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IGN Vault Chat (March 1, 2000)

Attendees were from Bioware NWN development team. Thanks to our own Blackthorne for logging the chat and thanks to me for editing it and making a few corrections here and there. ;)


<Jonric> Welcome everyone to this chat with members of the Neverwinter Nights team, and thanks to everyone for coming.
<BioTrent> Glad to be here
<Jonric> If you'd like to ask a question, please message me. One question at a time please. You can ask another question after your first one is answered. It looks like a good crowd, so we probably won't be able to answer all the questions, but we'll get to as many as possible.
<BioScott> Always fun
<BioTeresa> hello all
<BioTrent> Well done Bob, gotta match that naming convention
<Jonric> Let's start by asking the team members to introduce themselves.
<BioTrent> +K
<BioScott> I'm Scott Grieg the lead programmer for NWN
<BioTrent> I'm Trent Oster, Producer of NWN
<BioTrent> Bob?
<Luke_At_BioWare> Luke Kristjanson, a writer and designer on the project.
<BioTrent> Noel?
<BioDonM> I'm Don Moar the lead tools programmer at Bioware and in charge of the NWToolset.
<BioTrent> Pat?
<BioNoel> I'm Noel Borstad, just a programmer.
<BioTeresa> I'm Teresa -in communications. I don't work on the game, but from what I have seen, it's awesome. Really it is.
<BioScott> Not just a programmer. He's doing a lot of core AI programming.
<Jonric> Okay, let's get going. And for the team members, please indicate when you've finished an answer with GA.
<Jonric> <Loghan_Shadowhand> What type of geography could be faked using the planned tilesets?
<BioTrent> GAAAA
<BioPatC> I'm Pat Chan, assistant lead tools programmer. My main focus is on the NWToolset
<BioTrent> Our tilesets are focused on northern coastal regions
<BioTrent> There are also a large number of dungeon variants Ga
<Jonric> <Nenlaven> Quick question for the NWScript designer : Will arrays be supported?
<BioTrent> Noel? Arrays?
<BioScott> I got this one.
<BioTrent> K
<BioDonM> Scott?
<BioScott> There currently isn't direct support for arrays in the scripting language but there are work arounds available
<BioTrent> What work arounds?
<BioNoel> There are some programmer tricks that use the string operations etc... to fake them.
<Jonric> <JalleMan> - Will I be able to model, skin, animate my own characters & creatures to be included in NWN ? ---
<BioTrent> Mine
<BioTrent> We are looking into supporting user created content. It may not make ship, but we are very interested in supporting it
<BioTrent> Worst case, post ship we'll do something QA
<Jonric> <BDS-Baenon> can I write a script that would force the Client to load adjacent areas in the background in realtime?
<BioTrent> Scott?
<BioScott> There are 324571484160 possible armor/clothing combinations, not including color variations.
<BioTrent> Scott, this question, not the last
<BioScott> Not including different heads/racial types and pheno type varients
<BioTrent> GRrr
<BioScott> We have looked at this, but ...
<BioScott> we are not sure if this would flood the network pipe and cause lag for the player.
<BioScott> If this is at all feasible we will probably try it out ourselves.
<BioTrent> Hopefully our load times will be quite short
<Jonric> <Ratbert_CP> How much communication will there be between Servers/Modules? How much state info can we pass between Modules?
<BioTrent> So this won't be needed
<BioScott> We are still determining this.
<Jonric> no more questions for now please i have a ton in the queue
<BioTrent> Our plan is to keep data as low as possible between servers
<Jonric> <Slave1> QUESTION: The E3 is coming, what could we expect to see of NWN on E3?
<BioTrent> I got it
<BioTrent> We're prepping another E3 demo for this year
<BioTrent> It's going to be a little more flash than last year, and a lot more substance
<BioTrent> QA
<BioScott> And Gnomes!!!!
