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The Baldur's GAte remake thread


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#501
Shallina

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--
Really? I thought it was. Anyway, you could fire the event from the level-up screen when the confirm button is clicked, if you wanted.
--

For this you'd need to rewrite the whole lvl up process, beceause it's when you click the confirm button that lvling function is launched. And since all the default µUI is hard coded, you can't fetch the value selected by the player and proceed to the lvling if you only put a script at the end.

And we got a first "beta build" where all the made scripted area are connected :).

So we start at Candlekept and play the game until a certain point, with TOSC enable and functional :)
Basically at the moment the game stop when you try to enter one of baldur's gate city interior (except the ones related to TOSC wich are functional).

Modifié par Shallina, 20 juillet 2011 - 10:33 .


#502
0ts0

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Nice!

Can't wait until the re-make is done!
About the party npcs and enemies; what stats and feats will they have?

#503
0ts0

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Any chance of releasing an open-beta version? :D

#504
Shallina

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About the party npcs and enemies; what stats and feats will they have?
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Real 3ed stats, and real build. Except for some boss that have special scripted event /ability/spell.

The stats are respecting the spirit of the original game, but they are following the 3.5 D&D rules.

Casters (arcanne and divine) have real spellbooks, unlike what OBSIDIAN did with all their official module. Wich mean you won't find 5 identify object in a wizard book, And 5 greater lore spell.....

Those caster that comes to fight are loaded with real battle books.

A lvl 11 wizard NPC that can be hostile, slaughtered "my overpored evil party of a lvl 18 ranger and lvl 15 warlock that was supposed to stomp everything to test the differents scripts". A bigby spell on the ranger, a Daze spell on the warlock, and it was over.....

Modifié par Shallina, 21 juillet 2011 - 10:07 .


#505
BartjeD

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Oooh that sounds excelent!

#506
The Fred

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Shallina wrote...
For this you'd need to rewrite the whole lvl up process, beceause it's when you click the confirm button that lvling function is launched. And since all the default µUI is hard coded, you can't fetch the value selected by the player and proceed to the lvling if you only put a script at the end.

You shouldn't need any values, because you don't get any in the OnLevelUp event IIRC. You just need to know that someone has leveled up. If it did turn out you needed to know the class, well, 0100010 has already rewritten the level-up process (check out his Enhanced Level Up on the Vault), and you only need the one script (which stores the class when it's selected). It sounds like you have everything under control, though, so you probably don't need any of this now.

Shallina wrote...
Casters (arcanne and divine) have real spellbooks, unlike what OBSIDIAN did with all their official module. Wich mean you won't find 5 identify object in a wizard book, And 5 greater lore spell.....

Technically, you could argue that a book with a few Identifies in it IS a more realistic spellbook (how often does your average wizard get in a fight? How often does he need that Evard's spell? And yet how often does he identify something for someone for 100gp?), but it hardly makes for good gameplay. Tough foes are very much in the spirit of the original (though admittedly their AI was pretty basic) so it's good to hear the remake will be equally challenging.

#507
0ts0

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Ah. Will the enemies be scripted to behave (have certain spellbook, feats) depending on Bhaalspawn's party? (Scaling after class and npc rather than only dependent on level)

#508
Shallina

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No the Fred, A wizard that goes to battle don't load identify spells.

He load those spells after he has won the battle in order to identify his spoil of war.

Encounter are static like in the orignal game. And the game is made for a lvl 1 char at the beginning and 9 at the end. If you change the XP cap and load your lvl 30 knight captain, you won't have an epic campaign.

Only the random encounter are dinamic and scale with the lvl.

BGR will remain remain close to the original for that aspect.

If I were to scale difficulty on a module (not BGR) I would do it on the difficulty ruleset selected (Easy, normal, d&D core rule) more than on the level or party size/composition I think.

Modifié par Shallina, 22 juillet 2011 - 08:36 .


#509
Squire

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Technically, you could argue that a book with a few Identifies in it IS a more realistic spellbook (how often does your average wizard get in a fight?


Depends. If he's going out there to fight, he'll have a spellbook prepared for battle. Or if he thinks he may be attacked (and let's face it - an evil wizard in that line of work is going to expect an attack at some point), he will probably, at the very least, have some self-defence spells ready. He might even keep spells like Stoneskin and Mirror Image in reserve anyway, just in case. After all, there are many people who might try to steal his spellbook, because it'd be worth loads on the black market, so he's likely to expect a possible attack anyway.

He's hardly going to be a feared and respected wizard if, when some random mugger with a dagger jumps him, he can't defend himself, and can only tell the mugger what kind of dagger he's using! XD

#510
The Fred

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Halbazzar Drin isn't going to battle, he runs a shop. With Identifies a mere 100gp apiece, he's going to need more than 5 of them memorized. The mages upstairs also aren't going into battle, they're about to perform a ritual. I guess that's why they all have the exact same Horror + Melf's Acid Arrow combo memorized in the original game, and are pretty easy to beat.

