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The Baldur's GAte remake thread


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#851
Fester Pot

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drechner wrote...

 I'll release some screenshots as we progress through this phase of development, starting with a few familiar locations below:


I don't recognize any of these areas.

FP!

Modifié par Fester Pot, 19 octobre 2012 - 08:59 .


#852
Bandobras Took

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Given that the bottom five are different screenshots of the Bridge area right before Baldur's Gate proper . . .

#853
drechner

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Bandobras Took wrote...

Given that the bottom five are different screenshots of the Bridge area right before Baldur's Gate proper . . .


The areas definitely have a bit of their own "flair" (2d areas don't really convert to 3d very well). I tried to provide some clues for each area to hopefully help.

The first few are from the area directly east of Candlekeep (Candlekeep Coastway as many name it). The second screenshot is actually the location where Gorion is murdered (Spoiler alert! :P). Following that is the Lion's Way, which only the broken down wagon may give that away. Then, several screenshots of the Zombie farm north of Wyrm's Crossing then Wyrm's Crossing itself.

#854
drechner

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 A couple new screenshots! 

Image IPB
Image IPB
Image IPB
Image IPB
Image IPB
Image IPB
Image IPB
Image IPB
Image IPB

#855
PJ156

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Some of these screens look realy nice. I have been looking back at your screens and, while I know you are looking for "Baldurs Gate", somewhere in there you have found you, it's a nice, light, style. It sort of feels like the original (as close as this toolset will allow) but it has your stamp on it and, if it is consitent, will give the game an original feel to it.

I am looking foward to playing it though I am sure I will resent the time it takes up :D

PJ

Modifié par PJ156, 20 octobre 2012 - 10:39 .


#856
ihc_308

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Friendly Arm Inn, I like it

#857
sirchet

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I am soooooo excited that this project has stuck it out.

You guys ROCK!!!

CanIhavemyNWN2BGnowplzthnkyou .... heh heh heh

#858
rjshae

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...so that's what the sky looked like! ../../../images/forum/emoticons/wink.png

(A not so subtle reference to the viewpoint of the original BG.)

Modifié par rjshae, 22 octobre 2012 - 06:52 .


#859
Tomark

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So, first thing to do is obviously go look for that ring under the tree there :)

#860
Shallina

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We are still debating about those hiden object in the wild, should we do them or not....

And we still haven't specified how we'll handle crafting.

Modifié par Shallina, 27 octobre 2012 - 07:52 .


#861
steelfire_dragon

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Iever could find that one gem in that ring of stones.....

#862
laxmanstretch

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well im going to bite on that baited hook. Yes, the hidden items in the wild, rewards for exploring under every stone, bush, and tree hollow, should be included. Although i needed the x and y location of each item to find them, in game it was like finding someones stoed away savings. Ooo, antkeg armour!

#863
laxmanstretch

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crafting - not in the original, not in the remake. Leave the miniscule amount of craftin2th npcs, e.g. evil skin armour.

#864
Shallina

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items in the wild are a bit stupid, if we do it, it has to be done well, in the original you only had to press tab to see all the hidden place, and NWN2 isn't that better at hidding things.

Crafting is a necessity, more class, more stuff, and crafting feat/skill are a full feature of DnD 3.0.

Also, crafting will allow good items for build, feat , class that didn't exist in the orginal game.

The problem is that good items were rare in the original game, so even if it's possible to craft cool item it must remain rare and very limited, and also crafted items mustn't be superior to the best loots.

Modifié par Shallina, 28 octobre 2012 - 01:37 .


#865
me and the devil

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Then just make the ingredients as rare as you wish. if there are only three mithryl-bars in the game the player will have to decide whether to make a weapon or a full plate armour. It will add up to the feeling that those items actually are supposed to be valuable ;)

#866
Luminus

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laxmanstretch wrote...

crafting - not in the original, not in the remake. Leave the miniscule amount of craftin2th npcs, e.g. evil skin armour.


Neither were the 3.5 rules/classes/races in the original. Should we disable them also?
The point of this remake is to recreate the game with new stuff and enhance it.

Lore-wise, an adventurer would be even more likely to make his own weapons, with quality materials he gathered, after seeing his purchased/found sword breaking.

There is another issue. There are weapon types that didn't exist in the original game. Katanas, scythes, falchions etc. And also adamantite, cold iron, silver (for the werewolves) weapons. Though I am not sure if adamantite and cold iron weapons would be that useful in the first game.

Also, crafting takes (or should take) skills, feats, materials, required spells and gold. As in PnP.
I am not familiar which system the remake would use though, I belive the Storm of Zehir crafting system. It might be more convenient to just buy them or find them.

