NWN2 used granny to speed up development, since the deadline was very quick, and that was a major roadblock which was just removed recently. Orginally making a creature was impossible until the first ones paved the path, and right now there are folks working on exporter/importers to make getting creatures out of the modeling programs easier than it is for NWN1. I am not sure what is used for doing models in NWN1, but i do hear the folks at RWS commenting how NWN2 actually is less of a pain in the butt to them. It really has to do with what tools you prefer too, if all you ever have done is used old tools those are going to seem easier to you regardless of how easy they are to use -- i still prefer using dos commands to a GUI.
I don't see anyone coming out with a toolset and game which offers what NWN2 or NWN1 does. I think if you prefer less graphics then you should use NWN1, or even baldurs gate. If NWN1 is not capable of doing what you need to do, or if you have a computer purchased in the last 3 years NWN2 is a good option too. Yes the fact that NWN2 has a visual effects editor means i spend hours making the perfect faery fire aura, and if i was doing NWN1 i'd just not do that and just use the stock visuals.
And if you want a hobby engine, well the new NWO foundry looks like it's going to have better graphics AND a simpler way to make maps and modules, which should get a lot more people doing it. Of course what they are going to make is going to be very limited compared to NWN1 or NWN2, but then not every one wants those options.
Regardless the issue is not what you wish we had. The issue is how do you get from what we have, and step by step actually get to what you wish we had.
There are two viable paths i see for that, the first being a heavily modified NWN2 game client and server, the other is a completely new project done in open source abandoning quite a few basics we take for granted. NWN1 is not a good option because its harder to view how it's working inside the engine, and if we do this it's better to take the better eye candy anyway. The other issues have people working on them, such as a way to import and export models and animations easier from 3d programs. You have to think about how horses got added to NWN1 and how they are getting added to NWN2, just think if the devs stopped prior to doing that, would the NWN1 community been able to implement those entirely themselves. NWN1 does have more content, but NWN2 actually has far more ways you can mod it, and given time the goal here is also to make our own toolset which make it far easier for noobish folks to just tell a story. Comparing Tilesets to the 3d sculpted areas, sure NWN1 is easier, but when you factor in plugins like nwn2mapper, and using L3DT to create height maps you import via YATT based on real maps of faerun. The trick is to package up what we've already accomplished and figure out how to make it so it's easier for a person completely new to computers can just add his PNP world so you can play it.
I see NWN1 pretty much at it's peak with what is added by Peachykeen and Project Q. NWN2 is still figuring out how far we can push this engine, and my opinion here is very optimistic. Both are of course going to keep getting new things, but NWN2 has a lot more groundbreaking new features the community is going to add before it's final swan song.
Modifié par painofdungeoneternal, 13 juin 2011 - 10:30 .





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