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Icewind Dale II Forum Update

(PC: Single- & Multi-Player RPG) | Posted by Myrthos @ Tuesday - April 23, 2002 - 06:10 -
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| Game Info | Rate this game | Homepage | Screenshots
A little something from the boards:

    Kevin Osburn

    640x480
    640x480 at this time will still be included with IWD2, it will not be supported though.

    Scott Everts

    portraits
    Yes, the images are still 24 bit BMP files.

    Also, someone asked earlier if all the original IWD1 portraits will be included. Yes, they will. Every portrait from the original game and expansion will be included. There will be over 60 portraits total!

    Sorry you don't like the new portraits. But that's why we have the ability in our game for you to put your own portraits in. It's impossible to please everyone so I suggest you look for new ones you'll be happy with. That's the reason we gave you the new image sizes early so you'd have time to search for the pics that will make your game playing experience the most enjoyable.

    Doug Avery (Wolf)

    Scriptors
    Actually, we have two full-time scriptors on the game and one designer/scriptor who handles the scripts in his areas. Tom French and Chad Nicholas are the two full-time guys and Rob Holloway is the hybrid crazy man. All of them are very experienced in their fields. I am not going to give you specifics on scripts that have been written, but there are a LOT more than in HoW and the original Icewind Dale. The same shopkeeper will be at his store all day and night, but that is a matter of convenience for the player. Almost all town citizens have float text that sets the mood, they also react to deeds you've accomplished. So in summation, Icewind Dale II will not suffer from a lack of scripting. I hope that answers your question and alleviates some of your worry.


    Areas
    What we do is create a 3D area map, then for lack of a better term, flatten it. This allows us to tinker with it by adding search maps, height maps, etc. Then we put that into the engine. There are no "seamless" areas in the IE because the sizes are all predefined by the artwork. It was made for each area to be loaded separately. Each area has its own scripts and creatures (please don't start that scripts thing again, -J) It would be really nice to do a seamless game, but a 3D engine makes it a lot easier to do this. Chalk up one more for 3D.


    Tex Yang (Bloodlust)

    WinXP
    WinXP will be supported, that's the OS that's I'm running myself as a matter of fact.
 
 
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