant/drop.
- The crafting itself can be designed to keep the player engaged in creating/modifying key aspects of the game.
Now, I keep saying crafting but only because it is tied to the crafting GUI. As I said before, with Phaenan's modifications, the possibilities are endless. I am working on one such possibility right now and once it all comes together as intended, the player will be presented with a new avenue to strategically modify how the game is played. More later...
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written by Timelord
on February 7, 2011
Work on the new interior level is progressing well. The basic structural pieces are in place now. The tricky part is in finding the right VFX for the level. At this point, I'm not there yet and quite likely, won't get to that part till later. Why? This level was conceptualized around a big boss battle and until I have the mechanics of the battle in place and tested, the level will remain in it's rudimentary form. This way, if at all a rework is required, I can re-do the level quickly and re-test. This will also be one of the final areas the player encounters so as such, there won't be any screenies coming out on this area till release.
In addition to the level building, I have been working on some of the systems within the game, most notably the loot system. I mean, it's high time some of these are done and integrated into the module for balance testing.
First off, the loot system designed for Dragon Age is a very versatile one; requiring one to just modify 2DAs or add additional ones if required. I consider this much more flexible than manually assigning loot for every container/mob and is also much easier to tweak and adjust. So, I won't be making many changes to this system in its basic form.
However, there are a couple of issues with the actual loot in Dragon Age.
One, loot distribution was bad. I am not talking about vendor trash here. Vendor trash is an essential component of any loot system - it is not possible to have every drop contain an item that will be an upgrade to the player. Besides, vendor trash helps generate gold which can be used to purchase other useful things.
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| This fish is not meant to be cooked! |
The problem I see with DA loot is that the distribution of the items for the different treasure levels was bad. Towards the very end, you come upon a locked chest that requires level 4 lockpicking and possibly, extra cunning to break through. You eagerly open it...and find a Health Poultice inside. Oh, the disappointment! Or you find the rare Manuscript Copy. Most of the highest level chests/creatures either gave you potions or money or trash, with some giving runes - which can be more easily purchased.

Second, usefulness of the items. Either the items were inferior to what you already had (even in late-game loot since some of the best items can only be purchased) or you ended up with lots of salves and poisons. Now, if the game mechanics required you to use them, it wouldn't be so bad but I hardly recall using any salve or poison when playing in Hard difficulty. Maybe in Nightmare? Further, unless you are min-maxing and/or playing with a reduced party size, you don't need the best equipment to get through DA. Which results in a lot of gold lying around in the player's inventory. Admittedly, it is not possible to implement a good economy in a single-player game but nevertheless, I think some of these points can be addressed.
How? I cannot just cut down the loot drastically because players expect some reward for the fight they just won. In the same vein, I can't just give out rare and powerful items because that will trivialize the gameplay. There has to be a balance between the two and while there are multiple ways to go about it, I hope to deliver an enjoyable and useful system with BaL. I will cover the details in my next post.
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written by Timelord
on January 27, 2011
Eight days, no updates on this blog. For those of you wondering what's going on, between RL, work, WoW and modding, I haven't had much time to sit down and write a post.
My mother-in-law flew back to India this week. She had come down here to help take care of my daughter and the fly-back comes with the usual addendums of shopping for the folks back home. Then, comes packing the suitcases, weighing, rearranging stuff, weighing and so on till everything fits and is within the weight limit. Packing for long-term international travel is an art, I tell you. We also had to send our daughter back to day-care and that means evaluating options, visiting the centre, talking to the people there, etc. All in all, a very hectic week.
This was one of the main reasons why I wanted to finish BaL before February because I knew time would become a little after the last week of January. Oh well. How can there be improvisation if everything fell in place as planned? On to BaL, I did a few more rounds of combat testing and found a few issues (most of which are fixed, I might add).
First, I needed to write my own spellpower and resistance check calculations since the vanilla spellpower calculations won't fly for my player custom class. Specifically, the Dreamweaver class will not be using Magic as a primary attribute at all. That was a fairly easy thing to do and test.
The next couple of issues were mostly with VFX. One of my passive on-hit abilities has a custom VFX that is not being triggered for some reason. Should be a fairly easy thing to fix since the relevant portion of the code is not being fired at all (tested with a PrintToLog statement). Quite likely, there is a mess up in the 2DA somewhere. Then, there are some problems with custom VFX not working at all when casting - that is a long road, I figure and will probably leave that for later.
