RPGDot Network    
   

 
 
Voyage (aka Journey to the Moon)
Display full image
Pic of the moment
More
pics from the gallery
 
 

Site Navigation

Main
   News
   Forums

Games
   Games Database
   Top 100
   Release List
   Support Files

Features
   Reviews
   Previews
   Interviews
   Editorials
   Diaries
   Misc

Download
   Gallery
   Music
   Screenshots
   Videos

Miscellaneous
   Staff Members
   Privacy Statement


 
NWN Forum Tidbits

(PC: Single- & Multi-Player RPG) | Posted by Rendelius @ Tuesday - September 18, 2001 - 23:44 -
Top
| Game Info | Rate this game | Homepage | Screenshots
Here are some tidbits from the official NWN boards:

    Bob McCabe (Writing & Design): Is it Crunch Time?: What can I say... hmm... :)

    Every project has milestones, and sometimes, in order to maintain the schedule, you have to work a little harder for short periods of time. Then there's other times where you just get really obsessed with the work and you temporarily overdose on it :) Then, of course, there are times when the company crunches the last few weeks in order to finish off the project.

    So, by this definition, we're not yet crunching - but we are working hard to get you your Neverwinter goodness :)

    Trent Oster (Producer): Everyone’s Right Handed: Due to the complexity of the combat system, we don't have the time to implement left handed dominant characters. Every character in NWN is assumed to be right handed.

    To Late to Add Custom Spells:
    Fan quote: At this point in the development cycle I have to imagine that any change in the interface or rules would be difficult to do. At least, I hope they're that far along (which they have to be if they're hoping to get this game out before mid next year). The biggest problem in software design in feature creep. For those of you who don't know what that is, it's the slow addition of new, "easily implemented" features at the end of the development cycle. The problem with this is that, while each new feature is neat (or it wouldn't be added) and easily added in and of itself, every addition needs to be tested with all the other features. Every time another new feature is added, it has to be tested against all the other features. Every time another new feature is added, it has to be tested against all the other features. You get my point. At the beginning of the development cycle it's not such a big deal since there aren't a whole lot of other features, but at the end all you should be doing is testing, balancing, and creating art/plot. That's the only way to get a game out that isn't buggy and is out at least close to on time.

    Quite correct Miles. As features continue to be added the code becomes "brittle". The more features, the easier it becomes to crash the game or get an unexpected behavior.

    With the idea for the custom spell, we spoke about that quite early on in development and stepped away from the idea due to the inconsistent nature of it. i.e. I cast the custom spell on one server and it kills everyone in the area, pretty good 1st level spell. Next module I wait and pick the 9th level custom spell and it casts light. The next server could hold even different possibilities.

    Getting Familiar With Familiars: The largest advantage to a hawk familiar is the movement speed of the hawk. While scouting, a hawk familiar could move much faster than another type of creature.

    In answer to the first question, yes, you can stuff your familiar into your backpack, almost like a figurine of wondrous power. Keeps the little guys from getting smoked all the time.


 
 
All original content of this site is copyrighted by RPGWatch. Copying or reproducing of any part of this site is strictly prohibited. Taking anything from this site without authorisation will be considered stealing and we'll be forced to visit you and jump on your legs until you give it back.