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Neverwinter Nights Forum Update

Discussion in 'Game/SP News & Comments' started by NewsPro, Sep 19, 2001.

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


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    (Originally posted by Darien)

    Trent Oster, Producer:

    Familiars:
    The largest advantage to a hawk familiar is the movement speed of the hawk. While scouting, a hawk familiar could move much faster than another type of creature.

    In answer to the first question, yes, you can stuff your familiar into your backpack, almost like a figurine of wondrous power. Keeps the little guys from getting smoked all the time.

    Custom Spells: As features continue to be added the code becomes "brittle". The more features, the easier it becomes to crash the game or get an unexpected behavior.

    With the idea for the custom spell, we spoke about that quite early on in development and stepped away from the idea due to the inconsistent nature of it. i.e. I cast the custom spell on one server and it kills everyone in the area, pretty good 1st level spell. Next module I wait and pick the 9th level custom spell and it casts light. The next server could hold even different possibilities.

    Right Handed: Due to the complexity of the combat system, we don't have the time to implement left handed dominant characters. Every character in NWN is assumed to be right handed.


    Rob Bartel, Co-Lead Designer:

    Placeable Objects:
    Just to clarify on the placeable objects, you can place them with the same degree of freedom as you can a creature or an item. That means that you can place them in an arbitrary location (no need to have it 'snap' to a predefined grid), you can rotate the direction in which they're facing, and so forth.

    That said, for pathfinding reasons, I think that we'll be limiting people to somewhere around 3 placeables per tile.


    Bob McCabe, Writing & Design:

    Crunch Time:
    What can I say... hmm... :)

    Every project has milestones, and sometimes, in order to maintain the schedule, you have to work a little harder for short periods of time. Then there's other times where you just get really obsessed with the work and you temporarily overdose on it :) Then, of course, there are times when the company crunches the last few weeks in order to finish off the project.

    So, by this definition, we're not yet crunching - but we are working hard to get you your Neverwinter goodness :)

    Possible Job Prospects: I'm not saying that we ARE going to hire someone based upon good module design, but should we have openings, and should we know of people who have consistently put forth excellent modules - the opportunity is certainly there. Search through the news archives at a site like Planet Neverwinter or the Neverwinter Vault - Rob Bartel had posted a tidbit on this topic not too long ago.

    Reason for the Silence: I'm just popping in to confirm that our silence is a direct result of our extra hours put in at the office (I've been doing about 65 hours a week for the last few; of course, people like Trent and the various leads, for example, routinely put in those amount of hours or more).

    But don't worry, we're going to continue to maintain a board presence (the community discussions are invaluable, even when we're not posting), and, of course, there will be chats and updates in the future - but they might be coming a little bit slower for now.


    Brent Knowles, Co-Lead Designer:

    Cleric Domains and Gods:
    You will choose the domains for your cleric at character creation but the choice of god is not relevant. To keep the system as flexible as possible the player does not need to choose a god. We will have a list of gods to choose from (the choice is only superficial however) or you can add any god name you want.
     
    Last edited by a moderator: Jan 4, 2018
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