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Latest Baldur's Gate Enhanced Edition & General News Headlines:
» Weekly Wizards of the Coast News Round-up - May 16, 2012, 9:23 pm » Dragon Age 2 - Looking Back @ Digitally Downloaded - May 16, 2012, 1:50 am » Game of Thrones - Available in NA - May 16, 2012, 1:50 am » Diablo 3 - Miscellaneous Roundup - May 16, 2012, 1:50 am » Dragon Age 3 - Question of the Month - May 15, 2012, 1:41 pm » Diablo 3 - Now Installing - May 15, 2012, 1:30 am » CD Projekt RED - Positions open for "brand new setting" - May 15, 2012, 1:30 am » Kickstarter - Xenonauts Stretch Goals Announced - May 14, 2012, 1:22 pm » GOG - Quest for Glory 1-5 Released - May 14, 2012, 1:21 am » Baldur's Gate: Enhanced Edition - Twitter Report #8 - May 13, 2012, 7:40 pm
Weekly Wizards of the Coast News Round-up
Posted: May 16, 2012, 9:23 pm by Taluntain
» Winning Races: Kenku (Features)
» The +5 Crossword of Slaying -- Part 11 (Features)
» Blog: Goblins Care Only About Your Axe (News)
» Epic Campain: Elder Elemental Eye #11 (Cartoons)
» Triple Threat (The Dungeon Master Experience)
» Art: Halls of Undermountain (Art Galleries)
» Eston (Eye on Eberron)
» D&D Art Philosophy (Dragon's-Eye View)
» Against the Giants Wallpapers (Wallpapers)
» Quests for Humanity (Features)
» Rule-of-Three: 05/08/2012 (Rule-of-Three)
» Rogue Design Goals (Legends & Lore)
» May: In the Works (Previews)
» Blog: Wizard with a License to Kill (News)
» The Storm Bird (Eye on the Realms)
» Know-It-All (The Dungeon Master Experience)
» Rewards (Excerpts)
» Epic Campain: Elder Elemental Eye #10 (Cartoons)
» D&D at Origins 2012 (News)
» Into the Unknown - Coming Full Circle (Design & Development)
» Sexism in Fantasy (Dragon's-Eye View)
» Blog: Avoiding Choice Traps (News)
» Infamous Dungeons (Excerpts)
» Dark Sun: It Burns So Good (Editorial)
» Rule-of-Three: 05/01/2012 (Rule-of-Three)
» Paulina Claiborne: Literary Trickster (Book Wyrms)
» Face of the Moon (Adventures)
» Far Realm Fiends (Features)
» The Elemental Chaos: Unplugged (D&D Outsider)
» Official D&D Errata & Rules Updates (D&D QA)
» Epic Campain: Elder Elemental Eye #9 (Cartoons)
» Art: Dragon 410 (Art Galleries)
» D&D Game Day (News)
» Fighter Design Goals (Legends & Lore)
Note: You can purchase most of the books, manuals, accessories etc. mentioned in the news here via Amazon's online stores (US, CA, UK or DE).
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Dragon Age 2 - Looking Back @ Digitally Downloaded
Posted: May 16, 2012, 1:50 am by RPGWatch
Digitally Downloaded looks back at Dragon Age 2, asking Was it really that bad? The answer seems to be "no", according to them:
The thing that a lot of people seemed to find so disappointing in Dragon Age II was how limited the setting was. By focusing almost the entire game on the city of Kirkwall the game did indeed lack the epic scope of Dragon Age: Origins, but was this a bad thing? I'd argue not. The city-based RPG is a staple of the pen-and-paper RPG world of Dungeons & Dragons, but is rarely attempted in the realm of videogames. When it's at its best, the city-based RPG provides an intricate world of political intrigue to work through, where facing off armies is replaced by working your way through social circles and unravelling labyrinthine plots.
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Game of Thrones - Available in NA
Posted: May 16, 2012, 1:50 am by RPGWatch
Game of Thrones has been released in NA - the rest of us have to wait two weeks or so, which is a good way to dilute your launch marketing. From the press release:
ATLUS, a brand of Index Digital Media, Inc., today announced that "Game of Thrones™," the RPG based on the internationally bestselling book series A Song of Ice and Fire by George R. R. Martin and the critically acclaimed HBO® television series, Game of Thrones®, is now available in stores across North America for Xbox 360® video game and entertainment system from Microsoft, PlayStation®3 computer entertainment system, and PC via download.
Replete with the authentic political intrigue and complex narrative the acclaimed fantasy series is known for, this captivating interactive adventure gives fans a new and exciting way to lose themselves in the world of Westeros. With an original story written under the watchful eye of George R. R. Martin, who recently stated, "I've sampled the work Cyanide has done, and I'm largely happy with it. I think many of my fans will share that feeling," the "Game of Thrones" RPG is filled with characters and locations straight from the pages of the beloved fantasy novels. Moreover, the game includes the likenesses of fan favorite characters from the television adaptation. "Game of Thrones" promises to deliver the ultimate interactive roleplaying experience for fans of the series and its gritty, sophisticated medieval drama.
