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Neverwinter Nights Forum News

Discussion in 'Game/SP News & Comments' started by NewsPro, Feb 3, 2003.

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


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    (Originally posted by Veldrin)

    Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    Rob Bartel, Co Lead Designer

    Witch Wake Delay: Just as a heads up to everyone, I've been asked to perform some short-term prototyping on one of our unannounced projects. While it's always exciting to get in on the ground level of a new project, my new tasks will mean a temporary halt in the development of "Witch Wake 2: The Witch Hunters." The timeframe for this prototyping isn't exactly clear at this point but it begins immediately and a rough estimate of 6 weeks seems likely. Don't worry, my work on the Witch Wake series will continue and I'm looking forward to returning to the Live Team once these prototyping tasks are complete.

    Jay Watamaniuk, Community Manager

    Community and Forums: Kevin Lynch got it right when he mentioned that BioWare staff do use these boards to direction of there future products. If that sounds a little pie in the sky look at it this way: as a business we need to please customers. If they are not pleased they don't buy our stuff

    I have been asked many times by developers, administration and the very high ups here to glean information from this community before work begins on the next project. I am surprised when sometimes I start a thread asking for what tileset people want most and I don't get a big response. What is said in that thread has a HUGE impact on what gets made. use tileset as an example but I have in various forms asked questions directly of the community in addition to scanning the threads for information. There is enormous power here. He is also correct in saying that not every suggestion is taken, not every post gets a response. We are but 100ish that look at these boards and you all...are more.

    To bring it back on topic we have a chat tonight that focuses on the Live Team. I think a confusion will persist in some people thinking that we are the developers but that can't be helped. Look at it this way; the game is released what can we do to enhance the experience?


    Darcy Pajak, Assistant Producer

    Helmets and Headbands: I guess I misunderstood the request because of the way the helmet slot and the cloak slot are used in the code. Basic, things put in the cloak slot are not designed to be displayed on the player, where things put into the helmet slot are. To meet the request of the community we would have to change the way the helmet slot is designed, or hak something in any headband item property so it doesn't get read or something. We'll look into it.

    From this it generates a new creature blueprint that can be used as-is in your current module. Can you describe this Puzzle Wizard in a similar fashion?


    Don Moar, Tools Programmer

    Database: Don't worry about me, I practically thrive on aggrevation. Just so we're clear, however:

    1. Licensing a database engine was only the first (and the easiest) hurdle on a long list that would have to be worked out. Review the list from my previous post again. I'm curious as to exactly which items on that list you consider to be rubbish and the reasons on which you're basing that statement.

    2. As the use of a database to enhance NWN's PW support through some additional scripting functions has no impact on how the game accesses its resource data, it is _no_ more likely that the toolset will be able to use a database.

    3. The toolset shares much of the same resource access code as the game. Changes to how the toolset gets to its data means either the game has to change with it or we sever the code, re-implement the i/o for the toolset and as a result, incur greater maintence costs among other things.

    4. I am not putting road-blocks anywhere. I am answering your questions, explaining the situation and trying to communicate that such significant systems changes require a major investment: development time away from other new features and additional QA to make sure that the existing data still works.

    5. I believe I have said that we did consider databases in the past and that we will consider them again in the future. I have also said that I would prefer a database implementation if it did not impact the game. I have also tempered those statements with standard "boiler plate" to reflect the fact that I do not have complete control over the direction of entire projects.

    6. I think it is now fair to say that I've more than adequately answered your questions and addressed your concerns on this issue. I'm sorry if all you see is reluctance and hinderance on my part to resolve the points you've raised but that's simply not the case. Sometimes however, you have to face the fact that you can't always get what you want, when you want it or the way you want it.


    Stanley Woo, Quality Assurance

    Encumbrance: For future reference, you can keep track of your encumbrance (how heavy a load you're carrying) in the Inventory screen. On the lower left of your inventory, you will see apicture of a scale, with two numbers beside it.

    The top number is the weight you're currently carrying, and the bottom number is your maxmimum unencumbered carry weight. If your load is greater than your carry weight you will be unable to run. If your load is far greater than your carry weight, you will be heavily encumbered and unable to even walk at a normal pace. Every time you become encumbered, heavily encumbered, or unencumbered, you will see a notice in your text window and above your character's head. One's carry weight is determined by one's Strength. Hope that helps.
     
    Last edited by a moderator: Jan 4, 2018
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