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Neverwinter Nights 2 Forum News (Apr. 18, 05)

Discussion in 'Game/SP News & Comments' started by chevalier, Apr 19, 2005.

  1. chevalier

    chevalier Knight of Everfull Chalice ★ SPS Account Holder Veteran

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    Here are today's Neverwinter Nights 2 forum highlights, collected by NWVault from Obsidian Forums. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.

    Brian D. Lawson, Programmer

    Art/Graphics: What we know so far...
    Please keep the linux debate/discussion out of this thread as it really doesn't have much of anything to do with "what we know so far..." about the art/graphics. As an update and to keep this thread on topic...I've been working on water lately. ;)

    How to populate tilesets with placeable without perf issue
    Placeable and scaleable buildings are only the tip of the iceberg... Believe me, we have so much we want to show you guys. We are just as excited. :D

    Frank Kowalkowski, Lead Programmer

    How to populate tilesets with placeable without perf issue

    I have read a few times that having buildings, walls and other things as placeables to lay down on any tile, instead of having them as part of the tile itself, would be engine intensive : because of pathfinding, script even issues and such.
    Our buildings are objects that can be placed and rotated independantly at the moment. I'm not sure when the first screenshots are set to go out, but you should be pleased with what you see in that regard.

    Scale

    I'm not sure if this is the right place to ask, but is there any word on how big a tile will be in the game? I was always quite upset by the ten metre grid in NWN, and the inflexibility of structures that caused. A smaller grid would be nice, as well as, perhaps, diagonal walls or something.
    Smaller resolutions in tilesets have several consequences. Time to place them (you have to place 4 times as many tiles if we made 5x5 tiles) and pathfinding (tiles make nice chunks for meta-pathing information). I'm not going to get into specifics, but we are developing the toolset with what we feel will make the best looking game without alienating the end-user or being prohibitively time consuming.

    Interface

    I have to second this. The current NWN interface is somewhat plain and is like from some sci-fi game. A moody medieval looking interface would be nice to have.
    If you remotely xml proficient, you can skin the interface to what you wish. The default interface should be sufficiently 'fantasy-ish' though.

    Camera View
    You will retain all the camera options of the original game for gameplay. There will be some additional camera options for scripters.

    Trees and Other Tileset Ideas
    There should be no shortage of tree options. We just took a screenshot for internal circulation yesterday of...well, I guess I can't say quite yet =)

    Anthony Davis, Programmer

    Only 10 people!!??

    Why is'nt Chris Avellone's name listed? He is their best writer and without him the story/dialogue will suck.
    Chris Avellone is indeed working on NWN2. However I think it is premature to say the story will suck (possibly even rude) when you don't know what the story is. I know the story, and I like it a LOT.
     
    Last edited by a moderator: Jan 3, 2018
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