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| The Nexus from WoW |
I've also started prototyping a new interior level. It's a fairly small level but I hope the design will have a big impact. The concept behind that is inspired by The Nexus from WoW and this will be a good test to see how much I've matured as a level designer. Expect to see some new screenshots on this blog soon.
Speaking of blogs, I discovered this great one -
The Rotted Rose - through Paul's blogger profile. The author, with a background in game development, is working on a module for Dragon Age and also writes about DA2 and general game-related topics. I enjoy reading it and hope you do too!
Till later...
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written by Timelord
on December 27, 2010
This past weekend, I came to terms with WoW. Yes, I know - another post on WoW. Well, not really. I like the game. Like it so much I've already got the first two expansions and a game card to keep me playing till March. I also realized one important thing - there is no need to finish the game. In fact, it can't be finished! So, why devote all my time to playing it? Weekend nights are going to be WoW time but other than that, I'm going to focus on getting this module (and the second part) completed. I mean, this is just an assurance that I am not abandoning this module - the lack of regular posts recently might have given that impression and I just wanted to get the expectations straight.
So, what's been going on with BaL, you ask? Encounter design. More specifically, creature design. Even more specific, boss creature design.
Now, I am not a fan of this auto-scale system at all. Frankly, I think it's wasted effort. Now, some might argue that the non-linear design of the campaign made this a requirement but in my opinion, it wasn't needed even there. My recollections of the OC might not be 100% accurate but by the time you finish Lothering, you are already at level 7 or so. Looking at the area-data file, except for the final quest chains and battles, almost all areas are scaled between levels 7 and 10. Where's the need then?
I wouldn't be going on so much about this if I hadn't been disassembling the autoscale scripts over the weekend. There's just so much code in there for so little gain!
Just to determine the scaled level (let's not even go into the subsequent work done to actually initialize the creature),
- check against the min/max level for the area
- check against the player level
- check against the LevelScale in autoscale sheet
- check against the max level for that appearance
- check against the min_level in the creature table
- check whether appearance level limits are disabled in the module and area
Going through all those 2DAs and setting up the variables isn't something I wanted to do. It's just too much work!
If I want to remove auto-scaling, it pretty much meant gutting out the entire logic in there and writing my own creature core script. This is what I have started doing this weekend. My vision for BaL involves some complex boss battles, based on the difficulty level in-game and I don't want auto-scaling to botch it up. So, I need to add my own version of auto-scaling - the difference being only the difficulty level selected in-game counts. This way, regular players who don't want very involved boss battles can play on Normal while Hard will pose a definite challenge. Nightmare isn't in the plan yet since doing this IS a lot of work.
The result of all this will hopefully be a definitive combat experience that the hard-core players like because, let's face it, combat design in the OC was never a strong point for Dragon Age.
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written by Timelord
on December 14, 2010
Past few days have have seen a lot of behind-the-scenes work, both on Blood and Lyrium and Craggy Island and mostly on Skype.
I think I've mentioned this before, DahliaLynn is working on an important cutscene for BaL and so far, it's looking absolutely terrific! We've been going back and forth over it but it is mostly complete now except for some fine-tuning. Today, we got the revised voice samples for that scene and will be integrated into the conversation shortly. After this is done, I hope to retain her services for a few more cut-scenes; frankly, the ones I've done so far are not good. Of course, I've received a lot of suggestions and advice on cinematics from her but going back and re-doing them will not be a quick task and with the amount of things still left to be done, they will have to wait.
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| How do you know this is from the Toolset? |
The good news on the progress side of things is that the Evermist re-work is complete (well, except for the final polish but that's true for all my levels) and I've started integrating the area work done previously. There is also an extremely cool side-quest in that area, if I do say so myself. One that's innovative in it's use of the game resources; I got caught up in implementing it and while it's not working as intended currently, it's just a question of hacking away at it because that's primarily what it is ;)
I also fixed most of the big issues with Craggy Island, including that auto-level up templates for companions. I was kicking myself for not double-checking everything after finding the causes - the character template had a min-level and preset abilities that was screwing up the final output. I was calculating the XP needed to level from Level 1 to 7 and the min-level was already set to 5. So, what happens? The game bumps her up to level 9. I tell you, I was pulling my hair out trying to figure this out.
In addition to the fixes, some more cool VFX effects have been implemented that gives the scene that authentic touch. I know I said this previously too but these ones are way better, trust me! One more day will be dedicated to CI to code in the character pre-set and fix some niggling issues but after that, it will be time to beta!
