View Full Version : Neverwinter Nights 2 Forum News (Apr. 01, 06)


chevalier
Mon, 3rd Apr '06, 7:32pm
Here are today's Neverwinter Nights 2 forum highlights, collected by NWVault (http://nwvault.ign.com). 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">Adam Brennecke, Programmer</font>

A french preview of NwN2 (http://nwn2forums.bioware.com//forums/viewpost.html?topic=475903&post=4058383&forum=95&highlight=)
<hr />"If it's any consolation, the actual posting date by GMT is 00:50 02/04/06....past April Fool's Day."
I noticed that too, but it’s so darn close. I will not embrace this information just jet, I don't want to get disappointed.<hr />The information is legit. (Ed. Note: The site (http://www.neverwinternights2.fr/modules/news/article.php?storyid=44) with the preview isn't loading right now but you can check out the forum for an analysis from those who saw it.)

<font size="3" face="Verdana, Arial" color="#cc6600">J.E. Sawyer, NWN2 Lead Designer</font>

Say goodbye to the radial menu [Part 2] (http://nwn2forums.bioware.com//forums/viewpost.html?topic=475822&post=4057910&forum=95&highlight=)
<hr />I don't like the sound of a new interface. It won't feel like NWN at all now. Are these drop down menus you say are like Fallout ALSO like that bad game "Pool of Radiance II" ? If so, DON'T DO IT. Its bad. http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif <hr />Context-sensitive drop-down menus have worked pretty well for every mouse-driven operating system GUI made in the past 10 years, so I don't think we're gambling much here.

<hr />Quote: The Radial menu system was one of THE most unique, and fast ways to do stuff in-game. (IMO at least--and many others I know). Why re-invent the wheel? Is it because you would have to use icon graphics for each action?<hr />The creation of the radial menu was the reinvention of the wheel. It's not like D&D games before NWN required radial menus. We have to create the same number of icon graphics either way. Well, unless you want to count the "Next Radial Level" icons that we'd have to create due to the radial's limit of eight items per level (seven if you have to include that icon).

<hr />Quote: Will this be XML so people can add plugins for it? (like World of Warcraft).<hr />Yes, it's .XML.

<hr />I do like the radial menu in NWN, but as others have already said, it had too many layers to it, making certain actions a pain.

However, this limitation could actually have been overcome by using a keypress on the keyboard in tandem with right-clicking, to bring up different types of radial menu. For example, press SHIFT and right-click to bring up a spells radial menu, or CTRL and right-click to bring up emotes etc.<hr />You'd still have to deal with the limitation of eight items per menu unless you want to abandon direct numpad mapping. The line of thought I kept coming across in the radial/numpad thread was that many people either didn't use the radial menu at all or they used the numpad to drive the radial menu. If people are just going to use the numpad to drive the radial menu, they might as well be using quickbar slots.

<hr />Quote: Actually there is a difference - I will be taking my eyes off the screen to hunt for the right keys to press on the keyboard.<hr />I don't think the muscle memory required for zipping through radial menus is any less complicated than the muscle memory required for pressing keys. If people taught themselves how to go through radials with their eyes closed, they can go through quickbars with their eyes closed.

<font size="3" face="Verdana, Arial" color="#cc6600">Nathaniel Chapman, NWN2 Q&A</font>

Confused About Area Sizing (http://nwn2forums.bioware.com//forums/viewpost.html?topic=456389&post=3867861&forum=100&highlight=)
<hr />The post stated that it was still 32x32 but that it was much larger. We already know this, the original poster even STATED this... yet the dev chimed in to tell us exactly what we already knew.

We then ask and beg to know what this "larger" means and this is completely and totally ignored. When a dev does post it isn't to help people or to give information which everyone is wanting to know.. its to talk about the stupid hills in the background!!!

The fact that they are so stubborn about not revealing this information would appear to indicate it is sensitive for some reason. Considering that our minimum expectation is that it is the same as the interior they cannot be fearful of a negative reaction to releasing the information so I can only assume (as poor as it is to do so considering they wont say much) that for some ungodly reason they believe releasing the exact size of the exterior areas will be giving away some information which they want to save to later wow us with.

Its like they have a surprise and just want to hold it in a bit longer!

Either that, or their agreement for secrecy of information covers the size of an external area, or the agreement is just a blanket one where no "technical" information can be released.

Whatever it is, it really doesn't matter.

There is nothing wrong with saying "Would love to tell you but we cannot just yet".<hr />There are several reasons why we might not release information on something right away. Among those are technical reasons, PR, the inherent moving target of system specs and optimization in game development, contractual obligations, features that may or may not be implemented based on schedule, etc. We're not withholding information because we enjoy watching the community stumble around in the dark - there are just some things that we can't talk about yet for a variety of reasons.

I want Turducken in NWN2 (http://nwn2forums.bioware.com//forums/viewpost.html?topic=459604&post=3878570&forum=95&highlight=)
Sorry, guys. Our engine doesn't support stacking poultry effects.

interface issues: or say goodbye to the radial menu (http://nwn2forums.bioware.com//forums/viewpost.html?topic=475550&post=4054260&forum=95&highlight=)
I think you'll find our nicer icons and prettier overall UI plenty exciting. The benefit for everyone else is that, in addition to being pretty, it'll be a lot easier to use http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif

More: <hr />right-click I understand, but why hold? that means I'll have to be holding the right mouse button most of the time when playing NWN2. not sure I like that.<hr />Not really true. Realise you have over a hundred quickbar slots, and can access all of your prepared spells through the Quick spell menu. I personally find that I very rarely need to use anything outside of those interfaces.

Spanish version (http://nwn2forums.bioware.com//forums/viewpost.html?topic=475529&post=4054708&forum=95&highlight=)
The game will absolutely be localized to Europe, we'd be crazy not to. There may be other non-European SKUs as well. I am not 100% sure which specific languages we're doing, though, and I'm not sure of the dates, either.

Romeo & Juliet Style Conversations (http://nwn2forums.bioware.com//forums/viewpost.html?topic=475575&post=4054715&forum=100&highlight=)
<hr />Still no over/under walkmeshes at the moment.<hr />While that may be true, there are could theoretically be ways to get around that. Just because you can't walk under a balcony doesn't mean it can't exist http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif