IGN
Vault Chat (June 8, 2001)
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Attendees from Bioware:
Bob McCabe, Brad Grier, Derek French, Don Moar, Luke Kristjanson, Marc Holmes, Mark Brockington, Ray Muzyka, Rob Bartel, Robin Mayne
Thanks to our own Blackthorne for logging the chat and thanks to me for editing it and making a few corrections here and there. ;)
<Maximus_NwVault>
Ok, we will now start the chat. Please address your questions to
Jonric or myself. I'd like to thank the team from BioWare for taking
the time to chat with us tonight. Maybe you can all introduce yourselves.
:)
<Bio_DerekF> Derek French, Assistant Producer and Apprentice
Monkey Boy
<bio_ray> I'm Ray Muzyka, Joint CEO of BioWare and
co-executive producer
<Bio_Brad-AWAY> I'm Brad Grier, BioWare PR... and I'm
really not away...
<Bio_Robin> Robin Mayne, web monkey
<Bio_Robin> ... and I am not really here...
<bio_marc> And he does have a mane. Big hair - roadie
style
<Maximus_NwVault> Heh... Ok, ready for the first question.
Please use GA for Go ahead.
<Jonric> Please message me or Maximus with your questions.
One per person, and no begging for your question to be asked pls.
8-)
<Bio_Bob> bob mccabe - writing & design - no hair
(sorry, I'm always late)
Q: <barjin_modulefactory> Are there going to be more than one water/river tiles like fast moving, slow moving, and is there going to be a possibility to chose a color for the water? (dark tainted water)
<bio_marc>
Hi - re the water - we are working on an effect for moving water
that will look good in all weather conditions, but that does mean
that right now you cannot change the water color. It will be set
by the choice of tile set.
Q: <paradigm> In what ways does Neverwinter Nights stray from the D&D rules?
<bio_marc>
Combat is a lot faster... he he
<bio_Rob> Actually, it's always a balancing act
when converting from the pen-and-paper rules to the computer. With
NWN, I think we've done a tighter job of integrating the two than
had been possible with the BG series. I guess you'll have to be
the judge once we release. =)
Q: It has been stated that one can create an "intelligent sword". Could that be a creature that uses a sword model, and move around on its own? Can one create an object that uses a creature model?
<bio_Rob>
Hmm. Not sure where you heard that but you will probably be able
to *script* an intelligent sword like the one found in BG2. We've
discussed floating swords in relation to Lord Never's tomb beneath
Neverwinter (see Volo's Guide to the North) but I don't know if
a final decision has been made.
Q: <Cain> I want to know about importing custom tilesets and textures. Will that be possible and how easy?
<bio_marc>
Hi Cain - ok, custom stuff- big question... let's see. We can't
really support user created stuff in any real sense - there are
too many things that could go wrong. But we are not doing anything
to make it difficult to create your own art and we are helping where
we can, by making the tools available. Tilesets are created in 3ds
max, and have to be exported into the game - we can make those max
scripts available after release.
Making custom creatures is also possible, but you will have to understand
how to make low poly creatures and you'll have to stick to the skeletons
we provide so for instance, you can make a new minotaur by modeling
over top of the minotaur skeleton, and then all the animation will
automatically work. So, basically, doing your own content is not
too difficult, providing you have the software and the skills -
and we will do everything we can do to help, short of QA'ing your
content.
<Bio_DonM> A nifty little editor has been added to
the NWToolset already... and we'll be evaluating it over the next
while.
Q: Fame and Reputation -- is the scale for fame and reputation established yet so we can set these?
<Bio_DonM>
We're working on the faction / reputation system...
Q: <squeaker> Who does their QA testing, do they have a team (can I apply:), and I mean their technical QA, not playtesting
<bio_Rob>
Over the course of BG2 development, we've built up an internal testing
division here at BioWare. They do a lot of hard work and pull a
lot of long hours in order to bring you a quality A-grade title.
In the past, we've also relied on Interplay's testing staff (a small
team usually comes up to Edmonton to suffer through a good Canadian
winter on your behalf... ;o). I'm not sure if they'll be involved
in NWN testing or not. We'll have to see. As for applying for a
testing position, I can't speak for Interplay but we're always interested
in seeing a solid, well-presented job application.
