Monday, November 14, 2005

Pray for me...

"From the little we've seen of game worlds in Neverwinter Nights 2, they're really trying to use these new tricks to create areas that are realistic and fun. An outdoor demo level created for the visit consisted of a swamp area (though not the starting point of the story) that showed off all of these new tricks. Also shown were day/night cycles which bring the sun around to cast correct shadows during the day and cast a blanket of stars over the world at night. Fog rolls in at night and burns off during the day, foliage is affected by wind, and little details like fireflies flicker in the environment. If this short level is any indication, Obsidian is spending a lot of time to hammer out detail to create completely believable fantasy environments."

8 comments:

Don J. said...

I will here announce a new charity to bring about the upgrading of computers in the Astromen! community from used Soviet missile silo apparatus to shiny-modded-out-super-micro-machines dedicated to sole purpose of playing this game. We will accept cash, checks, or credit cards (heck, we will accept your mother´s teeth if they got gold in ´em.)
Pay no attention to important world happenings and charities like the near total destruction by furious earthquake of Pakistan (you remember right? That country right next to a place called Afghanistan) and the death of 60,000 people met with the equivalent of a shrug by the occidental world.
Sorry, this is turning into a rant. Maybe I should post something about it. . . gurgle . . .

Pete said...

Cool. But will my code port to it???
Dynamic, migrating monster populations are keen.
I have many other code modules, too.
I'm in class now... Your designated researcher on NWN2, Alex. Carry on!

Pete said...

And another thing... What NWN really needs is more dynamic, interesting combat.

Pete said...

amok! amok! amok! amok! amok! amok! amok! amok! amok! amok! amok! amok! amok! amok! amok! amok! amok! amok! amok! amok!

Mr. Alex said...

Jason: I'm composing a new national anthem for the US called "Like, I really give a Fuck" (it all depends where you put the comma) which can be hummed to the tune of "Jingle Bells". I think it's going to be very popular, as it captures the true spirit of what it means to be an American(TM) in the 21st century. =D

Pete: My understanding is that the scripting functions from NWN1 are still more or less intact, so and code you have done should still work (they are just adding a shit load of new functions for you to use and not fucking with the old ones). Stuff I've gleaned from message board lurking ----> They are adding a "world map" travel system which is said to resemble the one from Fallout/Fallout 2, so either a random encounter system will be pre-built into the game or it will be something you should be able to script with much less insanity. There is a "hue" channel to all placeables and creatures in the game which is accessible via scripting/tool-set (WOOT!). All placables and creatures in the game are scalable via the tool set. It looks like they are doing animations with some sort of 3rd party middleware scripts, so it is unknown at this time whether or not users will be able to import there own critters+animations (all though, skinning still may be an option). Due to the higher detail art assets they are using, the initial game will NOT have as many clothing and/or placeable options as the first release of NWN1. Hints are being dropped that a few features are being built into the game to facilitate persistence and PW servers, including some sort of database and some sort of base trade skill system (if they add some sort of auction house system that would be HOT!). The core rules are D&D 3.5, so the combat is still going to be "Diablo, but annoying!". The new lighting system in the game allows for spot and directional lights, which is going to mean some fucking wonderful atmospheric shit will be possible. There are horses and you can ride them.

Don J. said...

"Diablo, but annoying!"
HA! You should really send that comment to the developers.
Reminds me of GenCon and D&D online . . . "Do you do anything besides hack and slash in the same dungeon environment? You know, role play, trade, and what not?"
"Er . . . you can do shoulder rolls!"

Pete said...

The screenshots look pretty, but I am wary. Especially when you say that there'll be fewer costumes for the game characters to wear, and fewer placeables...
The first game wasn't pretty, but I think that its low-res nature helped to make it as extensible and modular as it was.
I'd really prefer it if the next incarnation were low-res in favor of tons more monsters, character parts, tilesets, etc... Also, lower-res models would provide a level of animation and kinetic/kinematic animation here-to-fore unseen in online RPGs.
I'd like to shake hands with other characters, or perhaps shove them. I want to act through my character better. I'd like to have an easy to use editor to edit creature and character animations...
Bioware really dropped the ball by not allowing people to sell the NWN content they created. This would have been the incentive to grow the game content continually, also much better content would have been made.
Oh well, someday soon a completely modular, easily extensible RPG will come along that will not be as compromised as NWN.

Mr. Alex said...

Jason: You too can ride the magical school bus of Eberon! The D&D online game is nearly upon us! They're having a "stress test" of the game *right now* (read: PR ho-down) which you can access if you are a File Planet subscriber. I'd recommend just taking up self-mutilation instead [I hear it's more satisfying]. I was considering checking it out until I saw the system requirements (Yeeouch!).

A fun tip for all you character designers out there: Anatomically correct humans look stupid when you strap bent pizza tins on there shoulders and give them perfect posture (fuck, I mean, at least the guys in GWAR tend to emote a bit). Please stop! My eyes are bleeding!

Pete: Yes, yes, yes, and yes. More on those points later.