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Diablo 3 - Miscellaneous Roundup
Posted: May 16, 2012, 1:50 am by RPGWatch
Here's a bunch of Diablo III stuff, starting with the official launch presser:
DIABLO III NOW LIVE
It's a bad day for demons . . .
PARIS, France. - May 15, 2012 - Blizzard Entertainment, Inc. today announced that Diablo® III, the highly anticipated next chapter in its award-winning action-role-playing-game series, is now available in retail stores throughout the U.S., Canada, Europe, South Korea, Southeast Asia, Australia, New Zealand, and the regions of Taiwan, Hong Kong, and Macau. Gamers in the regions above as well as in Mexico, Argentina, Chile, and Brazil are also able to purchase Diablo III digitally via the game's official website (http://www.diablo3.com).
In the wake of a Blizzard record of more than 2 million preorders*, and following more than 8,000 midnight launch events earlier today at retail stores worldwide,gamers across the planet are now storming Sanctuary in hot pursuit of the Lord of Terror. Rock, Paper, Shotgun reports on an emergency fix for "Error 37-ing":
"We are in the process of performing an emergency maintenance for all Diablo III servers to resolve several issues that are currently impacting the game. This maintenance may cause some interruption in communication, ability to log in, use of in-game features, and disconnections." They also have a Three Hours With Diablo III impressions piece, and PC Gamer managed to get 6 hours in.
Eurogamer has the full interview we mentioned yesterday, which covers "replayability and post-launch plans". VG247 says a NeoGAF user claims to have finished the game in 12.5 hours.
CNET asks Is Diablo III Still Relevant? and The Rampant Coyote talks about the importance of the original game.
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Dragon Age 3 - Question of the Month
Posted: May 15, 2012, 1:41 pm by RPGWatch
The Bioblog has a new Dragon Age feature, titled Question of the Month (Discovery and Learning). This is essentially a way to engage fans on the future of Dragon Age - though based on various previous comments, I find it hard to believe they aren't further along with planning than this would suggest:
Beginning today, we'll do a series of questions and discussions around Dragon Age. Consider this a conversation between fans, the community team, and the developers. Everyone at BioWare is incredibly excited about the future of the franchise but we're interested in what you have to say. Every month, we will discuss a topic or question about Dragon Age and game development. You will have one week to post your thoughts, desires, and hopes before we close the thread for review. Moderators and developers will pop into the thread to chat every now and again, so keep an eye out.
These questions and discussions are not only for future games, but other potential products like novels, animated features, pen and paper RPGs, and comics - all of which offer us opportunities to expand on parts of the world.
However, it's worth reminding that we're not making promises, we're talking about ideas. We won't guarantee that things we discuss will materialize and we're not showing anything until we're ready. And as a last bit of housekeeping, the purpose of these exercises isn't crowd sourcing or soliciting your game dev concepts (keep those close in case you want to make a game someday!). This should remain a discussion between BioWare and fans about what you loved about Dragon Age Origins and Dragon Age 2-what this franchise means to you.
BioWare co-founder Ray Muzyka has mentioned that we'd like to open up more in future Dragon Age titles, so now we turn to you: What kinds of things would you like to learn more about? Antivan weddings? Orlesian balls? The remnants of the Tevinter empire? Burial customs among the Chaisind?
What kinds of things would you like to discover and learn about the Dragon Age world?
Let us know your answer here!
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Diablo 3 - Now Installing
Posted: May 15, 2012, 1:30 am by RPGWatch
Those who pre-loaded Diablo III from Blizzard or have the box in their hands can now install the game in anticipation of the release tomorrow. I got as far as the main menu.
Reviewers are apparently as restricted as the public - even IGN's Review in Progress isn't exactly making progress:
As for the Diablo III review, well, I can't even start playing it until it goes public, because Diablo III requires an online connection to the live battle.net servers. I want to write about what it's like taking on bosses with my friends, as well as what the experience is like selling and buying items for real money in the auction house, but that's not possible until after launch. Over at Eurogamer, lead technical artist Julian Love rejects "dumbing down" accusations, saying the beta isn't representative of the whole game:
Some players claim Blizzard has reduced character customisation in an attempt to make Diablo 3 "casual friendly".
But in an interview with Eurogamer ahead of Diablo 3's hotly anticipated midnight launch, Blizzard said opinions about the game have been skewed by the recent beta, which showcased early areas of the game and limited the level cap to 13.
"I definitely don't see it as dumbing down," lead technical artist Julian Love said. "One of the disadvantages beta testers have is they only see the early portion of the game. That's the portion of the game that really does need to be simple and approachable in order to live up to our mantra of easy to learn and difficult to master. You only get that experience in the beta, and that's the place where we're really trying to get it to be as dead simple and approachable as we possibly can.
"So it's not that we're dumbing the systems down, so much as we're changing the balance of when systems are introduced and how much information is thrown at the user. A lot of those things are just re-prioritised to flow into the proper portion of the game, where you've already gotton used to the early systems and early combat, and now you're ready for more. That's a big part of the process of just getting it to ramp up properly."