For those out there wondering, I have not completely succumbed to the temptations of WoW...yet! But the pull is strong! :p
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written by Timelord
on December 9, 2010
When Dragon Age was first released and players were talking about having a tank in the group and discussing whether Alistair or Shale was a better tank, I admit I really didn't understand why you'd need a tank in the group. In almost all encounters, a couple of mages in the party will wipe the opposition before the tank even has time to pull aggro. In rare cases when it is required and the tank goes in first to draw threat, the battle is anyway over soon enough. Couple that with the fact that party members cannot die and I didn't see any role for a tank in Dragon Age.
Now, most of my gaming has been with single-player games and the ones I have played multiplayer (Unreal and Shadow Magic), the concept of a tank is non-existent. Well, maybe a little in Shadow Magic but since that was PvP always, that didn't work as expected.
Enter World of Warcraft. Yesterday, I did my first dungeon run - two actually. Being the first time, I didn't even know every member had to talk to the quest-giver to get the quest to show up in the log; just assumed it was handled on a party basis. Even worse, I had a full inventory (I was out doing the regular campaign while queued) and couldn't pick up the items I needed. Second run, I died and couldn't remember the path to get to the other members (this was in Blackfathom Deeps). Anyway, the thing that really struck me about these runs was the importance of a tank. The tanks really played a part here - unless they maintain aggro, it usually leads to a wipe. The mages and other DPS had to make sure they are not drawing too much threat or it's back to spirit form - I learned this the hard way the first time.
Transposing this to Dragon Age, one gets similar skills in the Warrior Shield tree. However, the effectiveness is vastly reduced due to two important factors -
- threat calculation missing/removed from a lot of rogue/mage talents. These classes, primarily DPS, can do damage without being at risk most of the time.
- the mobs (and even bosses) are too weak or too few for the tank role to really shine.
I must say, those dungeon runs were a revelation. As I've said before, Blood and Lyrium will feature custom classes for the player and most companions. In fact, except for the Warrior class...at least, till yesterday. The warrior class in BaL already has no access to the 2H tree so this gives a perfect excuse to maximise the utilization of the Shield tree and design the combat around the concept of a party as in WoW. Since the classes for most companions are fixed, I don't have to deal with the possibilities of a significantly gimped party due to player choice and can pretty much anticipate how strong the party is going to be at key points in the story. I tell you, this is going to become very interesting.
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written by Timelord
on December 6, 2010
As mentioned in the last update, I've been working on two things primarily - finishing up the scripting for Craggy Island and reworking the Evermist level.
The work on Craggy Island is almost done. We've added some VFX to the final area to make things seem a little more coherent. The actual VFX that was to be implemented is not present in the default VFX_base worksheet. For now, a similar VFX has been added and while it does look fine, I think the original one (fxe_mist_p) had a 'blowing-out' animation that's missing from this one. In the end, we might just have to extend VFX_base and use the VFX that was originally intended to be in the area.
There is also an annoying issue with the auto-level up template for the companions - just doesn't seem to work. I'll have to spend some time tomorrow going over that and trying to fix it.
This weekend, I spent a considerable amount of time on the Evermist level. Even if I do say so myself, it is starting to look much more like a proper village than a random collection of houses on elevated ground. I've taken pains to bring in some distinction to the various areas within the level - for example, rich farmers will have shingled roofs on their houses and the immediate area around them will look better with cobbled pathways and bigger houses, the poorer sections will have thatch roofs, closer-spaced houses, patch-worked walls.
I had planned to take some before/after close-up shots to show the difference but didn't have time yesterday night. Maybe in the next post :)
Here is a screenie of one of the streets that is near the entrance; still need to add a few more props but I also have to make sure not to overdo it. As it is, the level is prop-heavy due to all the constructed structures!

Oh, and I managed to spend only a few hours on WoW - enough to advance my gnome by about 7 levels. Reading about the latest patch on the WoW forums, it appears that the initial leveling process has been made faster ;)
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written by Timelord
on December 2, 2010
That's right! THE drug, going by what I've read and I must say, it's true to an extent!
I saw a BF deal for a free monthly pass for WoW and decided I'll give it a shot. I got one of those 10-day trial invites so I can decide whether to sell that pass or not and it looks like I *might* subscribe instead. I should have taken a screenshot of the first time I entered Eitrigg. I guess it was a busy time in the realm - there were scores of characters around! That first glimpse sucked me right in though I couldn't log on to that realm after that (almost always full!)
