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Witch's Wake Project Status

[Feb 28 2003] I have some breaking news regarding my recent reassignment. My prototyping work on the unannounced project is now drawing to a close and it's gone extremely well. A little *too* well, actually, as it appears I've caught the attention of some of our other internal development teams. I'll be taking this coming week off to attend the Game Developer's Conference and, on my return, I'm being reassigned (re-reassigned?) to yet another project. We don't have a clear end date for this new assignment but it's looking to last a little longer than this past one.

What does this mean for Witch Wake 2? Well, I certainly enjoy working on Witch Wake. What is more, everyone involved here at BioWare agrees that WW1 was an overwhelming success and that the series is definitely a worthwhile endeavor. With that in mind, the project is by no means dead. Unfortunately, the simple fact of the matter is that these other assignments currently take priority which means development work on Witch's Wake will be suspended until further notice. I'll see if I can release a beta version of the revised WW2 template for those interested in the changes I've made to some of the underlying systems.

I apologize for the disappointing news. On the bright side, those of you who enjoyed my work on the Witch's Wake will be pleased to know that my contributions will be making their way into a variety of BioWare's upcoming titles.

Thanks,
Rob Bartel, Creator of "The Witch's Wake"
BioWare Community Live Team [Temporarily Reassigned...]

[Jan 30 2003] Just as a heads up to everyone, I've been asked to perform some short-term prototyping on one of our unannounced projects. While it's always exciting to get in on the ground level of a new project, my new tasks will mean a temporary halt in the development of "Witch Wake 2: The Witch Hunters." The timeframe for this prototyping isn't exactly clear at this point but it begins immediately and a rough estimate of 6 weeks seems likely. Don't worry, my work on the Witch Wake series will continue and I'm looking forward to returning to the Live Team once these prototyping tasks are complete.

[Jan 29 2003] Work on WW2 is inching forward. A lot of Rob's time has been spent wrangling the various new scripting systems and hakpaks that he hopes to make use of in the upcoming module, and analysing the growing body of results from our recent WW1 Post-Release Survey. A morning was also spent co-DMing a modified version of Witch Wake I with one of the beta testers (great fun was had by all, a new route was found through the Myrkwood, and the halfling somehow managed to become half undead). Nevertheless, some plot and story work has been taking place and the groundwork is being laid for the initial sections of the module.

[Jan 17 2003] Rob is putting up the finishing touches on the Witch Wake II Template. The ability checks in conversation received the biggest makeover. If all goes well in testing, the revised system should allow for reliable per player tracking of success and failure, multiple check types per NPC, and the option to retry failed checks at a higher difficulty class. Some supporting code was also put in to allow fallen paladins to redeem themselves or fall even further towards infamy. Rob will spend the rest of the week researching hakpaks and other fan content. Work on the opening scenes of WW2: The Witch Hunters should begin on Monday.

[Jan 8 2003] Christmas is over and it's back to work. Rob's been compiling a post-release survey that will start making the rounds over the next little while. Not only will it allow you to give us some feedback on Witch Wake 1 but the survey results will also influence the design of upcoming modules in the series. Rob is also starting to update the template module in preparation for Witch Wake II: The Witch Hunters, streamlining it and making it easier to work with. Last but not least, he's on the hunt for new fan-created content to make WW2 even better. Happy New Year!

[Dec 11 2002] It's out! Fields of Battle is available for download, and now we are going for a nice long rest. :)

[Nov 28 2002] We have some exciting news to relate: In preparation for the upcoming release of its first installment, Rob's module series has undergone a name change. "The Witchwork Series," our original working title, has now been formally renamed "The Witch's Wake." The renaming process took place with the consultation and input of the beta testers. While the title ultimately chosen was not one suggested by the beta testers, we have drawn a prizewinner from the list of contributors: Cuber, you can expect some *phat lewt* coming your way in the near future (and we won't even make you bash open a barrel to get at it)! In the meantime, work on the first installment is drawing to a close. You'll be playing "Witch Wake I: The Fields of Battle" soon.

