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Neverwinter Nights 2 Forum News (Apr. 10, 05)

Discussion in 'Game/SP News & Comments' started by chevalier, Apr 12, 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.

    Adam Brennecke, Programmer

    Slopes and Cliffs


    Creatures and placeables are optionally able to orient themselves relative to the surface they are standing on.

    -Brennecke
    Im guessing that the optional part for the placeables in an option in the toolset and scripting. But are you going to make this optional for creatures while in the game? An option for PCs? I am not understanding this.
    You will be able to set this flag on object blueprint templates in the toolset and also (probably) by a script call. Setting the flag on two legged creatures (such as the playable races) looks really funny.

    Erik Novales, Programmer

    Slopes and Cliffs

    I'd like to see a script command to get the orientation of the floor a creature (or placeable?) is currently on. Probably, the function should take a location and return a vector describing either the surface normal or something equivalent to that. (To make it easier, you'd probably want to return a 2D vector describing the fall line from that location.) This would allow you to make an object roll down hill. You could make a creature that charges uphill. You could make creatures that look silly on large slopes avoid them or orient themselves so that they look less silly. I'm sure it'd be useful to folks.
    Why do you want to implement physics through script? [​IMG] It would be extremely slow...

    About what are the chances of the world being seamless (or nearly so)?

    How about some kind of treadmill tile that can be placed at the edge of areas? So you move to the middle of the otherwise featureless tile and it looks like you keep moving but you don't go anywhere until you retrace your steps to where the action is or where you are supposed to go. One for grass areas, one for deserts, one for snow etc. Not needed for underground or cities so much. It is just that it is such a major failure of suspension of disbelief when you run into the black edge of the world and can't go any further. I'm not certain how this might be done for forests, I guess if all trees look the same it could work.
    This was a neat trick in Dungeon Siege, and was possible only because of the particular way that they handled stitching together their world. However, this is not possible with the NWN engine.

    Will there be a realistic, appearance-sensitive behavioral system to replace the faction-based one?

    On a side note what about familiars and conjured animals? I always hated that someone could be running through town with an army of creatures or they were a panther or something and none of the townsfolk would react to them? What about shopping with all those creatures? Do you really think a shopkeeper would talk to you if you looked like a bear or had an army of creatures next to you? I would like to see this fixed!
    Yeah, but then whenever you went shopping you would have to disband your retinue. It's just needless busy work for the player, who really just wants to go in and buy a few items without getting hassled about who he hangs around with. :D

    User Controls

    Having said that, will it still be the same point and click to get the party moving or will there be a more seamless keyboard interface? In NWN I changed the keys so I could use the keyboard rather than the mouse in the camera drive mode - I got used to EQ/EQII/CoH I guess... But it still seems somehow unnatural movement. I realize that there were some limits on the graphics, but with the new and improved graphics will we see a more realistic movement and be able to incorporate keyboard commands without it being off? I know I could shell out 70 bucks for the Z-board and the NWN keyset - and I'm still considering it, but it would be more convienient for those who use the keyboard more.
    What do you mean by this? I don't understand what you mean by "keyboard commands being off".

    Anthony Davis, Programmer

    Are we going to see an overhaul of how combat is visually represented?
    In the PnP version of DnD, a combat round is 6 seconds. NWN1 held true to this. This in effect created the 'dance of death' syndrome. In Kotor, and Kotor2 the decison was made to 'halve' the combat round to 3 seconds. We will be making changes to make the combat seem more fluid while still keeping rounds. Which solution we end up with has still yet to be set.
     
    Last edited by a moderator: Jan 3, 2018
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