Things are really starting to ramp up for Odyssey development. We are nearing completion of the development of the worldspace and have been working diligently on interiors and started work on dungeons as well. A lot more custom assets have been developed as well over the last couple months and we have quite the stage being set. As we develop we’ve been having a great time connecting up ideas for side quests with the various locations that have been taking form, and find ourselves inserting a good number of suggested elements and easter eggs in the process of doing what we do. Thanks to the help of a few new creative contributors the Illiac bay region will have some more unique food flora and as a result new food and drinks as well. We have lots of new places and lots of awesome new stuff. I’ve begun building the archeology assets for the Direnni dig sites and have set the mineral profile of the island chain (Iron, Corundum, Moonstone, Mithril and Adamantium). All in all I’m quite excited with the level of progress we have made lately, and so without further delay, more preview pics! Much more to come including a preview video of the island at large!
It is so gratifying when your hard work finally starts to pay off, a few things go right for once and you can finally… FINALLY see some progress being made. Well we have finally crossed that point where the world is starting to truly take form and we can see it all in the greater context of the story at hand and the space around us. So without further ado, behold Balfiera in all its…. ‘done-er’ glory. Additionally included are some of the first Deadlands previews! Ole Dagon is up to his tricks again.
It has been a very long and difficult road but we’ve stuck to it, I’ve really dug in personally and the team has started really pulling together, taking their own initiative on what they want to work on and working to getting it done. In the last month I have really dedicated myself exclusively to 3 major aspects beyond direction, which are 3D modeling, Worldspace design and Writing. We finally have a few more 2D and 3D artists on board and RonnieMagnum has been working like a DEMON on interior tile sets for Act 5 of Odyssey. Here’s a couple shots of his work posted on our project Discord:
These awesome assets will be used for the interior of the Crypt of Hearts in Act 5. I wanted to give him plenty of time but at this rate he’ll be done by the time we get to working on Act 2. Ronnie has been a long time contributor to the Odyssey project, back when it was just me, MyBad and himself working on it here and there, as well as a contributor of assets to Legacy. Ronnie has long been a great mod author for the community and has been trying to dedicate more time and energy to making his game making pursuits help supplement his expenses. I have pledged support to him on his Patreon page and would ask others to consider doing so as well; every dollar helps. Legacy and Odyssey aside, Ronnie has made numerous amazing creations for the modding community, and I for one am very appreciative of his efforts, so THANKS RONNIE!
We have also managed to get ourselves much more organized, streamlining our central assets and planning information to a Trello site linked to my expanded Google Drive. The public can come in and see what is happening, make suggestions, go to the main directory of the G-drive and check out the welcome package and outlines of the project in the works (bear in mind spoilers could ambush you at any moment), so feel free to check us out there
Back in 2015, Odyssey was a 2.5 man project (me and MyBad with some assets contributed by RonnieMagnum). Today it’s a project engaged in by a good dozen folks from the Legacy community largely and a few outside recruits. Over the last week I have been busting my ass in the wake of finally getting a successful work flow down for generating LOD. Using Sheeson’s new version of TES5LODGen, and learning to make custom tree billboards along with finally getting most of the custom assets set up for LOD meshes, I finally managed to get a few great results for working LOD including an awesome worldmap! I feel like I’ve made great strides this week alone, probably more than I’ve achieved in the last couple months.
Things are not all peechie in paradise however. Even though we are more organized than ever before and are gaining some real steam towards progressing through Act 1, I still feel horribly stalled by the fact that I am the only person apparently willing and able to do 3D modeling. We have maybe 3 or 4 other people who CAN, or who have related skill sets, but those who do specialize in modeling and texturing, seem only interested in doing weapons of their own designs and contributing them. That’s great and will be nice to have, but when Act 2 rolls around we are going to be HURTING for 3D artists. We do not even have a concept artist to help convey a unified design guide either and at this rate, I will probably end up having to model the entirety of Umbriel by myself, which will not make me a happy camper for sure. It feels like I’m looking in the wrong watering holes and the Nexus forum community appears to be a piss poor place to find project team members. This general doldrums feeling is spurred on by the fact that we JUST added a new team member who had more skills in 3D modeling than I have and we were all excited, but then the very next day found out he got a job at a game company which he thought had fallen through, and couldn’t work with the project after all. Congrats to you though, that’s awesome, but now we’re back to poor-work-flow me as the only apparent arrow in the quiver. I mean I can make it work and it will be a skill building and learning experience, but frankly at this stage I really want to just be able to work on things I feel solid with and help to coordinate the project rather than developing skill sets I am only descent with.
Ultimately after I get this working package posted for people to start developing their little pieces off of, I am probably going to have to make a push to procure some more PR for the Odyssey Project and really try and get commitments from some more folks to join the team. So if you happen to know anyone who would be interested in helping out, please send them our way.
Folks can check out our welcome packet HERE and see all the ins and outs of the project along with links to the discord server and the Trillo planning page.
