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Messages - HobGoblin42

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Map Editor / User-Made Paid Mods & Scenarios
« on: February 14, 2019, Thursday, 03:30 pm »
Will users be able to make mods/scenarios and legally sell them?  Some other games allow this, like StarCraft II.  If so, what else should we know at present of such?

User created mods and content distributed via Steam Workshop and or our webpage will be free of charge.

For semi-professional teams interested in creating their own RPG with the Realms Beyond engine (UrWelt Engine), we can talk about licensing but this needs to be a stand-alone product.

Script System / Please avoid these mistakes with your UrWelt editor
« on: February 12, 2019, Tuesday, 06:03 pm »
Things to keep in mind regarding Electron, NWN2 toolset
Hope it helps.

Thanks for this summary, very helpful  :salute:
When creating our tools, we always take a look at existing RPG frameworks first. Our relevant content tools are already finished and production ready, but from time to time we check other solutions to find improvement we could apply.

Script System / AI sophistication?
« on: February 07, 2019, Thursday, 02:27 am »
But is it still possible to assign specific behaviour patterns?
There are different parameter you can use to create more individual patterns. Also, we plan to externalize some part of the AI decision process into scripts. With those "hooks", you'll be able to customize certain (boss) enemies.

Map Editor / Pictures loading screen
« on: February 06, 2019, Wednesday, 01:10 am »

As i m interested with painting, i wonder if we could hope editing the background pictures between levels into the "loading-screen" ?

And i also hope events can trigger a window with pictures and a story text, describing scene ?

Since our loading times when entering a level are very short (usually less than 5 seconds), we don't have loading screens with individual images there.
But there is an event system that comes with customizable pictures and text.

Gameplay Discussion / Darkness, Lighting, and Darkvision
« on: January 31, 2019, Thursday, 11:58 pm »
There are some interesting questions in regard to vision and its technical implementation.

As player, could you see objects/enemies while your character cannot? (because the night isn't fully black but dark blue for example).

Do characters always automatically inform each other about their sights?

Should the game display visibility cones for each character?

News & Announcements / Combat System #1: Turn-based, RTwP and the Open Game License
« on: January 31, 2019, Thursday, 11:52 pm »
You can decide to let the AI play for you and the whole combat will be resolved automatically and very quick.
Thats good, now will we be able to script AI behavior for our party?  Example,  Character A = heals self below  15 HP   or   Character B = Attacks weakest enemy

Not sure about scripting yet but there will be options/priority settings available.

A neat coincidence: Realms Beyond and Colony Ship close together in the Steam top 250 wishlist:

Link is probably outdated soon.

Gameplay Discussion / Darkness, Lighting, and Darkvision
« on: January 27, 2019, Sunday, 09:03 pm »
Yes, the game will make use of different lighting situations but the related game design isn't finished yet.

Darkvision will play a role on the world map during night but also in dark dungeons.

Gameplay Discussion / Turn Based Combat Question
« on: January 27, 2019, Sunday, 02:44 pm »
I've noticed in the new Pillars Of Eternity II turn based combat that it has a slider for changing the speed of combat. Are there any plans to have the same in Realms Beyond? Also, is there anything else you may be looking at to copy from PoE's turn based combat?

The slider to speed up the animation/movement is definitely a good idea. Right now, in our combat, you need to press <SPACE> to accelerate.

I haven't played the turn-based mode of PoE II yet but I am quite curious how they managed to switch the combat system afterwards.

Gameplay Discussion / Balance gameplay
« on: January 26, 2019, Saturday, 07:36 pm »
My question si regarding the balance of the game and the beta test : Do you plan to create multiple stages (without relation to the campaign) where we can test if some spells, abilities and others skills are well balanced ?

Beside the combat beta and the early access, we will surely use the player's feedback after release to balance parts of the game.

Gameplay Discussion / Camera angles and mobility
« on: January 26, 2019, Saturday, 07:05 pm »
You think we can have an option like creating mods to enable camera rotation like in other games  such as pathfinder kingmaker?
No, because the rendering engine itself uses a 2.5D hybrid technique that allows us to render many small objects on screen. That only works with a static angle because those small objects have been pre-rendered.

Beside the visual part, it's much easier and faster to create a good level if you don't have to care about different camera angles.

Gameplay Discussion / Camera angles and mobility
« on: January 26, 2019, Saturday, 06:54 pm »
So is the game designed in a way where we can rotate the camera  360 degrees and or tilt it to get a better angle? Zoom in zoom out feature?

The camera angle is fixed like in games such as Baldur's Gate, Arcanum or Pillars of Eternity but it can zoom in and out.

Script System / AI sophistication?
« on: January 26, 2019, Saturday, 03:10 pm »
So it is not possible to, say, code it to make it more reactive in a way?
Reactive to which criterias?

Something like: enemy can cast spells, use silence
Or: enemy uses fire magic, counter with cold
Or depending on target race, class etc

Since we simulate the outcome of spells by AI casters, it automatically takes weaknesses and immunities of their targets into account and adjust the evaluation scores accordingly.

Script System / Monster Scripting
« on: January 26, 2019, Saturday, 02:57 pm »
I also would like to know, how many monster types will there be in the game roughly? Is it going to include  most or everything in the latest monster manuals?
In the first release, roughly between 70 and 90 (including variants such as brown bear -> polar bear etc.).
After release, we plan to add more creatures from time to time.
In long-term, having almost every monster from the 3.5.e monster manual in the game would be nice.

Script System / AI sophistication?
« on: January 26, 2019, Saturday, 02:18 pm »
So it is not possible to, say, code it to make it more reactive in a way?
Reactive to which criterias?

You can change some of the AI template parameters dynamically, we have parameters like  HarmAllies, HarmSelf, KnowFriendFromFoe, KillerInstinct, AttackDying, KeepRangedDistance, TargetChoice, etc.

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