Q: <Sarramark> What information will be recorded in the log file? Could a DM determine that player A cast fireball in tile A6 level 2 (e.g.the second story of a merchant's house) at 10AM on Marpenoth 15?
<Bio_MarkB>
Sarramark, with a little bit of creative scripting, that is entirely
possible. :-)
<bio_Rob>
Ollopa - Yes, it's a web. You can have have inter-server portals
(and in-module area transitions) going to and from wherever you
want. If you want to set it up as a quilt, you can do so but we
won't limit you to only that.
Q: I wonder how and if these things are handled in the game. Can I take my thief character, attack a merchant, steal his money and run away only to come back the next day and have him treat me as a valued customer?
<Bio_MarkB> We've been working on the reputation system over the last week. If you don't script your merchant, you could =] The default will probably be that the merchant will have forgotten most of the earlier transgression, but a lot of NPCs are like elephants. They never forget the really bad things that happen.
<Bio_Luke>
In a persistent setting you could have that merchant have as long
a memory as you want. Within the few hours of a module though, we
may be a little more forgiving.
Q: <Cat-Herder> What has been, in your collective opinions, the most challenging aspect of working on Neverwinter?
<Bio_DonM>
Everyone, line forms on me... ;^) Personally, in terms of
the NWToolset, I find keeping track of all the things we have to
do and then taking into account how we want to do something and
how the end-user will want to do something is a big juggling act
- and I'm not that coordinated.
<bio_Rob>
Absolutely. There's a special abilities tab in the creature editor
that lets you assign things like "Firebreath," etc. We're hoping
to have a robust default script that uses all of that stuff in an
intelligent fashion. You can also custom script specific use of
it. Spellcasting and melee combat will be integrated into that as
well.
<bio_marc>
hi rjs3 - there's two kinds of light in the engine, and most tile
lighting is done with 'static' lighting which is pre-calculated.
There are also dynamic lights, like your shadow casting torch. If
you set up your area with torchlight, then you will be able to douse
it via a script in which the lights go out at your pre-determined
event.
<bio_marc>
hey cael - yes we have thunder and lighting, you can dial up whatever
storm you want from gentle rain and mist, to heavy story with ground
shaking lightning.
<Bio_Luke>
If you mean, what are we doing for PCs you played in the BG series,
you can import them into Neverwinter. They will be adapted to third
edition, of course, which will alter a number of things. Also, Vault
approved characters will have to start at first level... As for
the various NPCs, such as other party members or major villains
you might have liked to see make a return appearance, some will
be popping up in the new story in a small way, though most will
be used very sparingly...The histories of a few items might make
reference to events that were big in our other games, for example...
If that's not enough of a return for someone you really liked, well,
you can always feel free to make a version of them for your own
custom module :)
<bio_Rob>
We currently support 256 different properties on any given item.
There will be a few sub-restrictions on that as well (while you
can have your sword do both lightning and poison damage, you can't
have both visual effects active on the same item). There will be
some other sub-restrictions as well but we're trying to keep it
as open as possible.
<bio_preston> The thieving skills in general are more robust in NWN. We wanted to give thieves more of chance to be thieves instead of stealthy fighters. Traps and stealth will provide for some interesting strategies.
<bio_marc>
preston is a big thief fan... he's soloing bg2 with a thief right
now....
<bio_marc>
Re: Shields - we are not really done working on shields yet. We
started with the weapons first, and have not got there quite yet.
<bio_Rob> While we don't have any specific beta plans in place yet, we do intend to host a limited beta of both the game and the toolset prior to release. We'll be trying to get a beta out to all of the major community leaders and fan projects so cross your fingers - we'd certainly like to have you. =o)
<Bio_DerekF>
The toolset cannot be separated from the game, so there will be
no early release of the toolset.
<Bio_DonM>
We're still developing the DM Client and can't really comment too
much about it right now.