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CD Projekt RED - Positions open for "brand new setting"
Posted: May 15, 2012, 1:30 am by RPGWatch
We know CD Projekt Red has two RPGs in development, including a new IP, so it doesn't come as a huge surprise they are looking for staff for an "RPG in a brand new setting" and one in a "dark fantasy world". The first is apparently "new and different" and a "vast" RPG:
CD Projekt RED is recruiting! We are looking for talented and passionate individuals to join our ranks in order to help us craft new, amazing projects. Our mature dark-fantasy world is well known around the world, though if you can't stomach dwarves, elves or sorceresses who put their ample charms on display in Playboy magazine, we've got also something special that might be right up your alley! We're looking for people who would rather work on an entirely new and different IP - a vast RPG for which we want to assemble the best possible staff. It represents an opportunity for you to create a grand new project from the ground up!
Click here and have a look at the job vacancies for our two ongoing projects. If you think you have what it takes, just make an effort to join us and apply your talents to creating a game you yourself would want to play!
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Kickstarter - Xenonauts Stretch Goals Announced
Posted: May 14, 2012, 1:22 pm by RPGWatch
Von Paulus points out the Xenonauts Kickstarter poll on stretch goals has already produced results. It seems everyone wanted new tilesets and they can't do all of three, so they decided on a final stretch goals order, which you can see in this update. Interesting to see Mac/Linux ports right at the bottom of the poll.
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GOG - Quest for Glory 1-5 Released
Posted: May 14, 2012, 1:21 am by RPGWatch
GOG has released the entire Quest for Glory series in one bundle for $9.99:
One of the best series of the 90s--the adventure/RPG hybrid that combines high draw with low humor--the Quest for Glory series is now on GOG.com. Pick up all 5 games in the series for just $9.99! In addition to the manuals, maps, books and other goodies, we're also including the original EGA version for Quest for Glory I as well as the remake!
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Baldur's Gate: Enhanced Edition - Twitter Report #8
Posted: May 13, 2012, 7:40 pm by Taluntain
Trent Oster has been busy working, err tweeting for the last few weeks so here's a new batch for your reading enjoyment. Some highlights include dissing Nintendo & Wii, improved loading times (on SSD), large number of supported languages, possible multi-party PvP, more evil choices in new content, new font, stacking for more items, and more. As always, start reading from the bottom upwards.
@DavidUjes thanks for the recommendation. The Inception soundtrack is great for zoning out and working. I used to use the Rock Soundtrack
Q: I meant the case, actually. Looks like my old 650D. I just swapped into a 550D for the noise reduction.
A: case is a Zalman Z9.
We built three of the new 6 core #Intel i7 systems. I've been using #Asus motherboards forever
Q: Corsair 650D?
A: 850XT
No argument on the wiring. I like to ensure it all works and clean up after. For some reason after never happens.
Computer building time. We built three of them to replace older systems. All to get #bgee done faster my pretties. http://t.co/QxwScoxT
Took me a bit to get back to my desk, we were reviewing some plans around some new content for a new character at @daigledopple 's desk.
We have returned from our Frapuccino excursion. Return to work, these aren't the droids you are looking for.
Dave Gross just suggest half price Frappiccino at #Starbucks. There will be no #bgee work done for the next 15 minutes.
I have to be honest, I'm not a huge fan of Felicia Day. Her recent guest spot in Supernatural was good, but I'm just not a fan.
Met with a potential model for an upcoming character. Turns out she's connected to the games industry. What are the odds?
SVN is Subversion http://t.co/dre8Z1Cl
The art team is happy with SVN and the Tortoise client. Version control is a wonderful thing for preventing lost work. #bgee
Q: Mind the game balance! Some BG2 classes are powerful and I've always found max difficulty rather easy. Rework of the AI maybe?
A: maybe Max difficulty needs the tweak.
We were all based out of SVN earlier and then moved code into GIT. SVN is simple for the rest of the team to understand.
New interview by Cam: http://t.co/cjM3eRQ3 Recognize that fellow? http://t.co/77zRS4pK
I was thinking back to far. We're using GIT for the code. We use SVN for Art content.
We followed the path laid out by the TuTu guys and ported the BG1 content into the #BG2 engine. We are based off the last ToB code.
Back in the day we found out Visual Source Safe had a database size limit of 4GB. Ours was 3.8 GB at the time.
We are using SVN on #bgee for both code and art source control. The #BG backup tapes were misplaced and never found
Our backups were done to tape drive back then. We all worked off a central server. During BG2 we started using SourceSafe (shudder)
Remastered is a tough label. The source assets were lost, but we are doing everything to make the game shine. New UI is a good start
We are still deep in figuring out the schedule. We are committed to doing a quality job with #bgee, so it will take us some time.
