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Biggest "must-have" for the tool set.


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28 réponses à ce sujet

#1
OwenM

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What potential feature, or released feature, of the DAO tool set is something that it absolutely has to have, for you to use it? 

Easy script editor? 
Detailed NPC creation? 
Origins creation? 

Feel free to be creative and list a few. I'm curious as to what people really want out of this tool set. :)

#2
Adinos

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I would say that the biggest "must-have" is simply a set of good tutorials, covering all aspects.

#3
Shadow180

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For me the biggest must-have will be high modability. I want to be able to do what I want, with no restrictions, or hardly any restrictions.


( e.g if you look at previous Toolsets, even the best ones, they restrict you a lot. What I want is a toolset that doesn't )

Modifié par Shadow180, 24 octobre 2009 - 03:27 .


#4
Jassper

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Want in one hand and crap in the other...

I agree with you Shadow180, but it's not going to happen nor is it realistic. The DA toolset was designed to create the Dragon Age game - therefore it is not, nor should you expect it to be, a "Design any game/rules set you want" toolset.

It is however - the closest we have got so far, more so than NWN1 and NWN2 combined. One of the biggest jumps is being able to change combat rules via script. In time Custom Content and add-ons will be created by the community giving us even more control, but don't expect to make a Star Wars game straight out of the box.
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Modifié par Jassper, 24 octobre 2009 - 03:49 .


#5
StrawberryCharger

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I'm hoping for an easy animating interfaces.



I'm really looking forward to making cutscenes

#6
Shadow180

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Jassper wrote...

Want in one hand and crap in the other...

I agree with you Shadow180, but it's not going to happen nor is it realistic. The DA toolset was designed to create the Dragon Age game - therefore it is not, nor should you expect it to be, a "Design any game/rules set you want" toolset.

It is however - the closest we have got so far, more so than NWN1 and NWN2 combined. One of the biggest jumps is being able to change combat rules via script. In time Custom Content and add-ons will be created by the community giving us even more control, but don't expect to make a Star Wars game straight out of the box.
Posted Image


Yeah, that's what I really meant.

I mean we are able to change the game with no limitations, ie we can change the way combat works.

It's not like I meant I wanted to make an entirely new game, no matter how cool that would be :P

#7
Jassper

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Shadow180 wrote...

Yeah, that's what I really meant.

I mean we are able to change the game with no limitations, ie we can change the way combat works.

It's not like I meant I wanted to make an entirely new game, no matter how cool that would be :P


Ahh..., in that case,
I would say 75% of it is customizable with the tools we have now.
Another 10 to 20% will be after some community content is geard up
I'm sure there will be some that just cannot change without game engine overwrite.
>

The cutscene editor is incredible

#8
Taltherion

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I just hope it is not THAT much more difficult to use than the NWN toolset ... I was able stumble through that one with at least a small amount of success.

#9
Beerfish

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StrawberryCharger wrote...

I'm hoping for an easy animating interfaces.

I'm really looking forward to making cutscenes


The interface for the cutscene creator is quite easy to use.  You assign 'tracks' to an actor and then you can assign animations onto a track anywhere along the timeline.  Don't like the animation you have chosen?  Just go into the properies of the animation on the track and change it to something else.

#10
Taltherion

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Now that sounds nice ... and not too difficult. I was having a real hard time doing cutscenes with the old NWN toolset (and sometimes they didn't work when other times they would ...).

#11
Laxon

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I hope the toolset scripting language isn't as dumbed down as most other toolsets have it.

#12
Adinos

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The scripting language is pretty similar to NWscript (the language for NWN and NWN2) and there is plenty of documentation on that on the web. It is essentially a C-like language, so anyone familiar with C, C++, C# or even game languages like LPC should have no problems with the syntax.

#13
Jassper

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Laxon wrote...

I hope the toolset scripting language isn't as dumbed down as most other toolsets have it.


Not in the least.
Scripting is very powerful in DA, but again you must learn a new curve. There are differences in it's usage but if you are familiar with nwn1&2 scripting than it should be easy to pickup.

#14
carlosjuero

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Adinos wrote...

