What I like about the IceBlink engine...
Turn-based combat! It started out simple, but is growing more advanced with each version release, including flanking and AI options. I was able to deal with RTwP (and Autopause) in the Infinity Engine, and managed to enjoy RTwP in NWN2. But to return to a true turn-based system, feels like going home.
Conversations work like NWN2, even the use of party-chat style diolgues, which is what I had been most invested in previous projects. Players can create their own party and role-play their characters through the various conditional checks available. (Author's design choice)
Map making and art direction is flexible and completely up to the builder. I am largely using art assets from the SSI Gold Box collection, including character/monster icons and tilesets. Before I ever worked with NWN2, I used the FRUA construction set. IceBlink essentially combines the best of both worlds.
For me, IceBlink advntures are playing out like the SOZ overland map for exploration, then switching to party-based combat in a more tactical environment. All using, Gold Box figures and old-school portraits. What a joy.
Harumph!
PS: I will eventually revisit the NWN2 campaigns I have in the works, and maybe even convert them to IceBlink at some point.
Modifié par Dorateen, 13 décembre 2013 - 04:56 .