Article on iPad game I bought, played and enjoyed, despite a bad store interface. http://t.co/EhynlyZX
@carwash Incorrect. #bgee is #BaldursGate + #TalesoftheSwordCoast #BG2EE will be #BG2 + #ThroneofBhall #hashtagoverload
Cam "Did you know the half elves were hardcoded to use the elf paper dolls". Me, "no". Cam, "Well, they aren't anymore." #diehardcoding
As a company we've set isometric-view party-based games as our target niche. We're going to do everything in our power to be the best
If a #BG3 were to happen we would roll new technology. Infinity can do many things, but there are fundamental software design limitations.
We are keeping the original VO (as it is simply brilliant) and adding new VO for new characters.
For #bgee we are making @natjonesart paint his butt off. We are trying to replace the cinematics with animated 2D work
The in-game portrait sizes will be the same. I'd suggest creating at a much higher resolution as we do, as future-proofing
Both. We are keeping all the old portraits and creating new ones for new characters.
Just got a look at some new concept artwork by an old friend. He is doing #bgee proud
We are excited about getting the new forums up and running. We've got a layout, now we need to implement. Then we test.
No, camera angle and rotation is fixed. You can zoom in and out a bit. It really improves the game feel.
We are not changing the fog of war distance. We're going to dynamically scale the game to support Zooming the view within a defined range
Q: So , no word about spawn points , what about randomizing the treasure then ?
A: We likely won't be touching spawn points. We will be adding new items, so treasure is getting a look
We're working away on the new #bgee forum. Once it is all working we'll test and then open it. We wanted a good home for the community
#bgee is for #PC, #Mac #iPad and, oops. Just those three. I do know a fellow who wanted to make a #BeOS version though.
I stop working when I'm cooking, eating and sleeping. Other than that, my mind is always grinding on #bgee
We have eight former Biowarians working on #bgee, counting Cam and me. Probably over 50 years of game dev experience in those eight.
We haven't announced the new class. We're still looking into others.
I grew up on AD&D. I probably spent more money on sourcebooks than I did my first three cars. Countless hours pouring through those books.
Kensai, etc are in #bgee. We're including all the bg2 stuff and maybe something new.
If we can get everyone to agree to a box copy it would likely be a collectors edition, filled with great stuff
The best worlds always have a past of major conflict and links to that past, Lord Soth, the Cataclysm for Dragonlance.
I liked the old Dark Sun game 'Wake of the Ravager' as well. It was like an improved Gold Box game
I wasn't a #ForgottenRealms fan until the #TimeofTroubles A river poisoned, a magic dead zone, both created by the death of a god. Epic
Played a few Dark Sun campaigns. I'd always want a half giant for the strength and then spend most of the time dehydrated to near death
Time of Troubles was my favorite. Gods walking the earth, chaos everywhere. Gods getting killed. Good stuff
Personally, my favorite #D&D settings are #ForgottenRealms, #Dragonlance with #DarkSun third
We have to approve all assets before we can show them to anyone. Sorry
We are speculating again. If we were to do a #BG3 it would likely use the latest rules system. (hurry up 5E)
I'm probably more excited about the potential for a #BG3 But I think an overhaul on Torment could be a great thing
If anyone is at #calgaryexpo drop in and say Hi to @natjonesart (buy anything he has, he likes that)
Time to review some of our art team output. #funsaturday
A good week, UI rework is moving, approvals are happening and we announced @frabjousdave. If you are in Calgary, say hi to @natjonesart
We are still talking about our approach with "unfinished business"
We can't do much with the environment art as the source material was lost. We plan an algorithmic upscale on the content.
#baldursgate co-op was one of the best (and worst) RPG'S experiences I've had. We have some ideas how to make it better
#Mods are on my mind. #bgee
I have to confess to a fondness for the NWN quickbar system. Where BG slots are actual invenetory, NWN are more like hyperlinks
We'll be fighting with the quickslot system in a couple weeks. As always with #BG code, you never know exactly what you face until you start
Ask me once, ... Ask me twice, Watch it I'm huge. We are looking at BG quick equip slots and how to improve them
The original Hoenig music will be left alone. We'll dig through what we have and use the best quality version we can fit.
Inventory space in #baldursgate is tight, so we will be adding stacking for more items.
We will be fixing bugs in the original content. Part of our desire to build a great community is for the fans to help us focus our work
The #overhaul on #baldursgate is on all fronts. We are reworking tech, improving art where we can and building a lot of new content.
We are not rewriting any original content other than minor bug fixes. Our content efforts are all on the new adventures/characters. #bgee
We're unhappy with our forums and need better. Didn't want long hire process, need to move fast. #99designs fits those goals
As of this moment we have no plans around familiars. We'll look at them later on. #bgee
Cam's got things super-busticated at the moment. I caught a glimpse of some of the new font work and it is going to be sooo much better.
We're very excited about @frabjousdave his #Dragon and #D&D background are a huge asset. His excellent writing skills help a little too ;-)
Q: [David Gaider] That is awesome news, and makes me very happy to hear. @frabjousdave is an excellent choice!
