chevalier
Tue, 24th Aug '04, 1:47pm
Here are today's Neverwinter Nights 2 forum highlights, collected by NWVault (http://nwvault.ign.com) from Obsidian Forums (http://forums.obsidianent.com/index.php?showforum=21). 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.
<font size="3" face="Verdana, Arial" color="#cc6600">Feargus Urquhart, CEO</font>
Other Languages ('http://forums.obsidianent.com/index.php?showtopic=8111&hl=')
Don't hold me to this, but the game will probably be translated into French, German, Spanish and Italian at first. I'd also like to look into other languages like Polish and Russian, but I'm not sure how much time we'll have to do that.
<font size="3" face="Verdana, Arial" color="#cc6600">FrankK, Programmer</font>
Treasure Generation ('http://forums.obsidianent.com/index.php?showtopic=8923&hl=')
Ideally I'd like to see the following order of operation when generatiing loot (opinions of the programmer do not represent Obsidian Entertainment):
check to see if the creature/chest has assigned loot from a designer,
if it has no loot, check to see if the creature/chest has a script to generate loot,
if all those fail, generate loot from a 2DA system that is flexible enough to change based on the area, etc and can construct items ala the DMG.
If you don't wish the creature to drop loot, check a box in the toolset for that instance of the creature or assign an 'empty' script.
Oh, except change chest to crate. We've discussed something like the above as it offers the designers several fallbacks depending on their level of comfort with assigning loot, scripting or 2da work. Again, options for the end-user is the key. Your suggestions are all good ones and we'll take them into consideration when we settle on a plan.
<font size="3" face="Verdana, Arial" color="#cc6600">Feargus Urquhart, CEO</font>
Other Languages ('http://forums.obsidianent.com/index.php?showtopic=8111&hl=')
Don't hold me to this, but the game will probably be translated into French, German, Spanish and Italian at first. I'd also like to look into other languages like Polish and Russian, but I'm not sure how much time we'll have to do that.
<font size="3" face="Verdana, Arial" color="#cc6600">FrankK, Programmer</font>
Treasure Generation ('http://forums.obsidianent.com/index.php?showtopic=8923&hl=')
Ideally I'd like to see the following order of operation when generatiing loot (opinions of the programmer do not represent Obsidian Entertainment):
check to see if the creature/chest has assigned loot from a designer,
if it has no loot, check to see if the creature/chest has a script to generate loot,
if all those fail, generate loot from a 2DA system that is flexible enough to change based on the area, etc and can construct items ala the DMG.
If you don't wish the creature to drop loot, check a box in the toolset for that instance of the creature or assign an 'empty' script.
Oh, except change chest to crate. We've discussed something like the above as it offers the designers several fallbacks depending on their level of comfort with assigning loot, scripting or 2da work. Again, options for the end-user is the key. Your suggestions are all good ones and we'll take them into consideration when we settle on a plan.