Insane testing
About to head back in-game for some more testing, and hopefully for some screenshot-taking too!
Labels: Moonshadows, Testing
This blog follows the activities of Alex Hugon (aka Hugie), writer/developer for Ossian Studios and Hall of Fame author in the NWN1/NWN2 modding communities.
Labels: Moonshadows, Testing
I personally am a big fan of both of these screenshots. I think they do a good job of conveying some nice action scenes/visuals of the mod.
Anyhow, that's it for today! More to come tomorrow. :)
Labels: Development, Moonshadows, screenshots, Testing



Labels: Moonshadows, screenshots
Labels: Development, Moonshadows


Labels: Development, Moonshadows, screenshots, Testing
Labels: Ossian Studios
Labels: Development, Moonshadows

How did I do that, you might ask, considering I said it was "done"? The answer is, I realized there was something key missing from the game, something that would make lots of people very angry. I will not even bother to say what this thing was, because if I do, people will lose respect for me. ;) Well, I had to think of a way to include it so that it fit with the setting and such and had a logical backstory...which I did...then the backstory evolved into a bright idea--a quest! And guess what I did today? I designed the ENTIRE quest from scratch. It's done. Completely. And it's the most complex sidequest in the game in terms of possible endings, which is why it took me all day...it involved a bit of area work (editing an existing one), a lot of scripting/"making things work", and about 2000 words of dialogue all things told. I also designed all the blueprints, wrote all the journal entries (those 2000 were from convos only--there are a lot of journal entries too, long ones!), and generally kicked royal buttock. I was on a roll!
Labels: Development, Moonshadows, screenshots


Labels: Development, Moonshadows, screenshots, Testing
For anyone who's interested, I was playing with my level 8 dwarven fighter today, and while some of the combat was easy, other fights were exceedingly difficult...it's easy to get mobbed as a single melee man. Characters able to take on multiple enemies at once more effectively, like casters, may end up having a significantly easier time in this module...I'll have to see. In any event, it certainly looks like my starting level prediction of 7-8 is going to be the final word; you'll have a chance to adjust your character's level to 8 at the start of the module if you don't bring in an appropriately-experienced character.Labels: Development, Moonshadows, screenshots, Testing
Labels: Development, Moonshadows
Labels: Development, Moonshadows
Labels: Development, Moonshadows
It was admittedly pretty rough for the first, oh, 2 or 3 attempted run-throughs; I came away with about a page of bugs, and I encountered showstoppers for every quest (side and main) I tried. However, after a few hours of chipping away, I've gotten rid of all bugs I hit so far, and I have only a couple of "suggested improvements to self" left to implement today. Of course, I also have this one quest to finish--the quest-giver's dialogue isn't done and two areas still need to be made from scratch and enemies need to be added to one already-made area, but otherwise it's looking good.
After that I'll have to write the "ending" movie and I'll be done apart from additional bugfixing, writing up a readme, and writing up a walkthrough that contains listings for all custom items and tips/solutions for all quests in the game. After that it's a few more polish things--placing water sounds, making sure animations are working correctly, etc.--and I'm DONE.
Oh, I forgot to mention, I also took out a handy-dandy pencil and paper and plotted out those 2 areas left to create, complete with sub-plot info, notes about which enemies go where--basically doing a blueprint of the areas so that when I make them today, everything goes nice and smoothly. I'm really happy with some of the "subplot" ideas I had doing this last night--this quest will hopefully be a lot of fun.
Another thing to note is that up until now I had been playing with a level 7 dwarven barbarian, and combat was fairly well-balanced; yesterday, however, I used a human cleric 7/fighter 1, and combat was just as fair! I'm not very good at NWN2's intricacies as far as playing it goes, but I'm pretty pleased with the difficulty level thus far. In fact, I was pleasantly surprised at how much I was enjoying myself overall playing through Moonshadows--I honestly wasn't expecting to be entertained since I made the thing, but I found myself having a genuinely good time! This, I suspect, is a very good sign. :) Alrighty, off to make those 2 last areas...!
Labels: Development, Moonshadows, screenshots

Labels: Development, Moonshadows, screenshots




Labels: Development, Moonshadows, screenshots
Labels: Development, Moonshadows


Labels: Moonshadows, screenshots
Labels: Moonshadows, screenshots

It's another High Forest shot, as you may have been able to guess, from a different neck of the woods. :)
Labels: Moonshadows, screenshots




You may or may not remember what older screenshots looked like from various forest areas, but here's a summary of my newer strategy; many more overlapping textures, more judicious uses of grass and large trees, more undergrowth (shrubs & plants), more "mapped out" areas on which you have a real path to follow rather than being able to cut through any which way, and overall, much smaller areas as well, which has reduces the campaign size by almost half! Basically, better in every way imagineable...particularly since, in my opinion at least, they look SO much better than the older ones!
I'll have more screenshots later on today and tomorrow from other new forest areas as I clean them up and get to them in-game.
Labels: Moonshadows, screenshots
Labels: Moonshadows