A: @frabjousdave We are pretty ecstatic over here. Glad to hear you like how our little team is shaping up. A few more faces yet
We're exceptionally jazzed to announce Dave Gross is on the job, writing for #bgee http://t.co/94nKFtUo
Our hope is most existing #bg mods will function. We are fixing some bugs which are addressed in some mods, so there may be some editing.
Q: Would you consider using Kickstarter to help fund developing a Black Hound (BG3) expansion for BG2EE with @jesawyer ?
A: @jesawyer I think Josh is doing well over at Obsidian. If a #BG3 were to happen we would go another direction than the Black Hound
Q: I take it those pre-defined limits involve the 640x480 resolution scale? 
A: They are closer to the 800x600 boundaries, but they do go out a little farther and in quite a bit more than 640x480
I've updated the forum design request to actually make some sense now. We're just after a look/feel design mockup. http://t.co/VZTj2yaU
The Infinity Enhanced Engine will to work quite well for #bgee and IE titles, but after, we will likely have better ideas for iso game tech
Reviewing a contract. First time I've seen "throughout the universe" when reviewing a legal agreement. Interplanetary Law #FTW
Zoom is user controlled, within our pre-defined limits. #bgee
Zoom is the answer. The world will be algorithmically scaled up so objects aren't tiny.
Our plans are to make the UI systems scale to support the resolution you want to play with. The days of 640x480 are over. #bgee
The new UI work and the mod systems are going to be developed on the PC and make the #PC #bgee amazing. I'm looking forward to 1920x1200
We are scheming as to how to make mods work on the iPad. So far, we only have the basic Weidu-like build system in.
We stuck with 2nd Edition rules as that is what the game is balanced with. 4th Ed. Would make sense only if it was all new.
All the new art is from scratch. We've start off a template art file which allows us to ensure the scaling and camera are correct
"Unhardcoding" is already underway. Much of the hardcoding was actually contained in the UI screens, which now are data driven
Rendering some snow covered mountains. For some odd reason I feel really cold.
We're pretty anxious to keep #bgee and #bg2ee going after release. New content is a big part of those plans
UI work is just the volume of screens that need to be reworked. #baldursgate has a lot of UI screens
Yes, all #BG2 classes and kits in #bgee. Release is still planned for summer, UI work is stretching our date a bit
Our plan is to keep #bgee saves compatible across all platforms. #PC #Mac #iPad
We haven't fixed the #bgee pathfinding yet. It is in the schedule for some lovin.
We won't change CLUAConsole. It is too useful for mod development in #bgee
We need #design help with the #bgee forums We'll be using #vanilla https://t.co/X51nUzeZ
The original music is great! We just need more music for the new content
We are looking for a design for our upcoming vanilla forums and have posted a contest to 99 Designs. https://t.co/X51nUzeZ
Just pondering. I like to have a few ideas floating around, just in case the five year plan doesn't fly. Likely be new IP
Yes, if we can swing it, we want to do #BG3 after the other potential enhanced editions. If not, might be a good time to start new
The original BG code was very Windows 95 oriented. The UI and rendering code were both huge. They are now much simpler.
The new UI system pulls all the rules data from an internal database. Previously, all the rules were in code. Opens up a lot #bgee
Cam wants to see and iPhone version. I keep him focused on the PC/iPad/Mac. Post-ship we will dig into it. New UI system should help
All of my good #baldursgate memories are usually around me bugging @JamesOhlen
My fondest BG memory was killing Semaj the Mage with a backstab by my dual class fighter thief and bugging James (Semaj is James backwards)
I personally use tab when I'm getting frustrated with BG.
We add a button that does the same thing as tab in iOS. ;-)
On PC the mouse cursor changes when you pass over something so Tab isn't 100% required
Q: Hi, one more about #bgee . Since using TOB engine, will you remove TAB-cheese? BG had tons of hidden staff it just ruins.
A: We haven't planned to remove Tab. You feel we should?
No, the engine does not support 3D objects. We 3D model the areas and then render to a bitmap.
We're committed to improving the BG equipment interface, not sure exactly how yet.
Q: Will there be any special features for those of us who like the challenge of playing a solo character?
A: Honestly, we've never talked about it.
As a betting man, I have enough of a grasp on the risks to know going any more detailed than 'this summer' is a bad idea
I agree. With digital distribution, games which are not viable for big publishers can still be made by smaller outfits.
My business partner's character was #Minsc. Not sure about Jan
All RPG's are hard to make. Finish the engine and all the systems balance you can start development. 3D/2D just have different challenges
I think if #bgee and #Wasteland2 are successful there will be more interest in Iso RPGs. They are still bloody hard to make though.
Q: you should do all gay romance, it's all the rage in gaming :-p
A: I hear that too. No controversy there.
Q: Thats part of the licensing deal?
A: No, it comes from another legal angle we can't go into.
We are limited as to what we can do in the original title for old characters, so we'll likely have to lean on mods there.
Our current agreement doesn't have Linux in it. Might have to revisit that at some point
Most characters in #baldursgate are based off a pnp D&D campaign jun by James. I should ask him where Khalid came from.