[Nov 19 2002] The patch 1.27 beta is now publicly available and Witchwork progress has stepped up as a result. Rob's entered 'crunch mode' which means that work on the module continues into the evenings and weekends. Experience is being distributed throughout the entire module now and the beta testers are narrowing their focus to class testing and balancing issues now that the bulk of the critical bugs and plot holes have been addressed. New subquests are still being added on an almost daily basis to further develop the flavor of the module and broaden the gameplay.

[Nov 8 2002] The beta for patch 1.27 is on its way and with it will come a number of functions and fixes that Rob has requested for use in the Witchwork Series. Among these will be support for custom tokens within the journal system, a new ClearAllActions() parameter that will get allow you to circumvent the "You are too excited to talk right now" message, the addition of GetDroppableFlag(), GetUseableFlag(), and GetStolenFlag() item functions, and the option not to play the talk animation in conversation (something that will come as a great relief to everyone trying to get NPCs to stay seated!). The patch will contain many other fixes and enhancements and is a fine example of how Witchwork is helping both builders and players within the NWN community. To tide everyone over until the patch, here are three more screenshots taken from Witchwork 1: The Fields of Battle.

[Nov 1 2002] We hit an important milestone yesterday. By the end of the Hallowe'en workday, Rob declared the module to be Plot-Complete. This means that it is now possible for the beta testers to play through the entire module from beginning to end. As a result, the project is entering a new phase where Rob is able to pay more attention to fixing bugs, adding subplots, balancing the module, and polishing it to release quality. The end is now in sight.

[Oct 30 2002] - Hallowe'en is just around the bend and we have some trick-or-treat Witchwork goodies just for you. Reach in and grab a screenshot from the bowl and don't you dare egg the house or toilet paper the cat. Although the module's not ready for release yet, Rob's been loosening the gags on our incredible beta testers and word of what's going on "inside" is starting to trickle out. Here's some more of what they've been saying:

  • "Phenomenal... the atmosphere of some of the best user created modules with the integrity of the campaign." - ike_fox

  • "Very strong beginning... Well written, and very plausible." - Visceris

  • "There are skill/stat checks galore! Strength, bluffs, intelligence, will, dexterity/reflex, etc. The dialogue is interesting and offers a slew of options. " - PlanKTonBoy

  • "Stunning, haunting, exciting, and scary... You are taken in from the 1st scene, and sucked in till the last." - onolake

  • "Great atmosphere, very original and once you start you just don't want it to end!" - Cuber

[Oct 24 2002] - Witchwork is progressing steadily, with a fairly even balance between bug fixes and new plot content. Rob expects to have the critical path complete and fully playable by sometime next week, at which time he'll be able to turn his attention to additional sublots & combat zones, bug-fixes, balance issues, and the final polish. In the meantime, the Witchwork Guild doubled in size last week and is now over 1,000 members strong. A big thanks to everyone who signed up for the beta test and sorry to all those who were unable to slip in before the deadline. Here is some more commentary from the beta testers:

  • "A nice epic feel about it... I can't wait until Chapter 2." - Kamikaze Grape

  • "The dark and ominous atmosphere in the beginning of the module helped to set the tone for the PC's mood. Something horrible has occurred." - Alarik

  • "This module screams out hook line and sinker for people that want a real official mod series." - MightyMasterMagi

  • "Wow! This looks like it will be really cool. The opening sequence is very unique." - Ohsaru

  • "I haven't seen this level of interaction since adventure games. The level of detail and interaction is amazing." - Foxbat

[Oct 18 2002] - Response to the beta has been phenomenal and, at 250+ testers, the BETA application process is now closed. The beta test is going extremely well and a large volume of bugs are being identified, verified, and squashed. Aside from simple bug-hunting, the testers have already made countless suggestions on how the Witchwork experience can be improved. They're keeping Rob very busy and he's extremely grateful for their help and input. The testers have also been responding very favorably to what they've seen so far of the Witchwork Series. Here is what some of them have had to say:

