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From the Official Neverwinter Nights Boards

Discussion in 'Game/SP News & Comments' started by NewsPro, Apr 6, 2001.

  1. NewsPro Gems: 30/31
    Latest gem: King's Tears


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    (Originally posted by Darien)

    Here are some comments from the developers of Neverwinter Nights, straight from the Official Neverwinter Nights message boards.

    Rob Bartel - Co-Lead Designer:

    On scripts and scriptwars: A few of us at were actually discussing this very idea just this aternoon. It's certainly possible. If anything, the scripting language is too powerful - you'll have to lay down some rules disqualifying any scripts that 'cheat' (ie: don't play by the D&D rules).

    Also, you might want to consider a more flexible approach. Rather than a single pre-fabricated character, you could open it up to any character that meets Vault standards for a given level (including the allowable value of his items). To take the idea even further, you could start thinking in terms of parties, as well - scripting the cleric to cast Sanctuary in order to heal party members, scripting the sorcerer to use Dispel Magic on the buffed-up enemy fighter, etc.

    In short, if you get enough people interested, you could have all manner of categories and tiers to your competition, as well as in-game rewards for the competing scripters and a robust betting system to accommodate the spectators, too (maybe the scripters get the 'proceeds' from the betting). It's a great idea and I wish you all the best with it.

    On spells: Just to clarify, the Strength spell effect that you're discussing was a prototype that we created for last year's E3. On the one hand, we wanted to test the engine's mesh animation system but, at the same time, we also wanted to get some feedback from fans and press regarding the overall art approach to spells: should it be iconic (like Strength's muscleman) or abstract (like the cure spell).

    Based on some of the feedback we've received (this certainly isn't the first time this discussion has cropped up), you'll be happy to learn that our Lead Artist, Marc Holmes, has opted for a more abstract approach.

    Also, while we won't be altering spell visuals based on your Spellcraft check, we will be re-using our conjures and casts across multiple spells. As such, a successful Spellcraft check will still be the only means of knowing that a 'fireball' is on its way instead of a 'burning hands' or 'fire shield'.

    More on Spellcraft: Yes, our current plan is to automate Spellcraft checks. A successful check will not only allow you to counter the spell but it will also spit out a text string identifying the spell being cast and the person doing the casting. It will do this as soon as the other character begins the conjuring process. People who fail their Spellcraft checks or don't have the skill will see the visual effect but not the text message.

    To use some BG spells as an example, Dimension Door and Shadow Door shared the same visuals but had two very different effects. The average adventurer is going to be fooled but not someone with a high rank in Spellcraft.


    Derek French:

    On minimum requirements: As with most games that state minimum system requirements, you can play the game with less than is stated, but expect the game to perform poorer and you may run into other unknown issues.

    On 3dfx and graphical display: If by "enhanced for 3dfx" you mean use the Glide API, sorry, NWN is an OpenGL game. There will not be a Glide, nor a Direct3D version of the game. The main reason is that it needs to run across 4 platforms and only OpenGL is cross-platform.


    Cord Grimwinder-8d - Interplaygames.com Moderator:

    On text pop ups: You will be able to place text pop ups where ever you please, attached to objects or just locations. You can set these pop ups to appear in a number of ways, including but not limited to -

    - When a PC approaches a locale.
    - When the PC examines something.
    - When an action is performed.
    - When a spell is cast nearby.
    - When a keyword is spoken.

    To only appear to PCs based on any number of criteria from level to race to class to skill, and so forth on and on in near infinite combination. That means only one PC in the whole party may see the message depending on the requirements you set. In other words the use for, and placement of, text will be entirely up to the DM ;-).
     
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