<Jonric> <barjin_modulefactory> So now we have seen the "new" side of Nwn what other nice surprises are lurking around the corner?
<BioTrent> Mine
<BioTrent> The only nice surprises are going to be us finishing the game
<BioTrent> From here on out, we are totally focused on shipping the best RPG we can make
<BioTrent> QA
<Jonric> <TheRelentless> I assume that with the OnDeath() ability we will be able to script an event that will trigger a cutscene on the death of anyone that could possibly pan around the dead body for dramatic effect. Correct?
<BioTrent> Correct.
<BioTrent> The scripting language has hooks into almost everything
<BioTrent> QA
<Jonric> <Gigan> How will the building be set up? Will there be templates that are dropped into place, and adjust themsevles, or is this like WorldCraft, where you have to carve it all out by yourself?
<BioDonM> Mine
<BioTrent> K
<BioDonM> You start off by specifying the tileset you want and how big to make the area...
<BioDonM> then the NWToolset will generate an area using the default terrain (such as grass or plains)...
<BioDonM> finally, you go through the palette and make the modifications you want...
<BioDonM> different terrain (grass, water, forest), groups (barns, inns) , and features (obelisks, open graves). GA
<Jonric> <Keledron> Just a simple ? for Bioware... when can we get a chance to drool over some more screenshots. :)
<BioTrent> Me
<BioTrent> We're going to go a little low key as the entire team starts working insane hours towards E#
<BioTrent> E3 that is
<BioTrent> But we'll try and release a number of new shots
<BioTrent> more often
<BioTrent> Qa
<Jonric> <Cole_Redblade> Will there be older faces, such as with wrinkle lines and grey hair/beards?
<BioTrent> Me
<BioTrent> We're light on the Art side tonight
<BioTrent> We'll have a number of face variants, including older faces
<BioTrent> QA
<Jonric> <Imrik> Does NWN use the new built in features of the Geforce3?
<BioScott> Mine
<BioTrent> Scott?
<BioScott> We are using a variety of features to get improved performance and we are putting in support..
<BioScott> for several specific features. There will also be support for other video cards too, but I can't comment on the specifics at this point.
<BioScott> QA
<Jonric> <Cleric_Theobald_LoK_AGM> what will be the requirements from an individual to participate in the beta test?
<BioScott> Lucky?
<Jonric> and thanks for spending my money for me scott 8-)
<BioTrent> A heartbeat and a quick mouse finger
<BioTrent> We'll post a signup and it will be first come, fist serve
<BioTrent> Ouch, first serve
<BioTrent> QA
<Jonric> <Elf_QuelThal> How is the development with the NeverWinter Nights music going? Will we have a few mp3 files to download?
<BioTrent> Me
<BioTrent> We're still in the music planning stage.
<BioTrent> We haven't got the exact feel nailed down yet
<BioTrent> Qa
<Jonric> <NWC_Snake> My main concerns are tilesets and monster complement...I'd like to know what we will have to work with so we can work on encounters
<BioTrent> Me again
<BioTrent> We got silly with monsters
<BioTrent> There are going to be around 200 different monsters total
<BioScott> Silly. huh, That's an understatement
<BioTrent> There is a good variety in the tilesets, with 9 distinct sets
<BioTrent> QA
<Jonric> <Atma_Nexus> How are you planning on handling feats like Dodge, Expertise, Power Attack, and such, where players can choose a variable target or modifier each round?
<BioTrent> Brennon?
<BioBrenon> Sure
<BioBrenon> Well essentially while you're in combat you have the option of chosing different attacks in real time, if you choose something like Power-Attack, your next attack will have the appropriate modifiers...
<BioBrenon> QA
<BioTrent> We're going to hard set a modifer
<Jonric> <NWNSS_Snowman> Iam a professional 3d animator, i was wondering if us users will be able to create our own monster models and bring them into the game to suppliment what is already there?
<BioTrent> Scott?