@NickRegnier Ummm, you do realize Imoen is a half-sister, right? A romance would be, well, icky
Composer X delivered a draft of the first combat tracks for the xxxxx xxxx adventure. More epic than Kirk vs Lizard Man
#bgee for #linux is technically possible. Legally, not so much. Our current agreement does not cover it.
We've talked about dual wielding. After stage 1 of UI revision is done (new data-driven system working) we'll experiment
Romances, hmm. We're planning some support for new characters, but one is a bit 'romantically challenged' #bgee
We'll up the level cap a bit so you can enjoy the new content, but we're playing with dialing Jon's 'testing' a bit to keep BG2 balanced
Stupid typing. Yes, #Jaheira.
Release date-wise, I'd like to throw a bone, but we've still got some unknowns to deal with. When we're confident, we'll talk dates #bgee
I agree Khalid's stats are pretty brutal. I usually strip him of gear and send him "scouting". Jaheria [gasp! -Ed.] bounces back pretty fast.
#bgee certainly better be a 2012 release.
I've been through the EA acquisition process once. Once is enough.
There are now 8 former #Bioware people working on #bgee. How did that happen? This is madness. #NoThisIsSparta RRRAAAAA
We lean heavily on Berduskan Black Brew at the office. Magical stuff.
We are going to stick with the BG2:ToB rules interpretation on multi-class and dual classing. We did make all the UI's data driven though
You can dual class from a kit, but you cannot add a kit as the new class, as it is in BG2:ToB
Here's a close up of teh Atomic Toaster: It makes awesome toast! http://t.co/xiRBHkL8
That is an *Offical MDK2 Atomic Toaster*. They were a gift to the MDK2 team after shipping the game.
#bgee is for all iPads, 1,2 and 3. We're silly, but not silly enough to just do iPad3
We live the high life here.
I was asked for some pictures of our office. I'll start with the most important thing in the office, our one luxury: http://t.co/WPK5qAcq
Q: [MCA] If @TrentOster kidnapped me, there would be little I could do about it. The guy bench presses buses at the gym.
A: I tried bench pressing a bus but it kept driving away. Guys gotta do something to stay sane.
Arcanum EE sounds intersting, but I have to be honest, I don't love it. I have to love a project to go through contract hell
Nat has done a few new portraits, but so far they are for the new NPC's. We're hoping to add some new player portraits.
#IcewindDale was loved at #Bioware because the BG team could enjoy the gameplay style of the #baldursgate engine with new awesome content
Q: any chance we could get a few pics of the office where #bgee is made? spoiler free obviously be awesome thanks!
A: Sure. I'll grab a couple photos. For now, picture 1961 tile flooring with gray walls and a black ceiling.
we have a Chinese simplified version. I'm not certain about the Traditional version
Funny thing is I still love #neverwinter but I can't play it. We do the UI rework and #bgee is all new to me
At the end of #neverwinter HotU I had 7 years on the project. My eyes had the UI burned in, like an old arcade system screen
Curse applies to games you've worked on for longer than 3 years and you've had broad exposure on
Curse of Game Dev: You get to make the game you always wanted to play and by the end you can't stand it.
there was a ton of mutual respect between the #Bioware guys and #BlackIsle. They made great games we could play
If we were to do something new with #Planescape, I would figure a way to get Chris Avellone involved. Kidnapping comes to mind
All the original content stays. Our new content gets new music. #bgee
Q: Wow, the Friendly Arm Inn looks incredible, really can't wait to get this game.
A: Glad you recognized the old place ;-)
Announcing Nat Jones as #bgee Art Director on http://t.co/i27BKz17 I think Frazetta is a god, so, Nat is at least a demi-god.
Composer X has completely regained his composure after the initial recoiling in horror. He now has settled down to producing awesome!
Working through the combat music system with composer X. His first words after fully understanding the system: "I am afraid. Very afraid"
We'll (read I'll tell someone to) look at the virtue mod and think about what we can do in the space.
We're trying to ensure evil choices are better supported in our new content. We don't want to do too much messing with the original content
The Infinity engine is basic in terms of multiplayer. We identified multi-party PvP as something of interest, but we need to research it.
Yeah, BG multiplayer matching was a "little clunky" in the way Jupiter is a little planet. #bgee will be better
Q: has this actually been discussed with the stakeholders or are you just dreaming of the possibilities?
A: Yes
If we could do a Torment, a Torment 2 is a possible follow up. For now, #bgee #stayontarget #stayontarget
If we did a Planescape: Torment we would use our Infinity Enhanced Engine which is multiplayer. Porting Torment content is the hard part
Wow, Persistent worlds in #BG. The single party thing is pretty hardcoded in BG, if we can do anything it will be post-ship
Good question. We're pretty invested in the #bgee codebase now, so *IF* an Icewind Dale were to happen, we'd likely use our code
Torment is on the list. X-Wing vs Tie was right below X-Wing
I remember using a ship to kill Lord British in Ultima 3. I had to see if it could be done. #thenIreloaded
When I bought Ultima games I would read the fake leather bound spell book and geek out for hours #mandrakerootwasawesome
Q: Any idea on how the mechanics are going to work for character porting from bg1 to bg2 on the iOS?
