Mollusken
Wed, 25th Aug '04, 7:16pm
Obsidian's CEO Feargus Urquhart answers more questions about Neverwinter Nights 2 at HomeLAN Fed. If you've read any of the other interviews with Urquhart lately, you've probably seen most of these questions before.
What hints can you give us about the improvements being made to Neverwinter Nights 2' graphics compared to the first game?
Well to start, we are pretty much rewriting the entire graphics system and putting in the latest effects and technology. For instance, we have normal mapping in today and it is looking amazing. One of our artists, Aaron Brown, created a 500,000 polygon house that we then bake to a much lower polygon model of the same house. The result gives us a normal map which the engine uses to display incredibly high detail shadowing without the massive amount of geometry in memory. Our current female test character is at about 400,000 polys - which means were are going to get amazing detail in our characters as well.
What can we expect in terms of new and improved gameplay?
There are a whole bunch of things that we are focusing on when it comes to gameplay, however the two areas that we are going to spend the most time on are companion control and the interface. We want to have your companions not only react more intelligently in combat, but really have them play a part in the story of the game, much in the way party members affected the game in Baldur's Gate 2. For the more hardcore D&D fan, we're bringing the game to the 3.5 edition rules, plus a whole lot more that we just can't talk about quite yet!
You can read everything here (http://www.homelanfed.com/index.php?id=25591).
What hints can you give us about the improvements being made to Neverwinter Nights 2' graphics compared to the first game?
Well to start, we are pretty much rewriting the entire graphics system and putting in the latest effects and technology. For instance, we have normal mapping in today and it is looking amazing. One of our artists, Aaron Brown, created a 500,000 polygon house that we then bake to a much lower polygon model of the same house. The result gives us a normal map which the engine uses to display incredibly high detail shadowing without the massive amount of geometry in memory. Our current female test character is at about 400,000 polys - which means were are going to get amazing detail in our characters as well.
What can we expect in terms of new and improved gameplay?
There are a whole bunch of things that we are focusing on when it comes to gameplay, however the two areas that we are going to spend the most time on are companion control and the interface. We want to have your companions not only react more intelligently in combat, but really have them play a part in the story of the game, much in the way party members affected the game in Baldur's Gate 2. For the more hardcore D&D fan, we're bringing the game to the 3.5 edition rules, plus a whole lot more that we just can't talk about quite yet!
You can read everything here (http://www.homelanfed.com/index.php?id=25591).