View Full Version : Neverwinter Nights 2 Forum News (Jan. 15, 05)


chevalier
Mon, 17th Jan '05, 4:36am
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">Brian Lawson, Graphics Programming</font>

Tilesets and pathnodes ('http://forums.obsidianent.com/index.php?showtopic=28426&hl=')
<hr />Some how I picture getting a blank tile and then just laying down ground whether it be snow, dessert, grass, and then being able to color it, along with the buildings or structures etc.. is it just a dream??<hr />We have the same dreams and visions... Only the burden falls upon us to make it happen. Whether it will or won't happen...I can't say.

<font size="3" face="Verdana, Arial" color="#cc6600">Ferret, Developer</font>

Forums ('http://forums.obsidianent.com/index.php?showtopic=28636&hl=')
Overall I think we're reasonably chatty on the forums. But there is definitely a limited amount of things we can talk about at this stage in the project. So we read, we care - even if we don't post

Potions ('http://forums.obsidianent.com/index.php?showtopic=28645&hl=')
Just a side note, NWN2 probably won't have as many potions since we've got a party of 4. That means we'll expect that the player has a healer with them, either that or the player is being fancy.

<font size="3" face="Verdana, Arial" color="#cc6600">Jason Keeney, Programmer</font>

Tilesets ('http://forums.obsidianent.com/index.php?showtopic=28626&hl=')
Its highly unlikely that the tiles will be anything but square... but there are a lot of changes for the way tiles work that should help to elimitnate the feeling of "squareness." And FYI, octatons dont tile together.... only triangles, squares and hexagons would tile properly.

Z axis ('http://forums.obsidianent.com/index.php?showtopic=28572&hl=')
<hr />... new features like a Z Axis.<hr />NWN1 had a z-axis.. so if all you want is a z-axis... you've already got it. You must be new here, so allow me to repeat...

A "z-axis" is not some kind of discreet, tangable thing that is the means to any kind of gameplay end. There is no "z-axis" plugin that we can add to the engine that suddenly makes possible flying, jumping, deformable terrain, spkie pits, swimming, climbing, multi-level walk-meshes, falling, hovering, etc, etc, etc...

All of these kinds of gameplay elements are separate and independant from one another. They will or wont be included in the game for a variety of reasons, possibly technical, but even more likely for their impact on the gamepley.

Its entirely possible that we'll inlclude flying and climbing, but not jumping and swimming... or there will be multi-level walkmesheshes, but no hovering, etc, etc, etc....

For each gameplay mechanic the term "z-axis" has a very different meaning and consequence. Simply calling out for it in general is, at best, hopelessly vague.

If you want to see flying.. ask for flying. If you want climbing, ask for climbing. Its going to be a waaaaay more productive discussion.