Instead I created a gnome mage in Norgannon and it's been a blast playing that little 'un. I don't know about others but I find the graphics extremely appealing. It's so colourful and lively, compared to DA.
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| The starting area for a gnome character |
The other thing I noticed was that even for unimportant quests - simply to go to another place, for example - you get a detailed reason. Far more detailed than any of those Chanter's Board/Blackstone Irregulars/many other side-quests in DA. I really liked that there is a story behind all these fights against the Troggs, Rockjaws and Frostmanes.
The other important distinction from DA that I immediately noticed were the ambient animations. Here is a screenshot (badly taken) of a guy carrying another. He actually goes and lays the guy down on a makeshift bed and goes back and waits for another survivor!
Anyway, as much as I am enjoying this game, I am making a conscious effort not to play for extended lengths of time. I still have a module to finish; make it two actually. I am in final stages of scripting for Craggy Island and after that, it's just going to be bug-fixing (which we've already done a lot) and polishing. Hopefully, it gets out around Christmas; last I heard, VO is in progress.
Meanwhile, while re-working my Evermist level, I've also been taking breaks on and off (it feels like I've been working in the level editor most of the time!) and re-working dialogues to change references to the locations that have moved. I'm also working on fleshing out the setting with a lot of ambient dialogues during these breaks so it doesn't get boring - which is quite easy when re-working a level as huge as this one. I'm also making sure some of the buildings fit more into a village setting; an example is the marketplace which was very big and spacious under a huge tent-like awning previously. Now, the shops are more closely-packed and cluttered with make-shift roofs.
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| Re-worked market |
Once I finish this, I have around 4 cutscenes I need to create in this area. That will definitely take some time! Till later...
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written by Timelord
on November 28, 2010
It's been some time since the last update - I've been completely swamped with RL work and had to put Dragon Age stuff on hold. Hey, need that money to finance these hobbies! Still, I managed to finish the required work on Thursday itself so the past two days have been spent on DA - minus the time spent researching and buying stuff on Black Friday. I ended up buying some games that I will probably won't play for another 3-4 months (Alpha Protocol, Resonance of Fate) and even got myself WoW to try out for a month and some other stuff I didn't think I needed till I saw the price :)
With the aim of getting an alpha out, I started playing through Evermist which was the level I submitted for the Community Contest a while ago and which is a crucial area in BaL. When I was playing through it, I realized something was off. First, it was too big for what it's purpose was and when I say this, I mean way too big. The idea behind this area was a small farming village between Denerim and West Hill but that feeling of being in a village wasn't there. The roads were too wide, the houses spaced too far apart and while I really liked the different mounds from a level-building perspective, they were a little too high and too numerous.
After trying to patch the level for a few hours, I decided to bite the bullet and start reworking it. I redesigned the level on paper - first, removing superfluous stuff like the roads circling the village. This was a very bad design decision in hindsight - these roads provided numerous paths and almost all of them have no scope for interaction with the villagers or the environment. It's just a cliff face/forest/fence on one side and a smaller cliff face on the other side. As I said, a bad design decision.
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| Still a WIP but this should give a sense of scale (the height is 288 vs 256, btw) |
Then, came the real re-work of re-arranging the houses and getting the houses closer together without feeling congested. One of the goals of this rework was also to reduce the level size. The previous one had a playable (green boundary) area of 5 x 7 which is way too huge. The reworked one will have a 4 x 4 playable area which is more than a 50% reduction in size. The main reason for this downsizing is the removal of those 'ring' roads. Without those roads, I can leave the structures outside the playable area.
One advantage of having a level as a basis for this new one is the ability to export and import selection groups. Since I had been fairly meticulous in organizing my structures (save for the last minute addition of numerous props), it was easy to copy a lot of the stuff over. I hope to finish this tomorrow and have a play through and finalize things.
Till later...
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written by Timelord
on November 16, 2010
Things just got a little more exciting and a little more hectic! I've taken over a new role at work, managing the projects we are working on and with it comes a ton of admin activities. Being an individual contributor till now, I've never really appreciated the amount of work that actually goes into managing a large scale project such as ours and this was sort of a rude awakening. Still, I've jumped in with both feet and I've got to make this work!
On the BaL front, things are progressing slowly but steadily. The important cutscene Dahlia is working on is expected to be completed this week and I am recruiting a VO artist for the lines required for this cutscene. This will help in the visualization, I am told ( I tell you, I am a noob at cinematics!) and it will also give me a chance to get the whole voice-over related activities into my build workflow.
