What program was used to create SoD (+bgee npc quest areas) ?
Tarlugn
Member Posts: 209
Out of curiosity, I´d really like to know with what program SoD and the bgee npc quest areas were created?
If at all possible, could you release that program to the community? Be it free of charge or a suitable price, I bet the effect on the longevity and appeal of the game might be as long-lasting as of that custom area designer that was shipped with NWN.
If at all possible, could you release that program to the community? Be it free of charge or a suitable price, I bet the effect on the longevity and appeal of the game might be as long-lasting as of that custom area designer that was shipped with NWN.
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Comments
To put it simply - knowledge, skill and perseverance come first, and the choice of tools second.
If working in software development has taught me anything, it's that using "modding tools" means you've been handed a plastic toy hammer when you actually needed a metal hammer.
Seriously, dude. Using "modding tools" isn't software development. Don't kid yourself. And a modding toolset is NOT what the devs use either, because (again) they can write the source code. At absolute best, any "modder's toolset" is a significantly gimped version of the actual tools. (For example, do you know what the Civilization 5 toolset was? A very narrow and dumbed down version of Visual Studio 2010, that let you write SQL, XML, & Python.)
As for "development tools", you may want to look into the kind of tools used to actually write source code. The term "IDE" is a software developer's best friend. It's more likely that Beamdog used a tool similar to Unity or Frostbite's development tool(s), except their tools were designed for use with the Infinity Engine.
and it is the opposite of what beamdog is doing with the EE engine – they externalise content and mechanics from the interpreter into the content realm where ever possible, making it adjustable without needing access to the interpreter engine code.
Or said differently: you would not code a magic sword in an c++ IDE if you could have an item editor specifically suitable for that task, creating an object file that just is “understood“ by the engine without ever a need of touching that.
Thank you! And here was I thinking I´d get the tools without learning how to use them