I would say that the biggest "must-have" is simply a set of good tutorials, covering all aspects.


^^^^ This.

The tutorial for the NWN 1 toolset was a god send :) and it helped me get a start that I was able to branch off from pretty easily.

I hope that they haven't sacrificed usability for looks - I think the NWN 2 toolset looks pretty... but its clunkier (imo) than the NWN 1 toolset for doing most things. I prefer functionality over style any day.

#15
desertrunner

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While this is not really a "feature" but the thing that I hope for is that it will not be the buggy abomination that NWN2 was. Even when NWN2 was not crashing because of bugs, it still worked poorly because of bad design. The camera controls were particularly frustrating for me (although that was in the game itself, not exclusively the toolset).

#16
Adinos

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No, the DA:O toolset does not seem to have stability issues like the NWN2 toolset.

#17
Blazeno

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seriously can u even change the combat? :Y

#18
Shadow180

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Blazeno wrote...

seriously can u even change the combat? :Y


Yeah to a limited extent.

#19
Jassper

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desertrunner wrote...

While this is not really a "feature" but the thing that I hope for is that it will not be the buggy abomination that NWN2 was. Even when NWN2 was not crashing because of bugs, it still worked poorly because of bad design. The camera controls were particularly frustrating for me (although that was in the game itself, not exclusively the toolset).


The DA:O toolset is much more stable, and more importantly - I have yet to loose any data from a toolset crash (other than what hasn't been saved). i.e. - no more currupt mods that force you to start all over. Everything (except art files) is stored in a Database, so to loose everything you would have to loose the entire database. This also makes it easy to pull something from on mod into another mod without a bunch of copy+paste.

Depending on the tool/editor you are working in at the time, you have a choice of different camera controls. For the most part you can select NWN type camera controls or the 3Dmax type controls. I have become accustom to the 3dmax controls myself.
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#20
Shadow180

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Jassper wrote...

desertrunner wrote...

While this is not really a "feature" but the thing that I hope for is that it will not be the buggy abomination that NWN2 was. Even when NWN2 was not crashing because of bugs, it still worked poorly because of bad design. The camera controls were particularly frustrating for me (although that was in the game itself, not exclusively the toolset).


The DA:O toolset is much more stable, and more importantly - I have yet to loose any data from a toolset crash (other than what hasn't been saved). i.e. - no more currupt mods that force you to start all over. Everything (except art files) is stored in a Database, so to loose everything you would have to loose the entire database. This also makes it easy to pull something from on mod into another mod without a bunch of copy+paste.

Depending on the tool/editor you are working in at the time, you have a choice of different camera controls. For the most part you can select NWN type camera controls or the 3Dmax type controls. I have become accustom to the 3dmax controls myself.
Posted Image



YES! YES YES YES YES! WOOOO!!! YEEEEES!!





ahem...:whistle:

#21
FalloutBoy

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Don't we pretty much know what the toolset does and doesn't have at this point? A lack of creature scaling is a major oversight for me. I don't think I am skilled enough with modeling programs to scale them externally, and I don't think it will make any sense to have a whole world of identically-sized people.



Maybe the fancy cutscene editor will make up for the loss. Maybe I can use Hollywood tricks like have a guy stand on something to make him look taller in some scenes.


#22
Adinos

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FalloutBoy wrote...

A lack of creature scaling is a major oversight for me. I don't think I am skilled enough with modeling programs to scale them externally, and I don't think it will make any sense to have a whole world of identically-sized people.


Hopefully you will not need a modelling program to do that.   There is already a simple tool to scale non-animated models uniformly, and although extending that to handle non-uniform scaling of animated models is a bit of work, it is not impossible.

#23
Axe_Murderer

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A brain button you can click to have it think up all kinds of wierd stuff to do with all these tools would be nice.

#24
Proleric

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Yeah, we asked Bioware for a Make Module Awesome button, but we're still waiting...

#25
Axe_Murderer

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Well you can't ask for the moon like that. You gotta lead up to it with a bunch of lesser buttons.



. . .Come to think of it, it would be great if we had a moon or moons to play with.