First interview I've seen about it, shows the overland map and discusses some of the new features to be included.
http://www.gametrailers.com/player/37138.html?type=
...and the inevitable discussion here.
http://nwn2forums.bioware.com/forums/vi ... m=128&sp=0
Storm of Zehir
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- Dungeon Master
- Posts: 1627
- Joined: Thu Aug 12, 2004 10:45 pm
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With exterior areas such memory hogs the overland map will allow us to swap road maps for more adventure areas. Is the map just a shrunk down exterior or something else? Just curious how you'd go about creating one if it's not that. Also, if the map allows to faster travel than having to physically walk through say 12 maps to get somewhere it'll make it a lot easier for players to meet up in-game.
Can't wait for the expansion.
Kate
Can't wait for the expansion.
Kate
"We had gone in search of the American dream. It had been a lame f*ckaround. A waste of time. There was no point in looking back. F*ck no, not today thank you kindly. My heart was filled with joy. I felt like a monster reincarnation of Horatio Alger. A man on the move... and just sick enough to be totally confident." -- Raoul Duke.
- darrenhfx
- Beholder
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Rob McGinnis answered a question just like yours.
Quote: Posted 07/18/08 13:56 (GMT) by Flailer
Uh - isn't it just an exterior area?
Don't see anything that couldn't already be done now - unless I'm off track. Maybe there's some more convenient script hooks in there for a few tasks, but it looks like most things could be done currently with triggers, a custom overland AI that uses some OnPerception events, and shrunk down trees/placeables.
Am I missing something?
To be honest, that's sort of the point.
It's always great to get a good story, but to me it's just as important to show what is possible with the toolset - to show what the community can do.
We are approaching the expansion with modders in mind. Pretty much everything we do in the expansion provides more for the modding community.