<BioScott> Thanks, Trent [sends me the hard ones :) ]
<BioScott> We are still working out all the details involved in this. We are hoping to encourage as much user created content as we can, but our first goal is to ensure a good experience for the players.
<BioScott> If we can work out a system for allowing models and animation support without compromising this, then we will try to include it.
<BioScott> We will have a better idea about this as we get closer to release. QA
<Jonric> <Griffyn> Will there be a wide variety of character and monster animations that we could use, like throwing animations, sitting, sleeping, dancing. tripping, drunk, creeping ect
<BioTrent> I'll check
<BioTrent> Run MDLedit
<BioDonM> That's not a real editor! ;^)
<BioTrent> Ok, too many animations to count.
<BioTrent> Sorry, MdlView
<BioDonM> ;^)
<BioTrent> Player characters currently have around 150 animations
<BioTrent> We are going to do more as we get closer
<BioTrent> Right now we have sit, drink, worship, wave,etc..
<BioTrent> QA
<Jonric> <Gedron> I'd like to know about the voice comunication interface... is it a definate thing yet? any knowledge on how it will be implimented?
<BioScott> And a few rude gestures :)
<BioTrent> Heh
<BioTrent> The communication is still in the early phases
<BioTrent> We've planned out the quickchat system
<BioTrent> It should go in easy
<BioTrent> The voice chat is either going to be a breeze or a serious pain in the a$$
<BioTrent> We'll know more as we get closer
<BioTrent> QA
<Jonric> <Gnome_Korak> Will you be releasing doc on scripting any earlier than beta so that we have a chance to get over the language learning curve during beta? Pretty Pleeeeease?
<BioTrent> Yes.
<BioTrent> As we get closer we'll release more info about the scripting language
<Luke_At_BioWare> Although part of that beta will be learning how long it takes a user to get over that learning curve, I'm sure. We need to know that as well.
<BioTrent> Yes.
<Jonric> <CylentWolf_LPATO> can you make plug ins for the tool set? I know this kind of follows on the whole custom content, but if one could make a random dungeon creator it would be nice as a plug in.
<BioTrent> We'll get as much info out as we can
<BioTrent> Don, Pat?
<BioDonM> K...
<BioDonM> It's an interesting idea...
<BioScott> Translation : Interesting = hard
<BioDonM> still thinking...
<BioScott> ;)
<BioDonM> I'd love to support it but at this point our schedule is pretty tight.
<BioDonM> but who knows? If things go well over the next few months people might be pleasantly surprised.
<BioDonM> ga
<Jonric> <Helsnicht> Are you planing on adding ablilities not in the PHB for classes that are loosing some of their abilities due to computer game limitations?
<BioScott> I will answer this.
<BioTrent> K
<BioScott> It's pretty safe to say that this will be true. Some things just don't make sense in a computer setting...
<BioScott> We will be play testing to make sure that all the classes are fun and balanced. To do this we will probably have to add or change some of the class abilites, but we will only do this as a last resort.
<BioScott> I don't want to give any specifics until we have done some play testing with them. QA
<Jonric> <Dwarf_No_Beer_For_My_Beard> When you die in the game what happens? Do you lose your equipment, a level, your best item? Are you resurrected?
<BioTrent> Me
<BioTrent> The death consequence is based on the server setting
<BioTrent> Everthing from losing everything to no penalty
<BioTrent> to an xp loss
<BioTrent> You can't lose xp beyond what you had when you joined
<BioTrent> QA
<Jonric> <Baggins> Will players, npcs, monsters etc be able to ride in the carts that we have seen burning?
<BioTrent> Sadly, no
<BioTrent> The carts are static
<BioTrent> You could climb in, but a burning cart is a bad place to be
<BioTrent> :)
<BioTrent> QA
<Jonric> <Wolf> Looking at the nvidia screen shots, has me interested. What kind of cinematic control of the view does the tool set allow for things like in game cut scenes? Are there limitations based on the main top down no-sky design?