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| Are you the one I am looking for? |
Currently, I am working on populating the different areas with ambient NPCs. Leeward, in particular, has this big campsite party that will have quite a few ambient NPCs and I am trying to find varied animations for them so they don't all appear as clones. This does involve creating new ambient patterns and I am trawling through the ANIM_base worksheet to see what I can cook up. After that, I have a couple more cutscenes to create (nothing complex but since I will be doing them, anything can happen!).
Then, comes the big activity - packaging and play-testing the alpha. I plan to do this on another computer to simulate a user playing it so that it's easier to identify missing resources, etc. This will also free up my desktop to tweak and run the lightmapping on the levels that need it - parallelism all the way! Now, if only I had 48 hours a day...
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written by Timelord
on November 13, 2010
Of course, I wasn't away from the Toolset for that long that I need a break-in time to get back into the groove. In fact, I didn't even manage to keep my word that I'll not touch the Toolset till Thursday! We identified the pesky bug at work and while fixing it will take some time, we at least have the damn thing in our sights.
I spent a day brain-storming the talents and talent trees for one of the new classes for the companions. While the basic idea behind this class was established a long time back, it was time to go into the details -> finalize the ability names, what each ability will do, the various other information associated with abilities and most important, the specializations. I am extremely happy with the way the specializations have turned out - rooted in lore and distinct from what is currently offered in DA.
I am planning on having a separate page soon with all the new classes, abilities and trees so folks reading this blog can have a sneak peek at what's in store for them come February :)
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| WIP Shot |
I've also started collaborating with DahilaLynn on cutscenes and we've been having a lot of discussions over IM on this one important cutscene (for now!) that she's directing for me. I must say, those chats have been extremely useful - showed me I still needed to go a-ways in the cutscene department (for example, she was talking about adjusting dof and I had to google it!). For those who haven't, check out her
Alistair's Royal Wedding over on DragonAge Nexus - that should give an indication of her directing expertise.
...which reminds me, I need to do some lighting and stage work in the area where the cutscene is taking place and send it to her.
Till later...
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written by Timelord
on November 7, 2010
The weekend started off pretty quietly - for the whole of Saturday, I was not able to work on BaL though I wanted to. Sunday looked to be turning that way - we had the daylight savings kick in and I realized I actually hadn't gotten up early :)
Still, I managed to finish the level I was working on - it is a fairly small level and will be used in one of the area transition encounters. It resembles a small clearing in a forest with a path winding through it - the sort of area where you'd stop to camp. It's so hard to create the illusion of a forest though, especially one around the rim of the clearing. For one, there is no terrain darkening tool and I wasn't able to find a suitable texture to substitute for that. Second, there is, as far as I was able to determine, no way to remove light from a particular area. This is very significant for forests as trees in Dragon Age do not cast shadows.
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| The view from near the entrance to the area |
For now, the level has been marked complete which means it is 90% done. I will probably do the shadows later when I have time. I also tried using negative lights for this purpose but apparently, they have some other purpose.
I also managed to finish (read: 90%) an important cutscene that sets the stage for the plot beyond the first couple of areas. It is still a little rough around the edges at certain points but it's functionally complete and that's all that matters for now.
Till later...
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written by Timelord
on November 4, 2010
One of the biggest time sinks in module-making in Dragon Age after level building is writing dialogue. Even when you start with a concrete story and well-defined NPCs and companions, writing dialogue is not so easy. The most basic issue, at least for me, is trying to keep in mind that I am not writing a story but an interactive adventure.
What does this mean? Let's take an example - I was writing a conversation today and at one point a companion says the following line: "I don't want to talk to you. Ask him what he wants". Now, this interjection is not completely necessary to the conversation but it helps the flow and builds on an already established relationship between the companion and the conversation owner. Only when I was reviewing the conversation did I notice the "him". A few copy-paste as links and plot flags later, the conversation was complete.
Now, the above is fairly simple but this is one area I wish the DA conversation system was a little more flexible and allowed us to use tags to reference race/gender/class/background/specialization/etc. It seems almost unintuitive to write multiple lines just to change one word.
The bigger problem (and unrelated to the conversation system) is trying to come up with dialogue options - the backbone of an interactive conversation. Now, in some cases, these options just flow organically. I was writing a conversation for a minor NPC and multiple choices at each node was so easy. Then, I started writing another piece for a companion and ended up being stumped. Offering choices while maintaining the flow of dialogue is extremely important - irrelevant options can easily destroy that flow and tone set previously.
