Darji
Gesperrt
- Seit
- 11 Aug 2006
- Beiträge
- 55.296
Dragon Age Consolen Interface:
http://www.dailymotion.pl/video/x9v7oz_dragon-age-origins-console-controls_videogames
Und um die PC Version etwas herrauszustechen
http://www.dailymotion.pl/video/x9v7oz_dragon-age-origins-console-controls_videogames
Und um die PC Version etwas herrauszustechen
http://daforums.bioware.com/viewtopic.html?topic=685406&forum=140Hello!
I just arrived home from Edmonton and the DA builders event. Just thought I would tell you all how it went.
Short version - Simply Awesome
Long version - S-i-m-p-l-y A-w-e-s-o-m-e
Seriously though, this tool set is very powerful. I strongly suggest you come at with the attitud that is is something new, and NOT an extension of nwn1 or nwn2. Although there are a few similarities, you can't expect a yellow chunk of clay to taste like butter so don't expect the DA toolset to run like nwn1 or nwn2 - It's much better.
First off - NO CRASHES!! I don't believe anyone crashed out, lost their work or any such thing of that nature. Although there is some polish needed before finale release, the toolset over all ran very sound. This is not to say that there won't be any hardware or driver issues down the road. I highly recommend a wide screen monitor, I believe the ones we were using at the event were 23"(??) and mine is a 20" this gives more room for the best editing.
Some points on just a few of the tools
Script generator:
POWER TO THE PEOPLE! almost every aspect of the game is controled by scripting. Character generation, leveling, and yes even combat is scripted. don't like how something works just copy that core script and make your tweeks. It comes with all the functionality of what is to be expected from a script gen with some new features like auto complete (that works) and a built in "lexicon" of sorts - very handy. Loads of new functions, script templates and a great compiler.
Terrain editor:
Very nice and easy to use. You can layer multiple textures and scale textures. Raise and lower the ground and even create over hangs and outcroppings and a bunch of other stuff I don't remember
You can also place buildings, or build a building using walls floor and roof. Setting the roof to "vanish" when in front of player view so your player can actually go inside a building without an area transition - very cool. Interiors can also be created.
VFX editor:
Although I didn't get the grasp of this tool very well, I saw the full potential of it. The tool had LOTS of parameters that can be tweaked for all types of placed effects as well as AOE types. I managed to make a wall of fire that, well sort of looked like fire
Head Morph editor:
This tool has so many features I can't even begin to list them. Basically you can make a head look anywhere from Mr. Potato-head to Ozzy,my hats off to Beerfish for the excellent presentation on its usage.
Conversation Editor:
Very well done. This editor includes a lot of the simple task - such as a "say once" option that makes the NPC speak a line only once per hero, once per day, once per game, or once per ... Those are the options I recall. It also ties nicely with the Plot editor. VO is in and works really well. You can also add emotions to the text so the NPC isn't just staring into the distance flapping their gums.
Plot editor:
Setting up plots is now as simple as setting up variables and tie with the convo editor or other scripts. Essentially your list of plot variables can be "included" in a script using #include "plt_plot_name"; and now those variables are ready to use within that script.
Animation editor:
Each creature is given a set of "bones" or bone structure. Different animations applied to the creature will affect these bones and make them behave accordingly. For example a "wave" animation when applied to any humanoid creature, that creature will wave. That animation can be applied to any creature, but if it doesn't have the proper bone structure it might look a bit odd, or very funny. I don't know if there is any limitation to how many animations can be applied to a creature, but the human creature had hundreds of animation nodes.
Cut scene Editor:
Don't even know where to begin with this one but I can tell you, scripting cut scenes are no more. This tool is simply amazing - and amazingly simple to use once you understand it. It will take some practice to get the camera angles just right and such but this editor adds so much more life to the game - painlessly.
Builder to Builder tool:
Helps ease sharing of files between multiple builders. Export/Import only what you need.
Builder to player tool:
Allows you to package your module so the player only needs to download one file and install it. We saw this in action at the event with our group mods and it worked very well.
I have only touched on some of the tools in this toolset, there are many more.
A note on what the toolset don't do; There is no magic button to push that will create you an awsome module.
Module creation will take some time and effort. The potential is there to quickly get started with something simple to something really massive. We have seen first hand at the event and the mini mods that the 4 teams made in just about 14 hours proved to me that the toolset isn't beyond anyones ability to use.
In closing, I just want to give a HUGE thanks to Bioware for this great opportunity. It was a lot of fun meeting all the staff as well as the familiar names that I have been talking to all these years.