<Jonric> <Rolo> May a teleport operation be done that is unnoticable to the players between identical tiles within the same area?
<Jonric> ops
<BioTrent> Gurk
<BioTrent> We're still going over the camera control
<Jonric> 2 for the price on none
<BioTrent> We'll know more later
<BioTrent> If the area is designed to be the same in both places it may fool the player
<BioTrent> There may be a little delay or effect though.
<BioTrent> QA
<Jonric> <Aelfborne_Reais> could you have your own house on your own server but be able to lock it ?
<BioTrent> Yes
<BioTrent> When you build the door, you create a key
<BioScott> You give both the door and the key a password
<BioTrent> The module creator can place the key wherever he/she wishes
<BioScott> That way you can make multi keys for that door.
<BioTrent> QA
<Jonric> <Tsul_at_Nexus> Can Models be made partially Transparent? Example, Can a Ghostly Dragon be created that isn't invisible but players can see through?
<BioTrent> Scott?
<BioTrent> Heh
<BioScott> Yes. QA
<Jonric> <Khadgar> Since NWN will feature player run shops, will it be like UO and make the players supply their own shops, or will there be some form of wholesale supplier we can buy items from?
<BioTrent> Player run shops will be a specific module created event
<BioTrent> So, whatever supplier you script in will exist
<BioTrent> QA
<Jonric> <BDS-Baenon> If I gave Limited DM rights to a player valid for a specific area only, Would those rights be revoked when he leaves? (without him having to disconnect and reconnect?)
<BioTrent> The player would have to log in as a DM
<BioTrent> in the first place
<BioTrent> You can't be promoted from a player in the same session
<BioScott> Limited DM rights would apply to the entire module not to specific areas.
<BioTrent> QA
<Jonric> <vVWVv> Will the scripting in NWN allow NPC characters that can almost have lives of their own, e.g, script an NPC with a schedule each day to go to work, buy things from stores, and close his place up at the end of the day when he goes home. Will it allow for these characters to react to a whole lot of events in the world and vary their actions based on what has happened?
<BioTrent> Yes
<BioScott> Sim-medival peasant!!
<BioTrent> We're giving a number of events for you to attach scripts to like: on attack, on sight, etc
<BioTrent> So go crazy, script a day in the life of a peasant
<BioTrent> QA
<Jonric> <Dwarf_Munkie_championofgnomes> How will characters travel long distances, say a distance that would take a month. Will the time be ignored, or will the player have to manually walk the whole thing. Will there be any form of quicker movement since there's no horses?
<BioScott> I'll take this.
<BioTrent> Hopefully characters won't have to travel long distances
<BioTrent> K
<BioScott> In our campain we will be focusing on adventure hot spots (much like BG2). The player created modules are open for both quick travel and actual running accross areas....
<BioScott> In a truly multiplayer environment time compression doen't really work for the players, but the NPC's can be scripted to deal with it. QA
<Jonric> <Aldeth> Can players take snapshots in the game? Using it to frame a moment of glory
<BioTrent> Yes.
<BioTrent> It works right now
<BioTrent> The printscreen key
<BioTrent> QA
<Jonric> <TheRelentless> It was mentioned on the NWN Boards that some buildings will have a preset interior area. Is it a hard coded are, or can we basically say, "No I want this little building to have an immense interior that totally defies the laws of physics?"
<BioTrent> We revised this
<BioDonM> got it
<BioTrent> K
<BioDonM> As I understand it...;^)
<BioDonM> When you place certain groups...
<BioDonM> The NWToolset will prompt you to use the default interior
<BioDonM> If you would like to make your own, just say "No" ;^)
<BioDonM> ga
<Jonric> <Nenlaven> Will we have the ability to set off sound events? For instance if players are walking through an area, can we trigger a dragon roar to play on their speakers at any time we choose, even if there is not a dragon around?