I take pride in my writing skills in English even though it is not my native tongue. However, I've lost track of the number of times I've referred to an online dictionary/thesaurus to make sure I am using a particular phrase or idiom in the correct way. And I don't even want to talk about writing emotional scenes - I just plain suck at those, a fact I've come to accept. I spent over half an hour today writing eight lines, eight lines with no options at all and it's still not final. Anyway, the journey continues and hopefully, these efforts help to bring the story together in a cohesive manner in the end.

Lastly, good news for the DA community - the first installment in the Dark Times: Confederacy of Malkuth saga has been released. Check out the details in the
official announcement thread. I haven't had a chance to play it yet (have set aside time during the weekend for it) but it appears to be fairly long and involved and most important, it is, as far as I know, the first significant addition to the Official Campaign...and this is just the first part! For those ruing the fact that Bioware won't be releasing DLCs for DA:O anymore or that they can't continue their Warden's story (seriously, what's with this Warden fixation? If you don't believe me, go check out how many threads in the DA2 forums refer to this), head over to the DT:CoM thread and fill that void up!
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written by Timelord
on November 2, 2010
Some of you might have noticed that the header image on this blog has changed ;)
It's an extension of the project image I posted over at BSN a few days back. Basically, I wanted to extend the width of the blog layout since even on my 14" inch work laptop, there were gaps on either side. When I did that, the previous header image didn't fit and I thought it is high time I change that image from a more generic DA one to something more specific to what I am working on currently.
It's a blend of three images I found over on http://abstract.desktopnexus.com/cat/fantasy/
On to more interesting stuff!
My 2D Art progress has been at 0% for a few months now - not something I was proud of, I can assure you ;)
Yic17, after seeing my October Monthly Report post, kindly offered to help me in this area. This was yesterday and I promptly added him to the developer group I created for BaL (for some inexplicable reason, BSN still shows discussions in private groups in the public profile feed - though as it turned out today, that is not always a bad thing - more on this later!) and created some threads to explain what I wanted.
One of the things that had always been at the back of my mind was to lend some distinction to the Dalish clans in my module of which there are 2 primary ones. One way I thought of doing this is to have customized clothing for each of them with their own logos/emblems/heraldry - similar to how you can see the Chantry sun in the standard Chantry robe in vanilla DA:O. In BaL, the player is a member of The Silver Claw clan and I wanted something along a claw-gauntlet hybrid for this purpose. Yic17 came up with some stunning designs in a very short time (less than an hour!). Here's a sample -

I was simply floored! Of course, a couple of them are too abstract for Dragon Age but the work is just fantastic! Now, I am confident that at least one area will show progress in the next monthly report :)
There's also been a slight change of plans in what I planned to do this month. Now, I have to do some research and finalize the workflow to get these images into the game's clothing and armor. I can't ask for help and refuse to do my part of the job, can I? Hopefully, it shouldn't be too difficult to do that.
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written by Timelord
on November 1, 2010
The past week has been extremely hectic - with the Scripting contest coming to a close today and my projects at work throwing up nasty bugs, I haven't had time to work on BaL as much as I wanted to. I have a couple of go-lives this month too - one on 15th and another on 29th so this is going to be another busy month! I have decided one thing though - no more Community Contest stuff till BaL is done. Well, unless it is an exterior level contest, in which case I can submit one of the levels I am currently working on.
I did manage to finish up my entry for the Scripting contest - The Cranky Harem and you can download it from DANexus or BSN.
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| A 7x7 game board with highlighting turned on when you place game pieces |
With that out of the way, on to the Monthly Report.
In the
October monthly report, I had mentioned how I need about 6 small exterior levels to serve as entry points into other areas. I am happy to say these are done! They are primarily reworked OC levels but it did take a fair amount of time to edit those levels and get the lighting right.
I am also close to completion on the first custom class for BaL. This will be the class the player will play. I know I have mentioned previously that the player will be allowed a choice of 2 custom classes but I've restricted it to one now. Why? The whole module now integrates the background of this class as an over-arching story within and will continue to do so in the next iteration of this module. The second custom class will now be restricted to a particular party member.
The prototypes for 2 other external areas are also complete and I will start building the levels this month. It's going to be a fairly intensive process, as level building always is but it should go much faster now that I am comfortable with this aspect of the toolset. Also, all the interior levels for the alpha release are done! I made an excel workbook to keep track of areas, creatures, conversations, etc and realized BaL will have 57 areas! I can tell you, it took some time to digest that as I had never quantified that - in my mind, it was always the the function of that area that was predominant.