So, I am a man possessed. I am finally feeling highly motivated by the Odyssey project once again and have strapped on my proverbial riot helmet and am charging in head long and not going to take any prisoners. Behold the fruits of today’s labor: Balfiera Isles (yes plural) V2.0
This crazy image may be a bit hard to decipher at first so let me first explain that I have decided to rebuild Balfiera from the ground up (literally) by starting a new worldspace and utilizing the Creation Kit’s Heightmap tool. The decision came about when I had been talking to a member of Beyond Skyrim’s Iliac Bay project team and was looking at a map of Tamriel again and realized that not only is Solstheim MUCH bigger than Balfiera, but our island ultimately was even bigger than Solsthiem itself! Couple that with the fact that I have always felt overwhelmed by the original version due to not having built it myself and having worked through various generations of attempts to finalizing things, it seemed more logical and ultimately more fruitful to return to scratch and start applying our existing assets to a new worldspace.
Instead of one single island (the main one), we will have the entire archipelago of islands in the Iliac bay along with the surrounding coastlines of Hammerfell and Highrock in the distance. This layout is almost perfectly accurate when compared to the Daggerfall map for the region and it reflects a much more scale and true experience for the Balfiera isles. Working with a more condensed area will also mean a lot less work for us and a much tighter package with clear areas we can assign without interfering with one another.
This map above reflects a gridded screen shot of the heightmap work in progress. The blue areas are land, the lighter of which is higher elevation. The purple is water, the brighter of which is deeper. Then there are a number of towns, settlements, ruined forts and palaces from ages past, dungeons and other landmarks across the areas. I tried to utilize most of the Daggerfall locations, merging some similar sites into a single location or making slight renames to prevent some of the redundancy that the old ES games had (man that Gaerhart guy sure gets around). There will be ferryman at each island that will take you to the various islands much like a carriage driver does or you can feel free to attempt to swim it, and could also potentially take the airship to various sites.
All in all I am much happier with the prospect of this than the original. The original is amazing, and awesome and the collective work on it will not go to waste, but I think being able to once again work in phases to build the landscape, touch up and texture, do cliff and rock placement (with LOD completed prior), tree and foliage and decoration placement and then construction of sites, we will ultimately be much better off for it.
The later half of 2017 was rife with real life craziness, mostly centered around my household improvements and now I finally am to a point where things are starting to settle down. Yes there are more projects to be had, more walls to plaster and paint, more rooms to detail, but no more massive construction (thank the divines).
Coming back into the fray of modding I found myself working again on a Legacy patch (yeah I know, so shoot me). This new patch should see release in the next couple weeks and then it is back to full focus on Odyssey.
During this interlude over the holidays I haven’t been away from Odyssey of course. During the last few months we have had several weekly meetings to discuss story planning in great detail and continue to do so, soon shifting into general planning coordination. We’ve ironed out the overall plot, figured out the major sub plots and some nice twists and developed some key characters to a great level of depth. We’ve determined how we want to structure many of our side quests and how we want to treat player controlled choices to give multiple paths or at least the illusion of choice, all with the strong driving force that the Last Dragonborn is the only protagonist who could play out this story (sorry high level mercenaries).
During the process of this story planning I have been mulling over in my mind my role in all of this and the roles of others involved. With Pickysaurus’ scripting skills now surpassing those of ‘the master’ I am assigning a more prevalent role to him by appointing him the chief quest programing lead and lead script programmer, a role I previously was going to spear head. I will of course still design scripts and mechanics that Picky can later flesh out and optimize and will lay the basic groundwork for standard flow of main quest scripting, but the big picture and detail work of scripting will fall largely to him.
Seeing this transition coming to be is difficult, because it’s always a challenge of your own worth as a creator to admit that someone on your team has surpassed you in an area, and that you are once again a fish in a pond where there are always bigger fish. I’m never the biggest fish in any pond I’m in, but I do tend to know quite a bit about every pond I am in and can jump between many, which is my real skill in the end; jack of all trades, which is why my role of general organizer is so important. It allows me to continue to steer and aim the overall project and maintain full knowledge of how things are developing and how they work. That’s always been one thing I always have told would be “shoot the moon” mod authors who are new to the game who want to make a massive project right off the bat and strive to build a team; you have to know how to do everything at least a little bit if you expect anyone to follow you. In other words, ‘proof is in the pudding toots’.
So knowing that I can give some slack to the scripting reigns I turn my focus to other critical elements like the stage we play our game on; Balfiera. Looking hard within myself in regards to giving up some responsibility and control in the area of scripting, prompted me to take a look at the broader picture and I began to admit that I hate worldspace development, or rather I hate the prep work involved in getting a worldspace ready for LOD building. This is another area that I’ve decided I am going to strive to find someone to aid with rather than fighting my way through it tooth and nail.
Ultimately giving up some control to folks better qualified in specific areas allows me a better means to seeing the big picture and helping to coordinate that development to greater efficiency. Overall it means assigning the best people to the job, which means a better product in the end or at least a more efficient development. Being a knowledgeable modder and assigning people to tasks that they are better at than yourself requires a lot of pride swallowing, but at the same time allows me to take a certain amount of pride in the skills that they have developed with some of my help. It’s like Yoda says in The Last Jedi “We are what they grow beyond. That is the true burden of all masters.” A great quote to be sure, even if it isn’t in Yoda-syntax, but we’ll forgive that for now.