A: At the moment, I don't have a clue. Scott's eyes get a far away look when I mention it, so he'll take care of it
If we can get area loads even faster, we will. #bgee is deep in UI engine swap at the moment. Loading times won't be final for a while.
We talked #Ultima #overhaul with EA. there was no love.
Polish is also on our planned languages for #bgee. Cam is obsessed with supporting a large number of languages
Q: Could you have a "click to continue" button on the screen, so people can progress when they wish?
A: Yes, that is in the plan. I used to tell UI guys " When I click, I Hate, don't make me Hate" #streamlinedUI #bgee
X-wing was on the list for an #overhaul. I *loved* it so. With at least a couple years of #bgee work, the list could become a bucket list
Jade Empire was not on the list to #overhaul . It still is quite pretty. It also doesn't meet a few of our criteria for the list
So far, #bgee loading times for some areas are too fast to read the gameplay tips. Our dev systems have SSD drives, which are a factor
Knights of the old Republic was on our original list of games that need an #overhaul . For the foreseeable future we are focused on #bgee
Italian is in our plans for #bgee. We've also identified Brazilian Portuguese and Russian as high priority languages.
We've discussed xbla as a possible home for MDK2 HD. Our plate is 110% Baldur's Gate Enhanced Edition for the visible future.
We made a great version of a fun game #MDK2 for #Wii and it didn't sell anywhere near our expectations. http://t.co/bnoohZ0e
Q: how can Wii U succeed without a port of Baldur's Gate? Nintendo may as well cancel E3, and christmas.
A: Exactly! Now you understand ;-)
@ChrisTansley Lack of sleep. Got woken in middle of night. Couldn't get back to sleep.
Ok, I'm an idiot. Ocarina and Mario blew me away on N64.
I remember playing the heck out of Goldeneye in split screen. What was that resolution?
Nintendo DS was a great platform, great install base and great attach rate. GameCube was too. Ocarina was the highlight of the generation
Q: Sales don't matter an all in an argument like this - sales are the biggest excuse point for every developer.
A: Sales are food for a developer. Dev's are like grazing animals, no food and they move on to feed the team.
Q: It is a bad idea to insult gamers who enjoy the Wii. Upset people will not buy BGEE. Release a Wii-U version to say sorry.
A: Not an insult to Wii users, but a 140 char comment on the sales of Wii vs software compared to other consoles.
The reason I say the Wii is a toy is the exceptionally low attach rate. You buy a Wii, Wii sports and never buy another game. Bad for devs
@starscream8 The result is a belief that Nintendo isn't a good platform for developers. The Wii is a toy, not a console
Yes, Mac through the App Store for #bgee
My problems with Nintendo are: requiring 6000 unit sales before payment, a certification process that took us 9 months and a 40mb limit
Yes, by doing a solo multiplayer game you will be able to create a 6 person party of your creation. At this point, to avoid too much repetition and text inflation, we're leaving out most of the commonly known stuff about BG: EE, any older information that is now accessible on the official website and most of the things mentioned in our previous BG: EE Twitter reports. If you've missed any of those, simply search in our news forum for "baldur's enhanced" (keywords only) to see them all.
Also, if you want to discuss and/or need answers to any Enhanced Edition questions, drop by our BG1: EE and BG2: EE forums.
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Kickstarter - Legends of Eisenwald Funding Successful
Posted: May 13, 2012, 3:30 am by RPGWatch
Legends of Eisenwald has just inched past their funding target of $50k (currently $50.3k, 9 days to go). There's a new music sample on offer and presumably they'll start looking at stretch goals soon.
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Kickstarter - Xenonauts Funding Successful
Posted: May 13, 2012, 3:30 am by RPGWatch
Another runaway success with Xenonauts achieving their $50k funding goal in 56 hours (currently $63k, 28 days to go). Stretch goals have been announced and, or course, check out the early demo if you haven't already. Rather than lay out a specific order, the developers have a poll on preferred stretch goals and will try to add them in order of their popularity:
- Mac / Linux port - The game will be ported onto Mac / Linux platforms for release, and hopefully for beta too.
- Female soldiers - We'll add female soldiers to the game, with 25-30 female portraits and modified Basic Armour soldier art. Battlefield sprites will remain unisex.
- Soviet Town terror tileset ($40k) - the current terror tileset is an American town. To fit with the Cold War theme, we'll put in an alternate tileset for the Soviet bloc countries using Soviet-style architecture.
- Military Base tileset ($40k) - this tileset would allow us to put military terror sites in the game, where aliens have attacked a military base and you are sent in to deal with them.
- Indoor missions - these would be missions where combat squads are sent into large buildings or into underground bunkers to clear out an alien strike team. We can mostly re-use the Xenonaut Base tiles for this, so this will be a $25k item.
