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Neverwinter Nights 2 Forum News (Feb. 26, 05)

Discussion in 'Game/SP News & Comments' started by chevalier, Feb 28, 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

    First-Person, Foliage and SpeedTreeRT
    Well, in case you guys haven't noticed our lack of response on this one...it's for good reason and here are a few reasons why:

    a) The official response/word has already been given.
    b) This is turning into nothing more than the proverbial beating of the dead horse. [​IMG]

    More: Whip whip whip... :rolleyes:

    Tony Evans, Designer

    A plea to the dev
    Thanks for your feedback. Believe me, it is in our best interests to give you guys tools that are as complete and easy to understand as possible. Part of the reason for the longevity of the original NWN is the strength of the NWN Toolset. We're working on making the Toolset better than ever. If you have any suggestions or ideas for how the Toolset can be improved, please post your input in NWN2 Toolset Forum, as the devs responsible for the Toolset may not check the General Forum as frequently.

    tips'n'tricks

    Or, even better: module-specific 'load tips'. Say, a module maker can write a list of tips that the game will scroll through randomly, choose a mix of module and 'default NWN2' tips, or just the defaults if nothing is entered. Heck, and you could have a 'filter' in area properties that would show certain tips suiting a certain area; say, you're heading into an ancient Elven crypt. A tip could pop up on load; "Elves are not fond of those who wish to loot their dead." Even lore-based (or other skill-check based) tips could be an option for module-makers, if they're so inclined.
    KotOR 2 had area-specific load tips, as well as default tips, both of which included historical/background information as well as some gameplay tips. NWN2 should have this as well.

    Conversations?

    I think being able to make your own Cutscenes would be a bit ideal as well. I remember trying to code a cutscene but having no control over the camera, it was a bit annoying and really degraded from the scene. In the toolset you could allow for a Pathing type ordeal where you could set the times and path of the camera for a given cutscene. This would be a nice feature for when a player enters the world, or for a quest specific event, or something of that general nature.
    While I can't give you many details yet, manipulating cameras and creating cutscenes should be much easier in NWN2. This discussion is more suited to the Toolset Forum. If you have any specific ideas for how to make camera control and cutscene creation better or easier, please post your ideas on the Toolset Forum. The people responsible for tools at Obsidian don't read the General Forum nearly as often.
     
    Last edited by a moderator: Jan 3, 2018
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