<bio_Rob>
D&D is a tactical game and we want to represent that as much
as possible. I believe flanking is still in and there are all of
the special combat maneuvers, spells, etc. While I can't promise
what will and won't be in the final release, we promise that it
won't be a "Whoever has the most hit points wins" situation.
<Bio_MarkB>
NeoJoe, it depends on your problem-solving skill levels. For someone
who has never programmed before, jumping into the scripting language
can be difficult. However, for those who have programmed before...
most of the designers are finding it relatively easy. It's the little
differences from familiar languages that are catching them off-guard.
<bio_Rob>
We've discussed adding a couple more hooks but I don't know if it
will be anything robust enough to hang a custom skills/feats system
on. You're probably better off using an item-based work-around.
Time will tell.
<bio_Rob>
As mentioned earlier, we're hoping to do a limited beta prior to
release and that would include both game and toolset. Unfortunately,
that won't be available to everyone. As for a cover mount on a magazine,
that might happen but it's really too early to tell.
<bio_Rob>
We're implementing all of the cleric domains present in the PHB.
While we don't have the necessary dev time to implement each of
the domain-specific special abilities, each one will have a full
spell list of 9 spells for you to choose from. We're not sure exactly
which gods we'll be including in the list of prefabs but if there's
one we don't include, you'll be able to create them yourselves using
the core domains (and a fully customizable name.) Add-ons may include
more deity and domain options.
<Bio_DonM>
Yes, the DM will have the ability to award XP during play.
<Bio_MarkB>
Shadowhunter, we intend on having what we call "server characters".
These characters are created on the server, and never actually leave
the server. Thus, it would be extremely difficult for characters
to be tampered with, unless you were the server administrator.
<Bio_MarkB>
Quick answer: No. It is automatic.
<bio_Rob>
It's hard to say what form the expansions will take. It could be
a content pack (new creatures, tilesets, suits of armor, item properties,
etc), or it could be all tied together with a story. This is a good
topic for the message board, actually. Tell us which format you'd
prefer.
A story-oriented one will probably take more time and testing than
a pure content pack.
<bio_Rob>
It's primarily a data-handling issue. But don't worry about there
not being enough variety. We're planning to have literally thousands
of different magical weapon variations on the game, across a wide
range of power levels. On top of that, you have a talented group
of DMs and amateur module designers in the community and I can promise
you that there'll be plenty of cool items coming form them. And,
if you still don't feel you have that *perfect* item for your character,
just hop into the toolset and make it for yourself. Trust me, I
don't think item variety will be a concern. ;o)
<bio_Rob>
We're still working out the details but we're committed to providing
a solid documentation basis for the game. Some may take the form
of printed manuals, some may take the form of online documentation,
a lot of it may even be directly accessible from within the game.
We'll have to see what makes most sense where.
<bio_Rob>
I smell a trout...
<Bio_Brad> It's just the fridge...
<Bio_Bob> you can't fool us brad; we know about you
and your fish obsession ;)
<Bio_DerekF> oiy
<Bio_Brad> Salmon...or maybe Pike
<Bio_MarkB> Specific types of items can only be equipped
in specific inventory slots.
I'm not sure whether the miscellaneous item base type can be equipped
in the right hand or not... I don't have my data file viewer handy.
If it can be equipped in the right hand, I don't see how you couldn't
enjoy a good fish whamping contest.
<Bio_Brad> ...uh, MarkB..this is a family chat...
<bio_Rob>
Bards will have plenty of special bardic abilities to draw from.
Off the top of my head, I forget if any are specifically charm-based
or not but bards will basically be good backup support for any party.
<Bio_MarkB>
Error handling is something we've put a lot of work into in the
virtual machine... we've tried to make it as error-proof as possible.
If the operands attempt to access things that are not valid, the
functions either return default values... or tell the script to
stop execution at that point. There should be nothing (knock on
wood) that causes the virtual machine to crash the server.
<bio_Rob>
We really liked how the romances in BG turned out and the fan community
seemed to really appreciate them as well (male and female alike).
That said, with henchmen not following the player from module to
module, a solid BG2-style romance isn't really viable. We don't
want to leave you with a one-noght stand, uh... one-night stamd,
that is.
