Thursday, September 24, 2009

Neverwinter Nights Mod: The Scrolls of Taz'Azarak

So, I am officially announcing the name of the mod I am working on today. I have decided that I am going to create a mod based off a much more well defined adventure I created and played with two of my friends from high school that they thoroughly enjoyed.

The premise of the story is that the adventurer's must get back the legendary Scrolls of Taz'Azarak. These scrolls each possess an amazing amount of power, as each of them holds some of the lost wizard's abilities. The whole time, they are racing against some unknown foe who is also seeking out the scrolls, trying to gain them for himself. No one is sure what power the scrolls possess, but what history details is that the old arch-magician had gained power over shadow, being able to bend it and use it to his will. However, the power was costly, ultimately taking the wizard's life. In his last days, he wrote a warning to all, telling them that the power of the scrolls should never be used again.

And with that, I bid you farewell.

Thursday, September 3, 2009

Engine Updates, DirectX 9, and Mods

So, after doing a lot of research for several days, I have had to redesign several key aspects of the bindings I use for the ILEngine for DirectX 9. Much of this comes from memory and content management, done through DirectX 9, due to the inherit connection between content information (textures, etc) and device context, which is horribly efficient for speed and drawing, but a pain for keeping references tidy when allowing switches between fullscreen, windowed, and resizing. Hence, some work on the engine has come to a crawl until I find a creative way around this. So, until then, I may just stick to creating the application framework for DirectX 9, allow for full modification of the window, and then worry about the rest later.

So, as for the mod, I have been swaying back and forther whether to continue using Neverwinter Nights 2 and its toolset, or to use Neverwinter Nights and its toolset. This is mainly because, for Neverwinter Nights 2, there is not a lot of community content and tools available while for Neverwinter Nights, there is a huge amount of custom content and tools available for creating your own mods. Still trying to weigh this decision more thoroughly on the scripting applications as well.

About Me

Software engineer, game developer, writer, and student. My work revolves around games, algorithms, real-time development, and creative works.