I'm just a guy who grew up playing too many video games and listening to too much metal. Hoping to be a writer, actor or software programmer, whichever I suck at least.
Thanks, hope you enjoy the rest!
Woah, thanks! I might be interested in doing guest pieces btw ;)
Thank you! (fingers crossed this isn't sarcasm)
Now, I trust Valve and Bethesda with mods. Bethesda is the reason I got into modding in the first place. The problem is when other companies adopt a paid-mod marketplace. EA and Activision, two companies that have been notoriously hostile to modders, could very quickly open their doors to modding, which would be great. However, if these publishers start earning income from paid mods, then any site hosting free mods suddenly becomes a competitor. I could see them taking action against sites like MODDB or the Nexus and modders who release their content for no charge. We all know how vulnerable mods are to a cease-and-desist notice.
For the record I do fully expect paid mods to become a reality within the next 2-3 years. I hope that when they do come, they exist in a market where paid mods are priced fairly and free mods will continue to be made with passion. Hell, I'd gladly produce both free and paid mods in such a system. But like many gamers, I don't trust the market to do the right thing anymore.
It's both refreshing and a little concerning that absolutely everybody has an opinion on paid mods. The debate has at least brought to light just how important mods are to the PC audience.
The article here pretty much summed up everything Valve did right and wrong. The concept of paid mods itself isn't evil, in fact it could be brilliant, but introducing them to a game community that's already existed on the free medium for years was a terrible idea. It would have gone down like Hernan Cortez bringing Christianity to the Aztecs.
But I think one major reason paid mods drew such a strong reaction is that the gaming community is fed up with feeling like they've lost control of their own market. In the past 5 years, gamers have had to deal with the overwhelming torrent of publisher policies such as day-one DLC, always-on connectivity, season passes, microtransactions, preorder bonuses and forced account registrations. These are all concepts that are extremely unpopular with the consumer yet are sprouting up everywhere. Industry leaders say this kind of post-release monetization is something gamers just have to get used to, but that doesn't compute in the traditional market sense: If the customer is always right, how can they accept something they disagree with?
Thanks, hope you enjoy!
I'll see what I can do. We had two demos, one that was official and another that was basically a leaked version of the mod. People seemed to like the latter because it was so much bigger, but members of the team had serious reservations about some content in that version.
I should at least be able to re-upload the "Avue" demo with some tweaks. This would most likely go up on sites more dedicated to NWN until we figure out why the CE page vanished on MODDB.
To be honest we don't really know what happened to the demo or why the mod page was taken down. There were some creative differences between the mod team, but the CE page vanishing took us all by surprise and we've gotten no real answer from either MODDB staff or the mod's project lead as to why it was removed.
We had planned to put the project on hiatus anyway but still wanted the currently-existing versions to remain available. If there's still demand, we can see about making a new page and re-uploading our existing work.
1.3 Beta is up. Would love to do some more redecorating but I need to go to bed.
Yeah, so I'm thinking of releasing a beta build of version 1.3. Friday maybe?
Just put up some new game play footage! More on the way.
Thanks. I'm not too worried about bad voice acting since I do have access to a lot of really good actors that can fill the parts. I'm more worried about how long it will take to record, mix and implement it. On a technical level, version 1.3 is already finished and plays from beginning to end just fine, so I don't want to delay the update too long working on the aesthetic side.
I don't think "popular" is the right word since I've only bumped into one other person in the States who knew they existed. But the fans you'll find overseas are pretty dedicated. I've turned a few of my friends into Slot fans.
To put in voice acting or not to put in voice acting...
Thanks! There's a new version coming soon that will show you what NWN can really do!
Been on a kind of self-imposed exile from MODDB for a while, but that's about to come to a close with some very exciting news soon.
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.
UPDATE: We've changed the location of "Yula's Corner" to the west side of Bowden. The neighborhood made more sense.
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.
Keanu Reeves stopped by to kick some ***.
New NWN-based July Anarchy project in the works. Working title: "July Anarchy - Fate of God".
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!
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.
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.
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.
Putting some brand new code into Dragon Studios' mod "Celeritas Eos" and it's coming out great! The cities are going to have a very dynamic feel!