There are few things that are worse in the world of creativity than spinning your wheels and getting nowhere. That’s how I have been feeling off and on for the last several months while being bogged down with all this infernal remodeling work around my house, but with all of that now finally done(ish) I’ve set my sights…. and fell flat on my face.
Over the last couple weeks I have been struggling to make cohesive sense of an ever evolving concept and story but as of this morning I can happily say that the crisis has been averted (at least for now). This morning I had an almost 3 hour long voice chat with a half dozen folks on the development and creative team for Odyssey as well as a dozen or so total comprised of some fan eavesdroppers and idea posers (posers as in presented, not posers as in pretenders… but I think you get me). Lots of great ideas all around and we made it about 3/4 of the way through the 9 act outline of the story, fleshed out Auryen and the various plot developments and ultimately ended with a pretty fresh perspective on how it all pieces together.
I spent most of the rest of the day writing like mad to get through the entire outline and make sure that all the primary concepts and plot points made sense, the order of progression felt natural and the desired incidental side elements had a rational reason for being where there were. All in all, I feel like a cloud has lifted and I can suddenly see more clearly again. I intend on keeping this momentum with weekly planning meetings at least for the next week or two to finish fluffing out the story before we really go balls to the wall with the start of quest development and everything else that comes with this ridiculously complicated process.
I know that I’ve felt often like I have been limping along in this project but I really feel like once we get the foundation laid and the stage built, the rest will fall into place very quickly by comparison. So onward we merrily stumble.
Alternate title: Spinning my wheels.
It’s now been a couple months since I have accomplished anything meaningful in the realm of modding (other than an update to TWR) due to my massive home remodeling projects, which are thankfully starting to become more complete than less so, so within the next month or so I will find myself thankfully with a little more free time on my hands. But what to do with that time?
Most would be quick to chime in and say “Why, Odyssey of course!” and indeed, they would be correct, a large portion of my efforts during the day will once again be devoted to getting the Odyssey train moving again and hopefully a bit farther down the tracks.
I made some very good progress, not in direct development this last salvo, but instead in the form of project organization and coordination. I established a project planning page at Freedcamp.com and assembled a decent sized team of initial contributors such as script writers (code not text), a voice actor director, primary editor, Voice track implementation specialist, NPC designer and implementation specialist and a handful of other dedicated roles. Slowly but surely, this ship will have a full crew on board.
The down side in all this progress is that we have also lost the involvement of MyBad due to him vanishing off the face of the earth, and his work has been instrumental in the development so far and his loss will be a huge blow since this now makes me the ONLY static model designer on the team other than RonnieMagnum who specializes in weapons. So as we progress in the coming months, I will need to push hard to find someone else to help in this task, otherwise I will be delegating more tasks I usually perform so I can focus more on this important aspect.
My current struggle on Odyssey itself is currently getting aspects of the LOD polished up and working. I have a lot of LOD models to convert from vanilla or from custom assets and texturing to do for them as well as a bunch of land coloration issues to figure out AND a possible complete rebuild of Gallowmarket (the major port town) since MyBad built everything there with small piecemeal parts rather than larger building objects. The result is something that looks more custom, but takes up more resources in game and also makes LOD a nightmare to deal with. I essentially am going to need to build some mash up models for larger structures and make LOD models for them as well.
I’m essentially feeling overwhelmed because of the scope of work that needs to be done, and of course the overhanging home remodeling stuff that is still in progress obviously, but additionally, I have another element that is daunting me: A new idea.
Awhile back I had posted a setting and concept idea for my own game and decided that I was going to pursue seriously building my own game from the ground up. The problem I quickly encountered was that I really had no direction to go with the game and was torn with the genre and style of the game. So I ended up back burning the idea for awhile.
The issue now becomes that I just put 2 and 2 together and realized that I already have a fleshed out game world concept, general setting and plot line with all the detail and fluffed out trimmings that truly define a game world already deeply developed which was for a pen and paper RPG game, and was a novel series I had the first draft of the first book done for, but those two incarnations didn’t truly feel right somehow.
So blamo, Gun Mage (the game idea) needed to be made into a video game RPG instead. So now I have this concept also pressing down on me and gnawing at my mind like a song that won’t go away (damnit legend of zelda a link to the past castle theme!!! yes it’s been stuck in my head for days for some reason).
Ultimately I have been reworking my previously developed content and re-outfitting it with the idea of a video game in mind, building slowly toward a generalized principal I can later make into a proof of concept, however the entire prospect of building this game is daunting to say the least and would require skills I currently do not have and resources I also do not have.
So essentially I am battling with myself about if this prospect is merely a distraction I do not need, or if it is the ultimate goal in the end. I suspect that in the end I will set it aside, focus on Odyssey and use it as a chance to develop a few of the skills I will need and gather more developers to be involved with this larger project and then take some time to research more on the plausible systems I will use for building Gun Mage.
I think really I am expecting too much out of myself and am way too worn out with all this work the last few months to really give any good level of thought to much of anything. I need to bide my time and get one thing done at a time I think, so once again, a grand idea must wait in the wings … sigh…