Infinity Engine Module Adventure Maker
Dazzu
Member Posts: 950
The concept is simple: You can create your own Infinity Engine module, playable, sharable... moddable?
Implementation would be harder, but the possibilities could be endless with options between 2(.5)E and 3(.5?) E gameplay mods where you can make parties (or singular protagonists) and set them on your own adventures, possibly even leading them to NPCs and items of your own design.
This would be a far down the road idea though, but the game's longevity would outlast the original BG series.
Implementation would be harder, but the possibilities could be endless with options between 2(.5)E and 3(.5?) E gameplay mods where you can make parties (or singular protagonists) and set them on your own adventures, possibly even leading them to NPCs and items of your own design.
This would be a far down the road idea though, but the game's longevity would outlast the original BG series.
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Comments
Don't quote me on that though.
Think Unlimited Adventures which let you create Goldbox adventures.
Or worded another way: A game module maker that any n00b can pick up without having to play around with important files.
Although I'm not a developer I found it easy to create modules (with scripts wizard's).
So NWN 1 with modern graphics would be the thing that would keep the community running for 10 more years.
And it would be a good opportunity for Overhaul Games to create tons of premium modules.
Why not running BG3 on NWN1 as an example?
I actually like that idea a lot myself, having played NWN1 far more than BG over the yrs, but there's a matter of philosophy involved: Beamdog/ Overhaul is testing whether there is a viable market for good ol' isometric-view games and is exploring the potential of that game genre at present, not exactly lacking a fan base. That said, I think I read in a recent Tweet of Trent Oster that he's thinking of getting a DM ability into BG's engine as well, making BG more like NWN in that way where a DM could intervene and meddle with players... Here's the quote: Unless I'm mistaking the "DM" acronym. Anyway I like the idea that @Dazzu mentions of a BG that is much easier to create mod adventures with, and I do think this is a goal of the BGEE folks, albeit perhaps post-release.
@ScarsUnseen I'm not a modder, so I really can't say witch engine is better? But I see a major flaw with the Aurora engine: Aren't the areas in BG prepainted? Although this looks beautiful, how can an average user without artistic skills create new areas?
The only thing stopping BG from having new mod areas is the age of the game. Had BG been a recent success I'm sure there would be a lot of user generated content in the vein of new areas.
I ask any naysayers that simple question.
* I love what communities are capable to do
* I'd love a BG toolset to create new modules, new races, classes, etc
The only problem I have is that with the current engine it might be to hard for noobs to create their own area. I really don't want to wait until someone paints me a good rendition of the city of Shadowdale. I want to jump right into action.
That said, and with the semiofficial announcement of BG3, I'd suggest that this toolset will be created from scratch and will be released with BG3. Much like NWN, but with the BG brand, isometric view, and whatever we can think of.
However in contrast to the original poster, I fear that any new computer games, that might be licenced by WotC has to use the 5E ruleset. As for now, we really can't say what this will look like (although the playtest ist promising)
and the latest tilesets for nwn are nothing like the old ones. Just take a look at the vault;)
Ok i found an interestign article from Ray Muzyka about "the anatomy of a sequal" where he explains the area design process for baldurs gate 2. There he mentioned "luminosity" and not the scene lighting btw. which is used for day/ night areas i believe right? so a low luminosity bitmap was used for all night areas.
Here is a link to some of my stuff if anyone cares. http://www.shsforums.net/topic/26258-cuvs-areas/
Here is my area making tutorial as of 2007: http://www.shsforums.net/topic/28080-cuvs-area-making-class-tutorial/
Here is also my Chapter tutorial: http://www.shsforums.net/topic/28109-chapter-text-screen-tutorial/