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The Making of Divinity - Part 2
"This week we caught up with Swen Vincke The lead Producer of Divine Divinity
for an update, presentation and secrets on 'The Making of Divinity' only
now
is the scale and scope of the game being realized.
As many of you already know, Divine Divinity is a 'Dark Horse'... an RPG
with plenty of potential and one that should not be taken lightly. Playing
the
game for the first time and seeing it in action is a revelation. Those
attending ECTS this year will be in for a treat so keep those appointment
books free, it will be worthwhile. For the unfortunate who cant make
it to
ECTS ...... be patient, a playable demo is scheduled for release soon
:)
To kick things off we spoke to Swen (Producer) and Dirk De Boeck (Lead
Story
Programmer) again for more information into the Making of Divinity.
CAN YOU TELL US MORE ABOUT DIVINE DIVINITY'S STORYLINE AND THE INFLUENCES
BEHIND IT?
It's quite a long story, you know, and we really don't want to give away
too
much, as it'd spoil your fun. I can however, tell you that the storyline
is
heavily influenced by Tolkien, Raymond E. Feist and Robin Hobb and the
storyline will unfold very much in their writing and imagery style. Let
me
give you a teaser on the intro instead.
In the intro scene you see two plot-lines interweaved with each other.
The
first involves a dark cult trying to summon a Divine being. Once they
succeed in summoning her, they immediately try to kill her. The second
scene shows you, the player, wandering around in some forest. Suddenly
you
get ambushed by a bunch of orcs. You manage to kill the first one, but
when
you see more of their ugly heads popping up, you decide to do the wise
thing
and run away. One of the orcs carries a bow however, and he expertly shoots
you in the leg.
Back to the first scene. The Divine creature gets hit
by a
ceremonial sword but instead of dying, she splits into three parts and
vanishes, not exactly what the members of the dark cult had planned.
In the second scene you then see an orc about to cleave you in two pieces, and
at
that point all kinds of things happen. Flashes, booms, thunder, lightning,
and some earthquakes to top it of. It all ends with a massive bolt of
energy hitting your body and the orcs running away in total panic.
Then
the
scene fades away to some time later. You see yourself lying in the grass,
seemingly unconscious. A little white cat with very intelligent eyes strolls
up towards you, and sniffs at your face. Your muscles twitch, the cat
looks
up in surprise, then runs away
...Fade to black...
you wake up in a small
village called Aleroth. There is a certain man named Joram who wants
to
talk to you. Your adventure begins.
TELL US MORE ABOUT THE CONTROLS AND INTERFACE FOR DIVINE DIVINITY, HOW
DO
THEY COMPARE WITH OTHER RPGS?
We think Divinity should have the same intuitive feel as the interface
that
Diablo had, as that one rocked.
However, in the Divinity world there
are
tons of things could do that Diablo cannot.
World interaction is for
instance something almost non-existant in Diablo, whereas in Divinity
you
can go so far as extracting poison from plants and then apply the poison
it
to your weapons. Having gone through the incredibly painful development
process of getting the interface right, it's easy to see why a lot of
other
RPG's offer you tons of menus,keyboard commands and rather unorthodox
menu
interfaces.Believe me, we were tempted ;)
Nonetheless, the painful effort
seems to have paid of. Apart from some glitches, we haven't had a tester
so
far who needed to be explained how to do things, and it never took them
more
than a few minutes to figure out the controls. That is probably a good
indication that things are more or less ok.
CAN YOU TELL US MORE ABOUT ANIMATION IN DIVINE DIVINITY THE CHARACTER
MOVEMENTS ARE VERY DETAILED, HOW WAS THIS ACHIEVED?
With lots of work. Every player character is made up of around 160000
frames of animation which are all combined with each other at run time.
The
reason why we had to do that, is that in Divinity the appearance of your
player character changes whenever you pick up a different piece of
equipment. Since there's quite a lot of equipment, that's quite a lot
of
renderings. To make matters worse, there's six player characters, so in
total you're looking at 160000x6 frames.
Kurt, the artist who created
the
player characters, spent almost two years on creating/rendering these
frames, and he's actually just finished it last week. The word "player
character" has become a very sensitive subject for him.
THANKS GUYS, UNFORTUNATELY THIS CONCLUDES THE MAKING OF DIVINE DIVINITY,
THERE IS SO MUCH MORE BUT IT WOULD BE IMPOSSIBLE TO DESCRIBE ALL THE
INTRICATE DETAILS AND DEPTH."
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