<Bio_DerekF> LOL
<bio_Rob> But don't worry, I'm sure there will be romances
included in a lot of the fan-created modules.
<bio_Rob> Oh, shoot... one-night sta*n*d... Man, I'm
tongue-tied.
<bio_Rob> I'm going to shut up now and go blush in
a corner. ;o)
<Bio_Brad> Ok, no more beer for Rob
<bio_Rob> Whoah...
<Bio_Bob> or talk about romance :)
<bio_Rob>
You will be able to customize your own package - I just don't know
if there's a way to spit that back into the list of prefabs existing
in the character generation process.
<Bio_PatChan>
Each item will have a basic default (unidentified) description and
an identified description. The user will be able to add in custom
text as well to provide more background/story to the item in the
custom description field.
<Bio_MarkB>
Yes, the data is usually saved on the server that the character
went to.
However, we've been talking about separating some of the character
data from the save game... so we could store all of the character
data into a "shared" subdirectory for multi-server worlds. We haven't
decided if we're going to take that route yet, but there are some
definite advantages to the separation of game and characters.
<bio_marc>
Hey Carnom... you are always in the center of the screen, you have
manual control to rotate the camera or zoom in and out, but you
cannot translate away from center. There will also be automatic
camera control to some degree. We are polishing that right now,
so I cannot say how it will finally work...
<Bio_Luke>
The number of weapons is quite extensive, including many exotic
variants. 3rd edition lists many of them in the new PHB, as they
have included them in the new exotic weapons proficiency. We've
katana, nunchaku, kama, and a number of others from lands far away.
<Bio_MarkB>
Adventure scaling will be handled through our encounter system.
The encounters will have lists of creatures that may be spawned
in, and the encounter will choose automatically which monsters to
spawn in. It will try to gear the encounter towards the CR of the
combatants... so you won't see a baalor up against a 1st level character.
:-)
<bio_Rob>
No animal handling, unfortunately. We want you out adventuring rather
than hanging around in your living room going "Pet the Vrock...
Slap the Vrock..." Basically, if you want a vrock henchman, the
DM or module designer will drop one into the module for you. That
way everyone's happy... Well, except for the enthralled vrock. =o)
<Bio_MarkB> That should be relatively straightforward for the toolset to do ... so I'll let a toolset guy answer that. :-)
<Bio_DonM> Wait; I've got it... We hadn't planned on it...
<Bio_Brad> Big Don on tools... I can't wait.
<Bio_DonM>
We've got a lot of other cool features, we'd like to get in, first,
but if time permits, maybe. How's that for a firm answer?
<bio_Rob> Not only do we have die rolls in the scripting language, we've actually snuck them right into the radial menu, I think under the Socializations menu.
<bio_marc>
Rob's just been WAITING for someone to ask that! Hehe.
<bio_Rob> I seeded the audience.
<bio_marc> HE MADE me do all the icons!!@!! what a
dinosaur....
<bio_Rob> A six-sider, Marc! A six-sider!
* Bio_DerekF rolls a die. A 5!
<bio_Rob> Basically, the output would be "Grandfalloon
rolls a 5 on a d20."
<Bio_MarkB>
Unfortunately, we don't have a walkmesh that can be ignored for
specific creatures. The ghosts would have to use the halls and doorways
just like the rest of us.
<Bio_Luke> it could be scripted to walk to a point
along the wall, destroy itself, then create itself on the other
side though. Involved solution, but could be done.
<Bio_Luke>
You cannot move walls on the fly. You can, however, physically
move those players if you want.
<Bio_Luke> There will be simple walkthroughs, as well as pointers for the more complex stuff. We'll do what we can, and make sure the resources are there for those that need them.
<Bio_Brad>
Thanks folks, we really appreciate the opportunity...
<Maximus_NwVault> Thanks everyone!!
<Jonric> good night everyone
<Bio_Robin> g'night
<Maximus_NwVault> Good night and see you at the boards.
:)
<bio_marc> Thanks All, see ya next time...
<Bio_Luke> Later.
<bio_Rob> Take care all, and thanks for coming out.