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Neverwinter Nights Producer Update

Discussion in 'Game/SP News & Comments' started by NewsPro, Jun 21, 2001.

  1. NewsPro Gems: 30/31
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    (Originally posted by Darien)

    The official Neverwinter Nights page has been updated by Trent Oster. Now that E3 has come and gone, he's got some comments on programming, art, design, and more.

    PROGRAMMING:
    Back in March I said, "The additions to the graphics engine are looking good. Every few days I see a new little graphical addition and I'm amazed at how much better the engine looks. NWN is going to be one visually impressive game." Since that time, the engine has come even further. Many of you have had the chance to see the dynamic shadows and environment mapping that made it into the engine just in time for E3 and, judging by your reactions, you're just as excited about them as we are. Additionally, the E3 preparation was our first serious trial of the entire project framework and the handling of new content that was being created daily for our demos. The entire system worked extremely well and we had excellent stability for the entire show. On the tools front, Solstice has been renamed the 'Aurora Toolset' but everything under the hood remains the sameā€¦ Well, except for all the increased functionality we've been plugging in as of late. Preliminary support for painting down terrain has been implemented, making all of us very happy. The demo at E3 consisted of painting down a small dungeon environment and then placing a character start point and running around in the area, in-game. It took less than two minutes to create a basic area, paint down some different terrain types and save the area out. The painting system is simple to use, easy to understand, and is a very fast method for creating areas. We also managed to implement the basic Radial Menu system in the game in a final manner, with support for many different visual modes, from exclusively icon based, to both icons and text, to text only. Now we'll be adding content to those menus and begin optimizing the GUI flow. A very rudimentary combat system made it into the E3 demo and the results are quite promising. As we spend more time working on the underlying animation and combat action systems, the look, feel, and functionality is going to improve massively.


    Read the rest here.
     
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