Ramazith isn't going to battle, he's about to make Nymph soup. I expect he has all the spells needed for crafting memorized, and a few scry/spy spells because he's paranoid.

Sunin (guy with the Ring of Wizardry) isn't going to battle, he's sitting in his house. Why would he have a battle spellbook ready rather than 12+ (Ring of Wizardry, after all) copies of Transform Any Doughnut?

Chances are if some random mugger jumps any wizard he'll win initiative and hit with a Sneak Attack (or Backstab, in 2nd Ed) before said wizard can do much, and even if he has a plethora of Lightning Bolts memorized, he'll likely get interrupted and/or killed first.

Seriously, though, I'm not suggesting you should load up ever wizard with 5 Identifies. It sounds like you're taking tactical combat in a good direction here, which is great because that was one of the best bits about BG IMO.

#511
BartjeD

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Shhhhh, don't break the suspension of disbelief!

#512
The Fred

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NWN is not PnP. To be honest, a lot of the non-combat things may as well not exist in many modules. Really, Baldur's Gate itself was pretty combat orientated. The combat was tactical and good fun, though, so I don't mind so much myself, and it had a good story. Good story and good combat together can make a pretty good game by themselves, for all we might wish for deep, rich background and an immersive, realistic ambience.

#513
Ghastly310

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So, just making sure, this is still in development and progress is being made? :D

#514
kamal_

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Ghastly310 wrote...

So, just making sure, this is still in development and progress is being made? :D

Given that it's been worked on for about 6 years, I'm going with yes, still in development. :)

#515
Squire

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That, and the fact that the people working on it posted about 10 days ago...heh. ;)

#516
Torquemada_

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Cant.. wait..!

Are you still expecting the release to be late summer?

#517
Shallina

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Nevers expeded a release late summer.

We just expect all area finished and scripted before 2012.

#518
Luminus

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I have a recommendation: Instead of giving any release date, like late summer or before 2012, just give a rough estimate of how much percent it's finished. Like it's 80% complete. So people would stop asking when it will be released.

It's done when it's done is the most correct way to do things but people don't know how much is done,  so they keep asking for a release date.

Modifié par Luminus, 16 août 2011 - 08:57 .


#519
Shallina

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It will be done when it's done, and if we decide to stop the project before it's finished (very unlikely) we'd release what we have done.

So far everything is done for area, scripting, NPC, until you try to enter an interior in baldur's gate city, TOSC is fully functional.

#520
kamal_

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Shallina wrote...

Nevers expeded a release late summer.

We just expect all area finished and scripted before 2012.

Baldurs Gate Reloaded: Late Summer 2011 is Drechner's sig.

#521
Shallina

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Not mine :), at the speed things are going, all area and script may be finished this year :)

Once this will be done it will be quick.

Modifié par Shallina, 17 août 2011 - 02:13 .


#522
drechner

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kamal_ wrote...

Shallina wrote...

Nevers expeded a release late summer.

We just expect all area finished and scripted before 2012.

Baldurs Gate Reloaded: Late Summer 2011 is Drechner's sig.


Speaking of which, I should probably change that...

Here's a (not) fun fact: I started this project in November of 2006 and expected it to be done in 2008. Needless to say, that was a gross-underestimate of the work involved! Therefore, never trust me; we're like 3D Realms with DNF, except we have no budget and far less people working on it :P

I only kid (sort of), but on a serious note, we're looking to get this project uploaded on the Vault before Skyrim is released (mid-early November). We could get it done before then, though more than likely it'll be several weeks afterwards, but know that this is our goal. If you're looking for a percentage complete for the game, it's probably somewhere around the 80% mark, though it's a bit difficult to estimate as we have chapters 1-4 completely scripted with chapter 5 partly done already. As for the areas, the only items remaining are the return to Candlekeep interiors, a few interior areas in BG city (which Shallina has been patiently awaiting), and Gullyking/Firewine Bridge areas. Most our systems are in and working already as are some of our art assets (we haven't shown the NPCs yet, but we will). 

#523
kamal_

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I know all community efforts are "when it's done", but Shallina was getting testy with people over the late summer 2011 thing and saying no one had said that, when that was the date in Drechner's sig. Since Drechner's the project founder, that kind of carried a seal of officialness...

#524
Shallina

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Drew is making the area then he is sending them to me, I am scripting them and making them functionnal, all the items al ready exist, all the important NPC exist as well, but once I am done, I am making a "build" where everything done works together, wich I send back to Drew so he can polish all the visual of the game and things I had to change.

We can say that now we got a first "Beta Build" beceause all scripted area are now linked and working together as a game.
The project isn't anymore different piece of the remake, but a single "big piece" that is working.

We are at a stage where we could start "a full scale test" and not only "focus test" on specifics parts.

It's one of the best moment of the project where it s becomming a "game" that can be fully played and is no more only  "a work in progress".

Modifié par Shallina, 17 août 2011 - 03:01 .


#525
rjshae

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Ah... never mind. Sorry.

Modifié par rjshae, 18 août 2011 - 10:27 .