So close to being able to test something, I can taste it. I've got like 8 more 2da's to finish up, and then I can dump them all into the database tool, and then be able to test the character creator mod & level up a char (Using a script for xp). From there, there are several options:
a.) Move into adding npcs, and quests to a module, to have something playable for the general public.
b.) Develope the crafting system.
c.) Start the adaptation of biowares spell system, so Towers of High Sorcery prestige classes can be added (WoHS, Renegade Hunter, etc.)
d.) Add custom prestige classes to existing custom content.
e.) Release the existing system for public use.
From a developers point of view, it'd go C, D, B, E, A. It'd be easier overrall and less back traking, but from an Administrator/"I wanna play now" point of view, the plan would be as it is above. Especially since I'd be hosting and developing on two seperate machines.
Umm, Storm. Do you want to host after the testing phase? The log-in/char creator server runs seperately from the play module. The char creator module requires alot of configuration, setting up a MySQL database and manage it using command line, or php, or 3rd part software*, but the play module is just like loading the existing one. Doing it this way keeps game lag down, but it also makes it possible to host over two machines. Do you still have the upgraded high-speed package, or....?
lol. I'd host until we made it through the beta stage, and the crafting system was plugged in. ~shrugs~ Just an idea.
*Srry, I'm proud of myself. Learned how to setup apache server, mysql databases, and use php to make interactive websites, all on my own and alot of googling.
Ummm. I could go so far as to even plug the system I use into the existing ktod module. Found a trick that bypasses the resource limit for a module using a NWNX2(The KToD module uses anyway) plug-in, so there's no more limit, and it has almost no impact on performance.
I dunno how well plugging it in would work as far as performance considering the size of the current ktod mod, but if it's just an issue of resets, that can be scripted in. (I've gotten alot better since I wrote code for nwn's.)......