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March 01, 2001 |
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NeverWinter Nights
Links for NeverWinter Nights
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New Screens |
March 01, 2001 |
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By: Mystery |
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VDE has just caught an exclusive of 3 new shots for NWN. Here's your glimpse: 
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New Biofiles |
February 26, 2001 |
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By: Mystery |
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The latest in the Biofiles column series from GA RPG has been posted today. This one is titled "What did we do wrong in Baldur's Gate 2, Part 4". A little obsessed, guys?
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New Forum Highlights |
February 23, 2001 |
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By: Mystery |
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Neverwinter Haven has posted the latest in a series of Forum Highlights from their own forums. In this issue, they highlight recent posts from Trent Oster and Bob McCabe.
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Rob Bartel Interview |
February 21, 2001 |
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By: Mystery |
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The cool cats over at XGR sat down with Co-Lead Designer Rob Bartel of NWN. Take a look!
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New Biofiles |
February 12, 2001 |
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By: Mystery |
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In another of the great articles from GA RPG, this issue of the Biofiles is a continuation from last week: "What did we do wrong in Baldur's Gate 2". Once again, some great information can be had here for the budding NWN Dungeon Master.
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Better Anytime than Never |
February 08, 2001 |
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By: Mystery |
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And here, after thinking that the NWN official site was never going to be updated again, the development team releases a Project Update for December and January.
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D&D Rules in CRPGs |
February 07, 2001 |
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By: Mystery |
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Only generally related to NWN, the folks over at Game Banshee have posted a nice article on the complexities of integrating the D&D ruleset into a game.
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Forum Highlights Update |
February 07, 2001 |
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By: Mystery |
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The good folks over at Neverwinter Haven have compiled a breakdown of Trent Oster (et al) commentary in official message boards. The latest update is dated 2/6/01.
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Engine Update and Interview |
February 05, 2001 |
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By: Mystery |
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VDE caught up with Scott Greig, Lead Programmer for Neverwinter Nights, the other day, and here's some of what he had to say: I'll end with an example of this entire process. About a year ago, we wanted to set something up for item creation. We knew we wanted the end-user to be able to piece together component parts from a specific sub-library, so that a large variety of unique items could be created. For example, a sword would be built from a large variety of separate hilts, cross-guards and blades. It didn’t take us very long to have some (well, really, two) prototype swords built and hard coded into the game for testing.
Having proven the concept, it has taken eight months before the final system has been completed. We had to conceptualize the huge library of parts, come up with naming conventions, figure out size formats, optimize the graphics engine to efficiently deal with multi-part objects, decide what the relation was between the inventory icons and their in-game representations, and so on. But being able to implement our original plan has been very rewarding, and now, after working out all of the uncountable details, creating the art, designing what items to make, and writing all of the code, we can finally create real items. If the guys can take a page from the book of StarBucks (personalization = market share), then this game will be flying off the shelves. Make your own conclusions here.
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Aidan Scanlan |
February 02, 2001 |
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By: Mystery |
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Aidan Scanlan, Designer for Bioware, dropped in on the boys over at A Land Far Away. You can check out the resulting interview here.
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Planet Forum coverage |
January 31, 2001 |
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By: Mystery |
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Planet Neverwinter has once again provided an excellent dilution of the official NWN forums. This time around, they have organized some good quotes on Items, Character Emotes, Throwing and Catching items, and when the official site will be next updated.
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