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NWN2 OC remake - Festival module in alpha


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#26
wyvern14

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elys wrote...
Put in that way, I think you should drop out of school Posted Image



LOL!
Well, it's a degree in video game level design, so it's not as if I was studying law or something unrelated to the mod itself Posted Image
Development will slow down once college begins March 1st, but at the same time, the 1st session should be a breeze (I already have a degree in 2D/3D art, so "introduction to 3dMax and photoshop" is gonna be a complete laugh), plus I might be able to expand some mod stuff as class homework Posted Image

#27
Skellimancer

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Nice work =)

#28
wyvern14

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Skellimancer wrote...

Nice work =)


Thanks! Hopefully the attack module lives up to the expectations!

#29
elys

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Don't rush it Posted Image.
I rather like it better than faster Posted Image

#30
wyvern14

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Me too! It's getting along quite well, I'll have a lot more VA in the next release, plus updated voices in the festival itself. Module 2 content is almost finalized, debugging some fighting stuff atm. I haven't finalized the treasure system yet though, but technically, everything until the actual swamps will be there.



Right now, module 2 ends when you try to do as you are told and fetch the shard in the ruins.

#31
Awildawn

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you're a fast worker !

#32
Atlantia83

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I'm impressed and I'd like to... oh et puis zut je suis français après tout lool

Ton travail est vraiment sympa, moi je viens juste de réussir à installer le toolset, tu as de l'avance ;))

Mais j'ai fais un petit film déjà tu vois je viens pas les mains vides :P www.youtube.com/watch

#33
Atlantia83

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Non je retire "sympa". C'est remarquable, ta maîtrise est impressionnante. Voilà qui donne envie de t'aider pour des voix et des textes, mais je suis pas du tout au fait de NW, dommage j'aurai aimé une idée de scénario plus "libre" ;))



Keep on the good word :D

#34
wyvern14

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Well, module 2 is pretty much ready for alpha as we speak, just did a playthrough and got only minor details to fix. It's coded, it works and all. But... I won't release until all the VO is done, integrated and such. Still, module 3 is entering production this week in the meantime, so perhaps it will be a 2 in 1 by the time all the voices are complete :)

#35
elys

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2 in 1.. sounds good Posted Image

Unless you got busy playing ME2 instead of working on the module Posted Image

#36
Idabrius

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Wyvern, I was curious as to whether you are going to make the D&D-related elements publicly available? I would love to work up some of my campaign setting into DA's engine, but without a classical class setup it's a bit tricky.



Building new classes/races has stumped me so far, hence my question. If you hadn't planned on releasing your class/race builds separately, might I inspire you to do so? It would be a great boon to the modding community as a whole.

#37
wyvern14

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elys wrote...

2 in 1.. sounds good Posted Image

Unless you got busy playing ME2 instead of working on the module Posted Image



Played it, finished it, back on the mod :)

#38
wyvern14

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Damn double post ><


Wyvern, I was curious as to whether you are going to make the D&D-related elements publicly available? I would love to work up some of my campaign setting into DA's engine, but without a classical class setup it's a bit tricky.


Building new classes/races has stumped me so far, hence my question. If you hadn't planned on releasing your class/race builds separately, might I inspire you to do so? It would be a great boon to the modding community as a whole.


Well, they work soso as of now, adding new races is a big buggy and the appearance doesn't always follow for some retarded reason. As for classes, it's considered, but until I got it working 100% ok, it won't even be a part of the mod. So for now, until it's perfected, I won't release community content since its bugged. Someday though...

Modifié par wyvern14, 07 février 2010 - 10:56 .


#39
Idabrius

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wyvern14 wrote...

Damn double post ><


Wyvern, I was curious as to whether you are going to make the D&D-related elements publicly available? I would love to work up some of my campaign setting into DA's engine, but without a classical class setup it's a bit tricky.


Building new classes/races has stumped me so far, hence my question. If you hadn't planned on releasing your class/race builds separately, might I inspire you to do so? It would be a great boon to the modding community as a whole.


Well, they work soso as of now, adding new races is a big buggy and the appearance doesn't always follow for some retarded reason. As for classes, it's considered, but until I got it working 100% ok, it won't even be a part of the mod. So for now, until it's perfected, I won't release community content since its bugged. Someday though...


Someday is a good day, as long as it rolls around. Eagerly awaiting to see how you manage to implement D&D in the DA engine! Good luck!

#40
wyvern14

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Devout class now functionnal with 40 or so abilities, along with the 16 specializations (see project screenshots). Used the modified new class tutorial on the wiki to do it, with a few workarounds as per the background tutorial (to avoid touching every core file out there).



Also - all previous bugs in the alpha are squashed (main controlled combat reaction, combat music, etc.), only one I couldn't fix was the conversation tracking in the journal (no effing clue what it's related to).

#41
Challseus

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Just wanted to let you know that I have been following this project, and it is looking very good so far. Especially the area design.

#42
wyvern14

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Challseus wrote...

Just wanted to let you know that I have been following this project, and it is looking very good so far. Especially the area design.


Thank you, this is one of the part I hate the most to do, it takes a long while to tweak ><

Actually rerendered everything this week with new lights and settings, coming out a LOT better (ty bloom effect). Should be even prettier in the next release :)

#43
wyvern14

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Good news! The mod will be covered in an upcoming podcast, keep an eye on http://dragonagepodcast.com/ in the next weeks for an episode related to the NWN2 OC Remake!



You'll get to learn more about the development, the current and future plans, how the progress is going and all details of the sort (and you get proof that girls on the internet are not a lie like the cake!)

#44
wyvern14

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The podcast is now online, take a look at http://dragonagepodcast.com/ and subscribe! The mod is featured in Episode 1 :)

#45
Challseus

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wyvern14 wrote...

The podcast is now online, take a look at http://dragonagepodcast.com/ and subscribe! The mod is featured in Episode 1 :)


I just finished listening to it. I was very impressed, especially with your enthusiasm. Your highly informative answers were also nice to hear. Good luck on your project.

#46
wyvern14

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Glad the interview was appreciated, it was a first venture and being a new modder, I really hoped I could bring good content to something like this. :D

#47
k9medusa

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 Good Work:O  You might ask someone to help you. Each person can do an area. NWN2 is a huge game, instead taking years to do, you really need some help....B)

#48
TimelordDC

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Looks great and the speed at which you've been able to get this together is amazing! I know, I've been struggling with one level creation for a long time :)

Good luck and hope you get a good team going once the Festival phase is over.