The Baldur's GAte remake thread
#251
Posté 25 décembre 2010 - 08:42
Merry Christmas!
#252
Posté 27 décembre 2010 - 07:22
I applaud the diligence and integrity, and I am anxiously waiting for the finished product. I hope everyone's Christmas went well, and a early happy New Year to the team.
Grace and Peace
#253
Posté 31 décembre 2010 - 02:55
#254
Posté 31 décembre 2010 - 07:51
#255
Posté 31 décembre 2010 - 07:52
whats all this talk to bg2 remake...what have i missed?
#256
Posté 06 janvier 2011 - 11:30
So... do you have any new updates?
#257
Posté 08 janvier 2011 - 07:31
So... do you have any new updates?
Some new screenshots maybe?
We'll have some cool screenies and stuff coming soon. And a trailer in a couple months showing gameplay and environments, though there's plenty of work to do before that
#258
Posté 14 janvier 2011 - 01:51
#259
Posté 14 janvier 2011 - 08:56
Edit: Here's a pic of the Bandit Camp "tents" WIP:
Modifié par drechner, 15 janvier 2011 - 05:47 .
#260
Posté 15 janvier 2011 - 02:10
#261
Posté 16 janvier 2011 - 12:16
The first one, is the name of the project that has changed to Baldur's Gate Reloaded which sounds more badass, and with a logo too!
The second one is that the release date has changed to late summer.
Modifié par Luminus, 16 janvier 2011 - 12:17 .
#262
Posté 16 janvier 2011 - 01:18
Luminus wrote...
I noticed two very interesting changes.
The first one, is the name of the project that has changed to Baldur's Gate Reloaded which sounds more badass, and with a logo too!
The second one is that the release date has changed to late summer.I'm not too dissapointed because I know how projects, that are being released when not ready, end up. But why is that? Because of the more custom content that is being added?
You have a good eye for detail
We did decide on Baldur's Gate: Reloaded as the name after bouncing around many alternatives (and we not have logos too!).
To answer your second question, we still have a bit of scripting and lots of polish to do (including custom content)--probably 6-8 months left until release. We can probably be completely done with scripting in less than 6 months, but we're going to want to polish and bug-fix as much as we can. Luckily, most of what we've been scripting (Shallina gets credit for a lot of this) has been good quality and hardly any noticeable bugs, so there shouldn't be too many issues we'll run into.
I think that custom models, SFX, animations, etc. will really make this module come alive. If you've played the demo, it's a night and day difference between what we've got going on now.
#263
Posté 16 janvier 2011 - 08:36
But so far thing progress at the speed I thought it would. I haven't got all the tasks planned so it's difficult to give release a date. But for the task we are doing so far my estimations are good. Wich mean the project is moving at a good speed.
Modifié par Shallina, 16 janvier 2011 - 09:13 .
#264
Posté 16 janvier 2011 - 11:27
#265
Posté 17 janvier 2011 - 11:21
#266
Posté 18 janvier 2011 - 05:03
chuckyofnorris wrote...
Finally got round to playing the demo, and guys I have to say its looks sick. Cant thank you enough for putting all this effort in
Thanks, though the demo looks quite poor in comparison to our newest iteration of the game--night and day difference really.
As Shallina mentioned, I was perhaps a bit... ambitious with my earlier estimations, though I think the newest one should be right around target!
#267
Posté 18 janvier 2011 - 03:32
What do you guys think?
#268
Posté 18 janvier 2011 - 04:33
BlindHamster wrote...
Hi Drencher, have you considered getting a proper website set up for this? I could do with making a website anyway (can add it to my portfolio as a computer science student) And might help to get all your stuff in one place, just link to these forums, have a Q&A section etc, allow you to showcase it well. Might even be able to persuade various sites to link to it.
What do you guys think?
That would be awesome actually
#269
Posté 18 janvier 2011 - 05:26
#270
Posté 22 janvier 2011 - 09:27

#271
Posté 22 janvier 2011 - 10:37
#272
Posté 22 janvier 2011 - 11:50
#273
Posté 23 janvier 2011 - 11:18
drechner wrote...
A few more screenshots of some recent custom content:
I saw the Blushing Mermaid Tavern, in one of the earlier screenshots, and you had just a portrait of a woman I believe. And I said to myself: "It is different from the original but it still looks nice." And now I see this.
I love the attention to detail! Great work!
Keep the screenshots coming!
Modifié par Luminus, 23 janvier 2011 - 01:50 .
#274
Posté 24 janvier 2011 - 08:20
I have some questions for drechner;
I have checked your album of BG NPCs and realized that there are screenshot of every companion but Skie, did you forget to make a screenshot of her or is there another reason why she is not in the album?
Is it already possible to know what should be the NWN2 classes of every companion when we meet them?
Will we be able to level up them every way we want (like in BG and SoZ) or will we be limited in their classes (like in NWN2-OC and MotB)?
Thank you in advance.
#275
Posté 24 janvier 2011 - 10:04
All the NPC will be in game, but before the NPC it's more important to have the game where they will elvove.
The class of the different NPC aren't fixed yet since all aren't in game yet.
Minsc will be a berserker, Dynaheir a sorceress, one NPC will me made into a warlock, and one into a favored soul.
For the leveling, it will be probabvly a midle ground between OC and SOZ, you'll be probably be able to multiclass in class that make sense for the NPC. (Edwin will be able to become a red wizard or to continue as a wizard for exemple).
NPC that were fighter/thief in the original will have the both path open, that's just some exemple.
Nothing is done on the compagnion lvling for now, so all of this may change.





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