<BioTrent> It's QA don
<BioTrent> Pat?
<BioDonM> GA = Go Ahead; QA = ? ;^)
<Jonric> qa, ga i'm bilingual 8-)
<BioScott> Yes. QA
<BioTrent> Fine, get all correct on me
<BioDonM> I stand corrected
* BioBrad slaps RayAtBio around a bit with a large trout
<RayAtBio> Ouch!
<BioTrent> What's with the trout?
<BioBob> no - not the large trout! *runs*
<RayAtBio> It hurt...
<BioPatC> A player can place a sound object in the area to trigger off sounds as players walk by it
<BioPatC> ga
<Jonric> <bughunter> Have you given any consideration to persistent world time and scale issues that might need to be different than those for an adventure module?
<BioTrent> Scottie?
<BioScott> k
<BioTrent> Beam me up
<BioTrent> Heh
<BioScott> We are considering having a setting for controlling the rate the time advances. It would be set on a module basis. ....
<BioTrent> This could be a post ship feature
<BioTrent> Too much work
<BioScott> You can set whether a module is running with a true day/night cycle or you can have time static and set specific times on an area by area .
<BioTrent> Must make programmers work faster
<BioScott> qa
<Jonric> <NWN_Haven> Will the spell Teleport be in the game? and if so will it be possible to teleport through portals?
<Jonric> so everyone knows, we're going to go until half past
<BioTrent> Teleport would only allow you to go to an area you had already visited
<BioTrent> not through a portal
<BioTrent> ga
<BioTrent> ga ga
<BioTrent> go go
<Jonric> <Cole_Redblade> #2 - Will we be able to save individual things we have made in the toolset (items, NPCs, scripts, etc) for use in other modules?
<BioTrent> grrrk
<BioTrent> Don?
<BioDonM> k
<BioTrent> DonMMMMM
<BioDonM> The approach we're working with right now is an import feature...
<BioDonM> You would decide to import an item / creature from one module into the one you're currently working on.
<BioDonM> QA
<Jonric> <Cespenar> How are you planning on tackling illusions? In most CRPGs illusions are all but useless (If implemented at all). Is this something you've had time to address?
<BioScott> mine
<BioTrent> Good
<BioTrent> I didn't want it
<BioTrent> snappy bugger
<BioTrent> Grrr
<BioScott> Illusions are handled by a each player independently...
<BioTrent> Where's that trout?
<BioScott> If you see someone swinging at nothing, you don't know whether it is a illus creature or an invisible one.
<BioScott> Until the player dies of course :) QA
<Jonric> <Dwarf_No_Beer_For_My_Beard> Will there be any support for guild and clans?
<BioTrent> We're planning "Adventuring Companies" in the matching service
<BioTrent> This area is still under construction
<BioTrent> GA ga
<Jonric> <Atma_Nexus> How "Customizable" are the terrain types. IE, can I change the overall hue/tint/saturation on tiles to make areas look more surreal/washed out, like a forest with the saturation turned down and some fog to make an eerie looking petrified forest?
<BioScott> I'll take this...
<BioDonM> k
<BioTrent> Anyone, Bueller, Bueller?
<BioScott> You can set the overall lighting settins, the fog intensity and color. weather settings ...
<BioTrent> I like settins
<BioTrent> Them's good arright
<BioScott> Some tiles will have custom lighting settings that you can set too.
<Jonric> ok, and how about.... <Tsul_at_Nexus> Can Spell-Effects be Colored, at least via scripting? Could a spell's palette be changed for special scripted effects?
<BioTrent> Sadly, we have to cook the colour into the spells
<BioScott> There is a large number of effects ...
