Those of you who thought this project dead are, or were, right…in a sense. You were right in the sense that through what I can only assume to be the most extreme bad luck on (my personal) record, both my primary and backup copies of the original Lost Sosaria project were lost.
In a way, though, this is beneficial.
Since I began work on the original Lost Sosaria, I’ve had time to learn a lot more about the Neverwinter Nights engine, and the custom content community has had time to mature, which means that there are some truly, staggeringly beautiful tilesets available out there now for use, which I intend to make full use of in my second go at my little idea here. But more on that later, once I have some screenshots to post.
More importantly, though, my aims in this project have matured. I wanted, with Lost Sosaria’s first iteration, to created a massive game world, before I realized just how much work that would involve, and how much coding would be necessary to hold that massive game world together. While my aims in this newer iteration of Lost Sosaria are by no means small, I think I’ve set for myself a more realistic development goal of only a smaller number of areas, with somewhat smaller cities. Also, because the Lands of the Feudal Lords are being covered in another Ultima remake now, I can focus only on creating one continent.
So my area development total is cut from around 2,000 (yes, you read that right…) to around 350 or 400 (at the very most). That still makes for a large world, however…if one uses BioWare’s standard tile size values, the map I’m working from encompasses an area of approximately 18.5 square kilometres.
Anyhow, keep checking back in the coming weeks. Primarily, I will be posting news at the project website, but this time I will try and remember to keep ModDB in the loop as well.