- Reaper (Chryssalid) Hive tileset ($40k) - in addition to the normal alien base missions, we will add Reaper (the Xenonaut equivalent of Chryssalids) Hive missions to the late-game. These would feature "nodes" that spawned infinite numbers of Reapers until destroyed. Yes, I have been playing Space Hulk.
- Tileset-Specific NPC Allies - we do have friendly AI soldiers in the game, but only one type. This would add different variants - police on the Industrial tileset, farmers with shotguns on the Farm tileset, mujahedeen with AK-47s on the Desert tileset etc.
- Vehicle Combat Experience - soldiers level up with experience, vehicles do not. This would allow vehicles to increase their stats (not armour / health) by a maximum of 15% with combat experience.
- Pilot Portraits and Callsigns - at the moment, the aircraft are just aircraft. This would give each aircraft a pilot portrait and a callsign, so they seem less expendable. These pilots will not level up with experience.
- Human Psionics and Blaster Bombs - We've removed these from the game due to balance reasons, and we will not put them in Xenonauts. This stretch goal would bundle the game with a developer-made mod that allowed people to put them back in.
- Memorial Screen - This would be a tab on the UI which allowed you to view a list of all your dead soldiers, including the location and time of death, their portrait and number of kills etc.
- Proxy Grenades - These are fun. This would add a secondary fire function to all advanced grenades (Alenium grenades upwards) that allows them to be used as proxy grenades.
- Motion Detector - This would be a one-hand soldier item that, when equipped, will display a coloured overlay on the battlefield to show any AI movement in previous turn within range of the soldier holding it.
- Hire a Level Designer - we will add a lot more map variation to the game before release, but we don't have a devoted level designer. This will let us hire one.
- Tall Grass - There's waist-high grass in X-Com. This would put it in Xenonauts too, complete with the ridiculous (yet amusing) fire mechanics from the original.
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Game of Thrones - Behind the Wall Dev Video, Preview
Posted: May 12, 2012, 9:11 am by RPGWatch
The Game of Thrones site is offering a new dev video titled Behind the Wall:
Commented by Project Director Thomas Veauclin and Lead game designer Sylvain Sechi from Cyanide Studio, "Behind the Wall" explains how the project for a role-playing game taking place in the famous universe of A Song of Ice and Fire was born. It is told how it was working with author George R.R. Martin to produce a game faithful to the universe he imagined, and how the TV series produced by HBO influenced their work.They explain the reason why it was chosen to tell an original story, in parallel of that told by the first book of the saga, involving 2 original characters: Mors of the Night's Watch, and Alester the Red Priest. They detail the specificities of these two characters that players will embody throughout the game, following a style of narration similar to that employed by George R.R. Martin in the novels. We invite you to discover all this and many more fascinating details, through this video "Behind the Wall"! ...and let's take a preview from the Guardian:
Game of Thrones has a conversation system which shows your character's thoughts, rather than what he will actually say.
"Each option creates a branch which takes you in a certain direction, and you can't go back, so it's not about trying all the options until you get the right one," Sechi says.
He talks up the importance of the choices you make - both in conversation and your actions: "Some choices influence how each chapter plays out - there's one point of entry to each chapter, but several ways to get to the end, though. And you might find that a choice you make has an impact seven chapters later - for example, people you freed might join you late in the game when you're assembling a fighting force."
The game's combat engine appeared to veer towards rewarding a strategic approach, by maximising magical abilities and enhancements, rather than dexterity. One reservation we harbour after the demo is that there seems to be a preponderance of story-setting cut-scenes, although that could have been a by-product of Sechi choosing to show the initial stages of the game.
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Spiderweb Games - Second Avernum Trilogy on Steam
Posted: May 12, 2012, 9:11 am by RPGWatch
Avernum 4-6 has been released on Steam as a bundle, currently on sale for $9.59:
Avernum: The Great Trials Trilogy Comes to Steam
Three indie classics for one low price!
May 11, 2012 - Following the success of their Geneforge bundle and the recent remake of Avernum: Escape from the Pit, Spiderweb Software (http://www.spiderwebsoftware.com) is pleased to announce the Steam release of Avernum: Great Trials Trilogy for Windows , which combines the last 3 games of the Avernum series into one low price bundle of only $11.99 and an extra 20% off the first week. Avernum 4, 5, and 6 tells the tale of your land's struggles in the face of powerful forces that seek to destroy it. Fight for survival, hunt awesome foes, and help your weary homeland to find its final destiny.
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Wasteland 2 - Engine Revealed: Unity
Posted: May 12, 2012, 9:11 am by RPGWatch
A jobs post at inXile reveals Unity will be used as Wasteland 2's engine:
If you have a passion for post-apocalytic goodness, experience working with Unity and amazing programming skills, please send your resume to jobs[at]inxile.net. We thought we'd put this out on our blog and forums first, before opening up the search further. Feel free to spread the word if you know of the perfect person.
We are looking for experienced engineers and engineering interns.
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