<BioTrent> Mark won't let us have the bandwidth to send spell colours
<BioTrent> He's a bandwidth Nazi
<BioScott> He wants the game to play without lag, imagine that :)
<BioTrent> Something about "you want 64 players, then shaddup"
<BioTrent> GA
<Jonric> <DarkGriffyn> will some of the older premade quests for Ad&D be remade for NWN after its release or will it be up to us players to remake them ourselves?
<BioTrent> In a few earlier conversations with TSR, WoTC, Hasbro, etc
<BioTrent> They were interested in creating a number of the oldies
<BioTrent> I haven't talked to anyone about this for a bit, but they were interested
<BioTrent> GA
<Jonric> <vVWVv> Will NWN allow a variation in height with tilesets, from the screenshots and movies the ground seems to remain fairly level, i'd like to know if we can have buildings placed on hills, rocky ground, valleys and such
<BioDonM> Mine
<BioTrent> AnYoNe?
<BioTrent> (supposed to be hills and valleys)
<BioDonM> Definitely... The NWToolset will support raising and lowering terrain...
<BioDonM> In addition certain terrain types will give perceptions of bottomless pits and fog filled valleys.
<BioDonM> GA
<BioTrent> go
<Jonric> <ThunderMage> With spells like magic missile, can we select multiple targets for the spell as by the 3rd Ed rules?
<BioTrent> go go
<BioTrent> Noel?
<BioNoel> er...
<BioScott> Not at this time. This could change. QA
<BioNoel> Thanks.
<Jonric> <Gnome_Korak> "Will item glow/flame type effects be seen on wielded weapons - we see a glowing sword in a screenshot? Or was it Detect Magic perhaps?"
<BioScott> mine
<BioTrent> Grrr
<BioScott> There will be some visual effects that you can apply to certain weapons types...
<BioScott> The glowing sword in the screen shot was just a light glint from the metal.
<BioScott> Trent has something to say about the effects ...?
<Jonric> <Lukahn> Is changed state for NPC/triggers/objects saved when a module is unloaded? Can we export this data to other modules as well?
<BioTrent> We'll do a number of effects for weapons
<BioTrent> Yes, if you save the module
<BioTrent> ga
<Jonric> <Elf_QuelThal> How will spell memorization work? I understand that one can't wait 8 hours real time, but how is it done?
<BioTrent> Me Me m e
<Jonric> a couple more questions
<BioTrent> Memorization is based on time since you last memorized
<BioTrent> You can't memorize for a period after combat either
<BioTrent> The act of memorizing is quite quick, so you don't have to wait around
<BioTrent> But you can't cast, then re-mem, then cast, etc...
<BioTrent> GA
<Jonric> <Vamphyri> If this hasn't been asked already, can you ask if they're still going with a level cap of 20 or will they use a Experience Point cap (XP cap is better IMO). Thank you!
<BioTrent> in 3E they are the same
<BioScott> All classes advance at the same XP rate
<Jonric> and last but not least <BDS-Baenon> on Beta: Given the announcement of your Beta, Are you going to allow only a set amount of testers? say maybe 500 - 1000?
<BioTrent> ga
<BioTrent> We'll allow as many as we can manage before our QA manager goes insane
<BioTrent> How about one more?
<Luke_At_BioWare> That's 20 total levels, so the effect is the same as an XP cap as well. You won't see 20/20/20 characters, you will see 10/6/4
<BioTrent> ga
<Jonric> <Daelin> Are languages and literacy implimented to any degree? <elven> Could I say, markup my dialog in elven and have the server filter it,</elven> <orc> and maybe write a book in it?</orc>
<BioTrent> We wanted to do this, but we had to put it into the expansion file
<BioTrent> there wasn't enough deve time to do it right
<BioTrent> Thanks for coming out everyone
<Jonric> We're going to unmoderate in a few seconds, but before that, thanks very much to the tem members and all you fans for attending and for some great questions. And look for the log too be posted shortly on RPG Vault
<BioTrent> Fun was had
<BioScott> Bye !!!
<BioDonM> Back to work!


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