On to the percentages then!
Story -
100%
Quest Design -
90%
Companion design -
40% (no change!)
Custom Classes and Abiltities -
50%
2D Art -
0% (again, no change!)
Level/Area Design -
90% (just one more level to go!)
Level/Area Implementation -
40%
Conversations -
30%
Scripting -
20%
Cutscenes -
10% (no change!)
Monster/Encounter Design -
0% (I should really start on this)
Custom Systems -
40%
Overall, the module is around
30% complete. I was hoping to make big gains in October but sadly, that didn't materialize. Here's to hoping November is better!
Plan for November:
- Finish up the alpha release for testing - target: Nov 15th
- Finish the 2 prototypes exterior levels
I am going to keep it simple this time so I can report more-than-expected results next month! The things one has to do...
Till later!
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written by Timelord
on October 20, 2010
It's one of those things that every self-respecting software engineer knows must be done but never is - versioned backup. I've been guilty of that myself - I've been putting off doing a full backup for a long time now. Many a time, when I know I am going to try something that might break what's been written/directed till now (because I don't know what exactly that is going to do), I check in the script/conversation/cutscene into the database but that's only for designer resources. For art resources, I've been sticking to having multiple copies and rotating through them on each save.
Now, I've run into issues with my levels in the past which made me up the number of copies from 5 to 10. Still, it's always been in the back of my mind to get a good backup system in place. I finally bit the bullet and did that yesterday.
Since I am just one developer, I wanted something that was simple to set up and use and that I'll never have to worry about. After some research, I decided to use AutoVer. It's free, folder-based backup with customizations that can be applied to each folder and most important, comes with a basic versioning system. I downloaded it and added the folders used for Dragon Age modding to it first
- Levels folder
- Level layouts - it takes way too long to export everything again
- BaL root folder that contains all other work (2DAs, images, icons, etc)
- BaL module override folder - containing all the other mods that I plan to use
- Tools folder - different DA:O and other games' tools that I currently use (I don't even know where I got some of these)
I also checked in all my designer resources and exported the database and backed that up too.
Now, the funky thing about AutoVer is that it constantly watches those folders and backs up any change you make! While that's a good thing for certain resources like 2DAs or scripts and you can customize how often you want the backups to be done, I still didn't want to go that route. So, I set up a scheduled task to export the database every Sunday evening and start AutoVer to do an incremental backup at that point. So, I'm all set now - the only thing remaining is to do an automated backup to
Skydrive (25 GB free space!) every month or even every week. There is a nifty way to create a mapped drive of your Skydrive folders but haven't tried it yet.
In between, I also managed to submit a head morph for the Mini Character Contest. It's for a character who will be making an appearance fairly early in BaL and who has an interesting back-story too - not a companion though.
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| Vaelina - my entry to the mini character contest |
Other than this, I've been tying up a lot of loose ends and placeholders I had in place for testing. While I was doing that, inspiration struck and what was originally a mundane battle in one of the starting areas is now more tightly integrated with the lore and the combat setup is also a little more complex. It should now provide a satisfying finale to an area where almost every dialogue and action is heavily lore-oriented.
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written by Timelord
on October 18, 2010
So, it turned out to be not so bad after all.
I managed to finish the scripting required for Craggy Island on Sunday morning. There is still a niggling issue where a particular item is not getting added to the player's inventory - there is no fancy code in the back end, just a simple call to UT_AddItemToInventory. It is working in other places so I am not sure why it is not working here. The only difference is that this is an equippable item and the initial testing was with an uninitialized character (Jaden). However, even after generating the correct player character, it is not working. Not a really big deal but I am curious to find out why it is not working in this case.
Out of the 2 cutscenes I had planned to finish, I managed to finish only one. I don't know whether to call it fairly short or lengthy since it is only 20 seconds but it is lengthiest one I've created so far and also the most complex. It has around 9 characters and 2 creatures and a bunch of VFXs. The hardest part was finding the animations for the bears and in the end, I couldn't find anything suitable. I had to resort to taking a small portion of an existing animation and repeating it a few times.
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| The doors can only be opened by the bears! |
In the end, it didn't turn out all that bad. I figure I still have some tweaking left to do with the weights and transitions but I am happy for now! I also have to start investigating the facial expressions for the characters as, right now, they are a little bland and static.