The best way to limit crafting, is to limit the materials or make them expensive as it would make sense, lore-wise and balance-wise.
And even then, Divine/Arcane buffs would still be better. (Greater Magic Weapon, Magic Vestment, Flame Weapon, Sonic Weapon etc)

#867
laxmanstretch

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Difficult decisions. As pointed out, you are creating a game using a later system/version/engine, so have the luxury of the option to try and improve the BG experience. A testament to the choices made in creating the original final product is the commitment that has been put in to making the remake, and the comparatively small, but still impressive amount of discussion on this thread.
Therefore it cannot be easy when a decision is made to divert from what was offered by the original. With regard to adding to BG, to some extent the players of the game can choose not to use them, e.g. I won't use the crafting system, but it being there may be fun for others. Missing out features of the original may be slightly harder to swallow, e.g. leaving out the treasure hunt through the hidden outdoor objects (could be improved by adding some sort of midden pit hunt quest). However, puritans can always load up their old BG disc and play the original. Personally I am just looking forward to playing the development teams take on BG on an upgraded graphics system. Need this BG to come out soon less the ad infinitum.
*scratches at the door*

#868
dslamo

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Personally, I say it's your game so do what you want - you doing it for free :) If you miss something out that someone desperately wants in, tell them to go and spend months building a remake of there own! You have done a fantastic job, and if you wanted to make Candlekeep out of gingerbread you have every right to do so! (Kinda hope you don't mind you! lol).
Good Luck with the final push!

#869
Bandobras Took

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Shallina wrote...

items in the wild are a bit stupid, if we do it, it has to be done well, in the original you only had to press tab to see all the hidden place, and NWN2 isn't that better at hidding things.


Not to nitpick, but BG didn't have a key to highlight all containers as such; it was cheat. ;)

#870
Luminus

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Bandobras Took wrote...

Shallina wrote...

items in the wild are a bit stupid, if we do it, it has to be done well, in the original you only had to press tab to see all the hidden place, and NWN2 isn't that better at hidding things.


Not to nitpick, but BG didn't have a key to highlight all containers as such; it was cheat. ;)


Actually, BG didn't have that key but Throne of Bhaal introduced it, I believe. Also, Enhanced Edition will use the ToB engine so we will come full circle.

Realistically speaking (and I mean realistically concerning the game world, not our reality), characters should be able to see it or find it if they get too close.
A Ranger can find tracks, a Thief/Rogue can find traps but they cannot find a ring, or armor or diamond hidden in the scenery? I find that hard to believe.

Making players pixel-hunt is reverse metagaming, I think. Instead of the player knowing stuff that the characters don't know, the players have to find stuff that the characters should know or find.

The best way to fix the various items hidden in the scenery? Either change their locations, which would encourage exploration or do what the Dalelands PW did, use skill checks to see if the character can indeed find them. Either Search and/or Spot checks to get the item after searching a clickable tree/rock/hole.

#871
Salinar

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I definitely vote for hidden items in their original locations. Who cares if they aren't hard to find? They're part of the game. They're nifty. Plus, you could always just make them pop up the same as traps do when a thief has detect traps running and have them be undetectable otherwise. That would pretty much solve the problem, yes? People who know this game inside and out will run straight to them, grinning wickedly, and new players will be happily surprised to find a ring instead of a fireball trap. This sounds like a good plan.

#872
Raduziel

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http://marioroma.webs.com/

This is not my work, but I hope you guys enjoy it as much as I did.

And about the "hidden items in the woods":

Some of them had a reason in game to be there. There was letters telling about the hidden items and etcetera. Others were there just to balance the game. Period. We all (at least many of us) know that Baldur's Gate is hard as hell and all help is welcome. We could just find a Dread Wolf turning the corner or be overwhelmed by an orc troop.

It were really easy to die and the items we found (as well as those we buy using the gems we found) were there to make the game a little less tough.

I've read here that the game will be more balanced than BG1, so if we drop random and hidden items around the map will be to recompense exploration, not to make things easier.

In other hand, I'm pro the argument about the reverse metagaming and totally pro about skill checks to find anything (Rangers got to love it!).

In conclusion: if you guys will put the hidden items use different spots of the map, use skill checks and put those with an in game reason to be there.

#873
rjshae

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Salinar wrote...

I definitely vote for hidden items in their original locations. Who cares if they aren't hard to find? They're part of the game. They're nifty. Plus, you could always just make them pop up the same as traps do when a thief has detect traps running and have them be undetectable otherwise. That would pretty much solve the problem, yes? People who know this game inside and out will run straight to them, grinning wickedly, and new players will be happily surprised to find a ring instead of a fireball trap. This sounds like a good plan.


If you want to mess with the player's heads, you could replace the ring with a letter:

Boss,

Heya. What's up? I needed to borrow the ring for a new job, but I'll leave it in the old hiding spot. Promise.

--Noober.


Heeheehee... :D

#874
-Semper-

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Raduziel wrote...

In other hand, I'm pro the argument about the reverse metagaming and totally pro about skill checks to find anything (Rangers got to love it!).


but please consider to script the check for the highest skill of the party. would be dumb if your party leader initiates the dialogue without finding something but with a higly trained rogue nearby.

Modifié par -Semper-, 04 novembre 2012 - 03:28 .


#875
Raduziel

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-Semper- wrote...

Raduziel wrote...

In other hand, I'm pro the argument about the reverse metagaming and totally pro about skill checks to find anything (Rangers got to love it!).


but please consider to script the check for the highest skill of the party. would be dumb if your party leader initiates the dialogue without finding something but with a higly trained rogue nearby.


Aye! True story.

And one more thing: it will have support to multiplayer?