Edited by drechner, 07 August 2016 - 09:14 PM.
Baldur's Gate II: Shadows of Amn Reloaded
Posted 07 August 2016 - 09:12 PM
Posted 07 August 2016 - 09:14 PM
Posted 07 August 2016 - 10:45 PM
Sabranic's Note: I am helping the BGR Team by migrating their posts over the past several years from the Bioware forums. Everything you see here was created and authored by members of the BGR Team. Any feedback, comments and compliments should be directed to the BGR development team. Without further bloviation... let the show begin!
Here's a few sneak peeks at our custom NPC heads we're creating for SOAR. Please note that all the models are missing their hair and any texturing, etc. All base models created with MakeHuman.
Edited by Sabranic, 07 August 2016 - 10:55 PM.
Posted 07 August 2016 - 10:53 PM
Why not exclusively and remove all issues?
EDIT: nevermind the last part. Good luck
There are still a lot of things such as placeables, non-combat NPCs that don't appear in other areas, etc. that still make sense to keep in the module directory. If SOAR wasn't so big, I'd probably stick with only the campaign directory.
MakeHuman looks like a pretty useful tool. There's a lot of distinctiveness to the facial features of your models, and they have a pretty good likeness to their portraits. Does it also help with texturing?
Edited by Sabranic, 07 August 2016 - 10:55 PM.
Posted 07 August 2016 - 10:54 PM
Since Drew lurk rarelly around here, and is more on Facebook, I'll take the task to spill what 's going on into SOAR in those forum.
First after somme work into SOAR we can compare the amount of work needed between SOAR and BGR.
BGR has a lot more area than SOAR, it can 't be compared, but SOAR has a lot more events, quests, and scripting required. the amount of time of work in BGR was split at 50% : 50% for making the area and the asset, and 50% for scripting. SOAR it 's going to be 30% area making 70% scripting, perhaps even 80% of the time scripting.
Then we learned a lot while doing BGR, I will speak of the one thing we learned that can really help others mods maker.
-Campaign ressources needs to be "stable" before you do anything else. So when you put them in game, you don' t have to go back and change them everywhere you used them in yoru whole campaign/mod. In the campaign ressource we have items, they are a major pain. They need to be "stable" before you start anything where they are needed.
Things which are placed in area are "instanced" the moment you place them, things which are "spawned" with scripts are "reference", which mean if you update that object the update will be done everywhere it 's "spawned" at the same time.
The conclusion to avoid headhache when debugging, or updating your work place as few thing as possible and spawn the maximum of them.
NPC, Creature, Stores for exemples are good exemple of thing you need to spawn and not place.
Now let' s speak in detail of what we are doing into SOAR.
-First thing we managed to make operational a "teamwork" accross the internet, it will really ease our concern with versionning.
- Second thing, Drew made all the items, they aren' t completly final, but they are in a state where we can place them and use them without the need to comme back at them later, they are nearly final and good enought to be used. I mean absolutly all the items, SOA and TOB, it was a monster work.
-For myself I am responsible for 2 things for now and until I finish them : Everything in TOB (area+ scripting), and Crafting.
for the crafting, I have done a crafting system strongly based on NWN2 OC crafting system, except that all component and crafted items wll be SOAR specific. Also only crafted items will be able to enchanted or changed. "looted items" from the original game cannot be altered with crafting. It will be easy to spot, crafted items/materials have NWN2 icons, while "original stuff from TOB/SOA" will all have TOB/SOA icons. We have altered the drops tables from NWN2, so only ours items drops (original stuff + crafting component)
For TOB, I have done something fully operational and almost fully polished until the end of Saradush. My estimation for doing the whole TOB in NWN2 is between 1 and 2 year of work. I am al ready at 4 or 5 months of work on it.
I think I won' t post any screens, or spoilers, I'll just give report of advancement of my work.
Posted 07 August 2016 - 10:56 PM
And a second post to speak about the most important new so no one can miss it :
We have 2 new scripters on the team who are like Drew and me, poeple who work in the software industry in real life. So SOAR has more scripting than BGR, but we have more scripting power.
They will work with Drew on the SOA part of the game at the moment.
Posted 07 August 2016 - 10:58 PM
Posted 07 August 2016 - 10:59 PM
Sorry, I've been away for so long; I was on vacation (and not ignoring you for Facebook like Shallina said! ).
As far as the amount of time the project will take, we're not releasing any time estimates other than we want to have a long beta in which the game is already feature and content complete so we can make it as stable and balanced as possible. Also, with the amount of experience we have with the toolset and our much improved planning (not to mention an online repository), we're looking at a significantly less amount of time than BGR's development.
While the scripting is much more difficult, the lesser amount of areas will help quite a bit too. While I think Shallina is underestimating the amount of time area-building took in BGR and will take in SOAR (especially since the quality of areas in SOAR will be higher), it's true that BG2 was a very script-heavy game. Of course, that's extremely exciting considering the power of NWN2's scripting
I've already created the blockouts for a few modules, though I'm currently working on the Docks district in Athkatla. Instead of just a blockout though, I'm going to go through all the stages of area-building to 1) get an idea for how much time taking an area from blockout to final polish takes and 2) ensure we have the right art and other support we need to make an awesome-looking game. I should have some pictures of the whole process soon
Posted 07 August 2016 - 11:00 PM
WIP Screenshot time!
There's still a lot of work to do on these, but I'm going to move onto finishing the blockout for the Docks. I'll post some more screenshots soon, though hopefully you'll see the final-ish quality then.
It may be difficult to see in the picture of the model, but the bottom lip does turn up quite sharply to meet the upper lip. Hopefully with texturing, too, it'll look even more like the original.