I tried to use Sunjammer's new tool - the Cutscene Companion - but I wasn't able to capture anything. Then, I tried to use Fraps but in-game, the cutscene was playing at location (0,0,0) in spite of having a stage assigned to it. I was hoping to generate a movie and club it with some other shots and create a sort of trailer but I guess it will have to wait for another day.
The target for this week is to complete the remaining cutscenes while I still have that directing bug and create/modify some VFXs for my custom classes and integrate all that into the module. A big task, I admit, but it has to be done at some point and the sooner the better.
Till later....
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written by Timelord
on October 16, 2010
I've been really focused the past couple of days - writing lots and lots of dialogue. Some introductory ones to the different areas were finalized but I've taken care to make each one of these expositions distinct. No walking up to the know-it-all inn-keeper and getting all the information from him. Since most of these will involve some animations at least while transitioning in and out of dialogue, the next step is cutscene work, which I'm not too thrilled about since that is one area I'm not really good at.
I've also been adding 'bark' nodes to the existing dialogues so that the NPCs have something to say when none of the other conditions are met - like between the nodes where a quest is given and the one where the quest is complete. Or even as simple as having different nodes during different stages of the main plot and having something to say when that particular conversation option for that stage is exhausted.
Next step is to work on the cutscenes and finish that monumental task. To realize the goal of releasing an alpha of the first few areas by the end of October, I will have to create about 5 cutscenes and at least 3 of those are fairly intricate ones (for me!). I hope to finish up at least a couple of them this weekend but that is after I complete the work required from my side for Craggy Island. That involves just a few minor scripts but that's holding up the development of the next stage for CI so best to get it out so Daeltaja can continue working on it. We'll see how the weekend goes...
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written by Timelord
on October 12, 2010
As mentioned earlier in my Contests post last month, I'm taking part in the Shadow Magic 1-vs-1 Tournament this year. Since I am a moderator for the PBEM forums over there, I've also been doing some organization work for the tourney. One of my areas of responsibility has been designing the scorecards for the different rounds.
The first round was easy enough to do as I just applied a watermark to a scroll picture and copied the text from Excel. For the subsequent rounds, I spent some time trying to create something that was different from what we've used so far and in that process, learned a lot more about layers and effects and how to manipulate them. The end result was something I was really pleased with -
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| Shadow Magic Tourney Bracket |
Running high on the feeling of satisfaction from creating the above image, I decided to take a shot at doing one of the first maps for Blood and Lyrium. Creating a nicely textured map from scratch is a lot of hard work and requires far more time and expertise than I have so I decided to use the Thedas map as a base. At some point in the past, I found a link on the EA site to a really high resolution map of Thedas (6680 X 5010) and I used a small portion of that map to create mine.
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| Blood and Lyrium Map 1 |
I still had to do some work to remove all the existing text and if you notice, even at full resolution (you can click the image to get there), it is almost impossible to find out where the original text was and I am really pleased with that.
Next step is to start integrating this into the module and hopefully, people will be surprised when they actually encounter this map in-game. Why? Well, you'll have to see for yourself!
In this process, I accidentally solved the issue with the 24-pixel border on the maps but was not able to replicate it. The accidental solution was to have a black canvas around the image but doing that again didn't work on this map. Need to investigate that more!
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written by Timelord
on October 5, 2010
...is more than just creating a level or an area.
This new area I am working on is based on the level I submitted for the level-building community contest and it is a huge one! With a huge area, especially that area being a village comes the added task of populating it. Now, I have the plots for this village all written down but it is variable enough that the actual populace placement has to be finalized and additional things like ambient movement, non-critical NPCs, sub-plots, stages set up. What I've started doing nowadays is - as soon as each level is sort-of finalized, I export the minimap and put it into my Dropbox folder. Whenever I have free time at work, I open the level and start jotting down things on the image itself.
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| Plot-critical populace |
Obviously, everything can't be fit into a single image so I use one for NPCs and any ideas I come up with when putting them down, another for quest flow and one for ambient movement. It varies with each area but I've felt a lot more focused when I am back home and open these images to translate the jottings into actual implementation. All the thinking is done during lunch and smoke breaks and once the toolset is opened, the goal is only to get as much of those thoughts implemented and nothing else.
Sometimes, I do get diverted. For example, I've been putting off tinting/recolouring items since the beginning and every now and then, I decide to start on it and go to the wiki. I still haven't managed to get through that tutorial, unfortunately so it just ends up as a wasted few minutes of diversion. I'm trying hard to stick to my plans for October and so far, it's going well. Still, a lot of days to go...
Till later,
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