Archive for the ‘Updates’ Category

Darklands to be Adapted into Neverwinter Nights 2 Campaign

Tuesday, October 15th, 2013

Welcome to Neverdarklands; representing a visionary effort, striving to bring together the richest elements that make up traditional roleplaying with modern computer gaming!

Microprose releases Darklands RPG in 1992

Derived from the efforts of Microprose, Darklands was a colossal, dynamic role-playing game written for the personal computer; set in the Holy Roman Empire during the 15th century.  At the time it was hailed as one of the greatest RPG experiences on a PC, taking the gaming community by storm. The consummate game play continues to rival the epic scale settings and gaming mechanics being run on today’s consoles.

And yet over the years gaming systems have evolved, ultimately spawning what is widely considered to be the benchmark of third-person perspective computer role-playing games: that of Bioware’s Neverwinter Nights. From a developer’s approach, it remains the penultimate achievement in community game design,  nurturing the creative energies of the author, honoring past game settings by virtue of its flexible storytelling environs, or simply unfolding new settings and tales of wonder for others to pay witness.

This is what Neverdarklands is about. A long overdue homage to Darklands through the devices of the Neverwinter Nights (2) gaming engine.

Neverwinter Nights 2 © 2000-2009 Atari Inc.

Updates on the progress of this “module” will occur at intervals throughout the scope of this migration endeavor. Stay tuned, and feel free to express your thoughts and interest toward this project in the meantime! For those less familiar, a summary will soon follow, dictating the splendor of the environment during this tumultuous period, by providing an historical backdrop that portrays the sum and substance of the game setting (along with a fair share of supernatural license), and plans toward adapting these elements into suitable game playing artifacts and missions along the way. The scope of the project, its progress and critical paths along with your feedback, including the soliciting of needs from any community members who might be interested in its fruition, will all be addressed here. In the meantime, check out the “Pages” section in the sidebar for more information.

Feel free to post comment .

Score for Neverdarklands Completed

Monday, November 8th, 2010

After spending much of the week in the recording studio, below are a couple of excerpts from the soundtrack to Neverdarklands, featuring a swelling pipe organ and reed instruments (well, they are sampled instruments… still they sound nice!) They are transcribed from some music I uncovered from the medieval classical period, circa the reign of the Holy Roman Empire. These pieces have lasted throughout the ages, and should be very familiar upon listening. If not, you should be going to church more often.

In all, thirty (30) period pieces were produced by my hand, as contributions to the final score of Neverdarklands. I plan to compose/record some original tracks as well. Working with vintage material is much quicker than producing original material, but stay tuned. One piece is near completion, and there are a few more on the back burner I have to re-record.

The title track has yet to be written.


Veni Emmanuel

Software Repaired, Neverwinter Nights 2 Campaign Moves Forward

Thursday, November 4th, 2010

After days of extensive reinstall efforts toward the Electron Toolset, only to end in vain, the decision to overhaul the OS resulted in a successful rendering of the Neverdarklands module (and prior modules, much larger ones in fact, to include the Original Campaign). The NWN2 package was also reinstalled, along with all the updates (which were executed AFTER the disk overlays, for future reference).

Multiple tests were conducted, and it is safe to assume that further progress toward the engineering of Neverdarklands can continue unhindered.

Still, automatic updates for Windows 7 have been shutoff until further notice. No need to tempt the fates on this. Manual control, I always say; ab nun jetzt fort. 

For your patience, here is a sample wall hanging that will be included in one of the emperor’s keeps in Never Darklands, to give you an idea of the rich medieval culture and quality of detail being integrated into the game setting.

La Madonna del cancelliere Rolin by Van Eyck


Friday, October 22nd, 2010

An update: much of the real estate of this blog has been assigned, i.e. a number of articles now occupy the stubbed pages, particularly the Historical Backdrop, which is not exactly light reading, but served as a solid pedestal of research in compiling some of the causes and effects within the Neverdarklands module.

One of the territories that the player will travel through is near completion. It has been used as a testing ground for some of the scripts, to include dialog (“conversation”) and inventory control. In addition, module properties such as bloom, lighting, texturing, NPC placement and audio are set in place. This will probably serve as the starting point for the player adventuring through Neverdarklands.

And a refresher on object oriented code was in order! Still getting a grip on some of the rudimentary scripting assignments for general gameplay. Also for this blog… why should posts be sorted in descending order by default anyway?