The new NWN2 graphics engine really makes for...

February 26, 2007 by Adam in NWN2

The new NWN2 graphics engine really makes for some pretty shots. I ended up leaving a test open for five minutes until the day changed and the moon rose. I can't wait to start putting in "extras" to the world map like light houses, ships wrecked on rocks, and other fun touches.

I made good progress scripting-wise yesterday, spending way too much time cycling through the same set of tests. For the longest time I couldn't figure out why even the toughest ships kept surrendering to me in battle. It turns out that they never had any crew. The reason they didn't have any crew is that none of the high seas specific items were being properly created. And the reason for that, as I finally figured out, was that in the prototype they were a unique type of stackable item. I quickly changed that and things magically started working again.

I also got the flags working, which I felt was pretty key to identifying ships. It involved creating a separate polymorph for each flag/ship combo. It was a bit of work.

I still have a few really core things to sort out. I'm thinking that I'll start boarding actions with a very simple "two ships of the same type" area. That means you might end up attacking a fishing boat and doing boarding on a somewhat larger vessel. Still, it's far simpler than trying to make a different area for each combination of vessels. I'll start there and see how it turns out.

I also need to check up on PJJ's progress. Odds are he has a ton of new bugs for me to sort through. Can't wait!

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I've won multiple awards for my Neverwinter Nights modules, which I've been working on since the year 2000. In the real world, I'm a web developer for a healthcare organization. If you have any questions, feel free to contact me.