  • "A very good beginning, and certainly makes me want to play the whole module even more... I'm hooked." - LdyShayna

  • "All I can say is WOW... The module just oozes atmosphere." - Orik

  • "I was amazed. It was awesome, alot more then I expected." - Bulshato

  • "This module has far surpassed my expectations by having a role-play feel and attention to detail that kept it interesting." - Arcadian83

  • "The atmosphere is excellently set and gives you a good old shiver up the back of your spine." - Flavious

[Oct 11 2002] - Roughly half of the core plot has now been implemented and enough bugs have been squashed that the opening sequences are starting to feel fairly clean. The Witchwork Guild is rocketing along and a number of community initiatives have emerged, ranging from an official "DM's Guide to Witchwork" to be prepared by razorwise to egbert's new Translators' Guild intent on bringing the series to international audiences. The first module, though still not feature complete, entered into private beta testing today and Rob will relying heavily on tester feedback as the module heads toward completion.

[Oct 7 2002] - Work continues on the initial module. The opening sequence is now in place, complete with an in-game cinematic, some robust conversation trees, and the first couple of areas built and populated. The underlying template module is constantly being tweaked and all of the required features from the 1.25 patch are now integrated and functional. Rob is moving on to the next major plot point which he will connect directly to the opening sequence. If there is sufficient time and need later, he'll create some intervening areas and mini-plots between them but, for now, the focus is still on establishing the core components and getting them into testing. For more info, be sure to join The Witchwork Guild and take part in the discussions there.

[Sept 27 2002] - The Witchwork Guild has already reached a whopping 181 members and work on the module's opening sequence is going well. Here's an excerpt from the opening conversation: "Your eyes open and you wince at the brightness of the flames about you. The sounds of battle are loud and close, as if buried within your skull. Blood seeps into the cool ground. You realize that it's yours... With effort, your face turns skyward. The night breeze brushes against your skin, causing you to smile. This might be the most beautiful moment of your life. Your eyes slowly focus on the silhouette above you."

[Sept 24 2002] - First impressions are very important in an RPG and Rob intends to start the Witchwork series off with that in mind. He's currently working on the opening sequence, where the players drift in and out of consciousness amidst a smoking battlefield. It has to drip with mood and atmosphere but also be carefully scripted to accommodate the possibility of multiple players. One trick Rob intends to use is the SetCommandable() function which, when used on a player, renders them incapable of taking any actions, allowing for a more cinematic feel and approach.

[Sept 20 2002] - The Witchwork Template is nearing completion today, about a week ahead of schedule. There are a handful of remaining quirks to resolve but all of the big stuff appears to have been caught in the testing process. Three issues are also waiting on Patch 1.25: A new VFX constant, a new function for the conversation system, and a bug-fix to GetStartingLocation(). Starting early next week, however, Rob will make a copy of the Template and begin building "Witchwork I: The Fields of Battle" on that foundation.

[Sept 13 2002] - Given that the Witchwork series will stretch over multiple modules, Rob has started by creating a Template module that includes much of the content that will be shared throughout the series. These include the now-completed custom death system, a custom conversation system, fan-created components such as the recently profiled DM's Helper, and so forth. Though it doesn't have any truly playable content, he'll spend next week testing that template module to ensure that everything is working together as planned.

[Sept 10 2002] - All fan-created content was integrated by the end of last week and Rob is now implementing a custom death system for the series. As it's currently planned, the death system will be tightly integrated into the Witchwork story and certain plot hooks may only be made available to those who die over the course of the module. Die too many times, however, and you will be banished to a hell from which there is no escape.

[Sept 3 2002] - Rob's currently finalizing the underlying systems that will be used throughout the series and should have all of the fan-created content integrated by the end of the week. He and the testing team will then make sure that everything's functioning as it should before moving onto the development of the initial module.

 

 

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