I'm an aspiring writer who likes to build mods as visual and dynamic models for writing, but I also get into it for the fun of creating. Other than that I kinda suck.
"Not to mention some immension breaking modern day references every other second."
If you're talking about the Ron Paul joke and the Korn reference, those aren't getting cut while I'm attached to this project >:D
Huh, that one about the zombies still pouring out is new to me. I'll take a look.
Hey guys, to keep the comments section clean, I've opened a section of the forums for discussion on the demo here Moddb.com
If you have questions, concerns or comments from the demo, please bring them to the forum. We're less likely to find them in the comments section.
I updated the demo file to include that tlk as soon as people mentioned it was missing. Unfortunately, modifying a download file on moddb means it has to be re-authorized again. The demo is still up, just hidden from public view until the website ok's it.
If you already downloaded the demo, the good news is that this particular tlk file can be found separately here Qnwn.net
Ugh, I can't believe I forgot the tlk file again. I just updated the download to include that file. Sorry for the mix-up guys.
The demo has been uploaded and is currently awaiting authorization from moddb.
I haven't been through this process in a long time so I can't be sure how long the file will take to be authorized. Hopefully before the night is over!
UPDATE: We've changed the location of "Yula's Corner" to the west side of Bowden. The neighborhood made more sense.
Sorry to deliver the last news anybody wanted to hear, but we're going to have to delay the demo by a week.
A couple of persistent quests turned out to be a bigger challenge then expected. After much headscratching, I decided it was better to make sure this feature worked in the demo rather than release blatantly broken code. RL issues have also severely hampered the time I could dedicate to this mod the past couple weeks.
So the release date for the demo is now June 6th. The good news is that we'll be able to do a more organized launch with new media and better documentation leading up to the release.
I know there's some skepticism over this mod, and that's probably to be expected. Relax, this isn't going to become another vaporware mod. I plan to do a video detailing what players can expect in the demo to prove it.
The demo's coming along same as always. Release date is still May 30th.
Sorry I'm so late to answer this. The demo does not contain the beginning of the game. However, since you can't proceed with the main quest beyond the city walls, there's not much in the way of spoilers or a need to know what happened before.
Bringing over another sweet feature from my July Anarchy games: Explosive barrels! Should make a certain boss fight very interesting.
We tried, but the motion capture sessions turned out really awkward.
Hope the new news article answers your question.
Keanu Reeves stopped by to kick some ***.
New NWN-based July Anarchy project in the works. Working title: "July Anarchy - Fate of God".
I wanted to make a more formal announcement, but I've been short on time so I'll just say it: We will be releasing a playable public demo of this mod for everyone. Expect it to drop in about two months. I'll explain more in a news article later.
To those who can't wait to try this mod, we have some very exciting news coming up for you! Stay tuned!
Huh, didn't know you had some urban fantasy planned for this adventure. I like!
Would be awesome if he woke up far enough in the future to meet Alex Meda. Now that would be a night on the town!
Sorry to say there will not be a dev diary tomorrow. Spent the last week moving and working and haven't assembled enough content to reasonably show off. Gonna try and put one up whenever it's ready.
For personal reasons I'm not all that comfortable fleshing out a dynamic raping system. No reason one of the other devs can't implement it, but that'll be their call.
Music is "Drop Da Bomb" by Dr. Steel btw.
In every city there's a public billboard that tells you the crime rate along with a cheeky comment. Guards and other NPCs may have different dialogue according to the crime rate.
That new dev diary is awaiting authorization. New video and screenshots should be up by now.
Tell me about it. My head almost exploded when I saw all the hundreds of one-liner convo files I have to sort through to find relevant dialogue. A lot of that will be up to Shen, who will be contributing a lot of dialogue, or Knight, who wrote most of this to begin with.
Fixed encounters you saw in the alpha (like those covering the entire city of Avue) were mostly placeholders so we'd know where we want our enemy spawns to be focused. The procedural generation and simulated crime rate already makes most encounters in cities obsolete, and we're exploring ways to streamling encounters in wilds and dungeons as well.
I REALLY like your idea that as time passes, the world goes to hell if the player doesn't do anything about it. We'll definitely keep that one in mind when the project goes back to Knight.
Should be much sooner than that. Or at least that's much longer than I signed on for.
It'll be a while, but progress on the project is on such a sprint now that a solid release date shouldn't be far off.
Next Dev Diary due Tuesday 26th!
It's already in the prologue city too, and could be used to populate just about any area in the game. My main area of focus is the city gameplay, but I designed the system so that the other guys could take the same scripts and run with them in other areas.
That big update I mentioned will be uploaded tomorrow. Sorry for the delay guys, working around major RL obstacles when it comes to internet.
As soon as I get my internet connection back at home (writing from college computer lab).