Tags: Neverwinter Nights: Witch's Wake
Per <a href="http://nwn.bioware.com/forums/viewtopic.html?topic=197432&forum=70&sp=0">this post</a> on the <A href="http://nwn.bioware.com/forums/">official forums</a> for <a href="http://nwn.bioware.com">Neverwinter Nights</a>, the <a href="http://nwn.bioware.com/downloads/module_witchwake.html">Witch's Wake</a> free expansion to the game has been <b>canned</b>.
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<blockquote>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.
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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.
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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.</blockquote>
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For such a <i>worthy endevour</i>, I guess it was just taking too much time cutting and pasting user mods in to a shallow, dialogue driven environment where all you had to do was make sure you clicked every dialogue option, rather than read them, just to level up as much as possible.
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Thanks, <b>Sabotai</b>, for the head's up on this!
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Per <a href="http://nwn.bioware.com/forums/viewtopic.html?topic=197432&forum=70&sp=0">this post</a> on the <A href="http://nwn.bioware.com/forums/">official forums</a> for <a href="http://nwn.bioware.com">Neverwinter Nights</a>, the <a href="http://nwn.bioware.com/downloads/module_witchwake.html">Witch's Wake</a> free expansion to the game has been <b>canned</b>.
<br>
<br>
<blockquote>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.
<br>
<br>
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.
<br>
<br>
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.</blockquote>
<br>
<br>
For such a <i>worthy endevour</i>, I guess it was just taking too much time cutting and pasting user mods in to a shallow, dialogue driven environment where all you had to do was make sure you clicked every dialogue option, rather than read them, just to level up as much as possible.
<br>
<br>
Thanks, <b>Sabotai</b>, for the head's up on this!
<br>