Attendees from BioWare:
Marizelle: Please join me in welcoming the staff of Bioware.
If you have never attended one of our chats before, this is how it works. There are 4 question takers - Greyhawk, Snowman, Isildur and Loremaster are those for this evening.
If you have never used private messaging type /msg "question taker's name" and your question. So let's get started!
First I would like to have the Bioware staff introduce themselves - Ray would you please start?
bio_ray: Sure. I'm Ray Muzyka - joint ceo of BioWare (and co-exec producer of NWN)
Bio_Trent: I'm Trent Oster, Producer on NWN
bio_marc: Hello, All. Marc Holmes, NWN Art Director
Bio_Rob: Rob Bartel, here. Co-Lead Designer
Bio_Bob1: Bob McCabe - Writing & Design, NWN
Bio_Aidan: I'm Aidan Scanlan, technical designer
Bio_Luke: Luke Kristjanson, writing and design
Bio_DonM: I'm Don Moar, Lead Tools Programmer
Bio_Brad: Brad Grier - BioWare's Communications Manager
Question from Kilkonie: Will I be able to upload still images - NOT textures for models - which a player can see. For example, I need to be able to distribute maps, notes or images of devices, represented by an imported gif or jpeg.
Response from Bio_Trent: We are creating a number of pre-module stills which can be overwritten by the end user. You will have to distribute the images yourself. At our initial release we probably won't have a ton of time for custom art support, but after ship it is a high priority.
Question from [abodi]: With you losing the license for future D&D products, what will happen to NeverWinterNights continuing success and expansion?
Response from Bio_Trent: I'm glad Ray is here.
Response from bio_ray: The license for D&D products is held by our publisher Black Isle/Interplay, not BioWare, but as I understand it expansions to the NWN realm are still feasible. Black Isle/Interplay would have to comment on any time issues associated with their license but NWN shouldn't be impacted by any licensure issues with Hasbro/Infogrames as far as I am aware.
Question from Gnome_Korak: Could you provide more detail on terrain height differences - can tiles have more than 1 height differential if there is cliff edge between them? Could we create a winding mountain switch-back trail? Could we create a plateau tile of height 4 surrounded by tiles of height 1?
Response from bio_marc: Re: tile height changes....there is cliff if between any height change. You can only go up at stairs or ramps. We allow height change in city and rural, basically anything outdoors. You can in fact make a mountain as tall as you like, but you have to stack the tiles like a wedding cake.
Response from Bio_Trent: Only one height differential per course of tiles.
Question from Orororr: How does the camera system in NWN work? For example, when a character is placed back to a wall, facing away from you (the player in RL), and the wall is between the character and you...so how does the camera system compensate? Does it automatically pan/move to a better position (hopefully from a semi-first person view)? Also...how far can the camera zoom out?
Response from Bio_Trent: We will have a number of camera modes. Everything from pitching the camera up to pushing the camera in closer to the character. When you back against a wall the camera will attempt to zoom in by default, when it hits max zoom in it will start to pitch up.
Question from Khalen_Tonal: Trent has stated that signing up for the Beta will be on a first come first serve basis. Would not a selection process to gain a mixture of world developers (dms, scripters), first-time users and hard-core CRPG gamers be better? Can anyone comment on this?
Response from Bio_Trent: When we are ready for a Beta we will allocate a number of slots for people in the community who we have identified through their hard work. In addition to having an open sign up for the general populace. We pay attention to what everyone is doing, and we will try to include a number of our key community members. With that said, the best way to get noticed is to work hard on your project.
Question from Kilkonie: Will there be a C API provided to gain access to the scripting engine? It would be incredibly helpful if you would allow me post and respond to triggers externally -- connecting to a database, or my own a life-type routines.
Response from Bio_Trent: Whoa. In the initial release we have no plans for external communication. If we have time and sort out the security issues we'll have a look at it post release.
Question from Strider: Can you give some information on how the music will be handled? Will the DM be able to put his own mp3s that the players have to download, or is there a set of music files that the DM can put into his dungeons after the feel he wants to give? And is Micheal Hoenig and/or Jeremy Soule creating the music for NWN? If they are, please make them make many tracks... :)
Response from Bio_Trent: We are still researching music formats. Open AL is our Sound API, so we have to write our own streaming software. We are looking into the "Vorbis" format, which is an open source comparablable format. As for Jeremy or Micheal, they are both great and we would love to have them, we still haven't settled on a composer.
Question from MixlPlix22: I was wondering if NPCs can still be affected by area scripts if they are not "on Screen" or in the same area as PCs?
Response from Bio_DonM: I'll find MarkB.
Response from Bio_Trent: Noel?
Response from Bio_DonM: MarkB: "Yes"
Response from Bio_Rob1: =)
Response from Bio_Noel: Scripts will run on creatures whether they are being 'observed' or not.
*Bio_Trent slaps Bio_DonM around a bit with a large trout*
Response from Marizelle: hehe
Response from Bio_DonM: Ouch!
Question from riblet: How invasive can an active DM be in starting and stopping scripts associated with items, areas, mobs, etc.? Can these actions to start or stop scripts be limited to a single attached script or portion there of?
Bio_DonM: MarkB: "With the proper hooks, a DM can be fairly invasive. That is to say, a properly scripted module will make this infinitely easier on the DM than a poorly scripted one."
Question from Com: are you planning to implement random dungeons? The DMG even has specific instructions for it.
Response from Bio_Rob1: With the toolset being so easy to use (build a basic dungeon level in 5 minutes), we felt that random dungeons weren't a priority for initial release. Maybe a sequel.
Question from Krowback: in the context of the scripting language would it be possible to set up a race wars type of world with faction based pvp and hometowns for each of the races?
Response from bio_ray: Maybe Orcs versus Gnomes eh Trent? ;)
Response from Bio_Trent: Yes. Such a thing will be possible via custom scripting. Gotta love those Half-Orcs baby.
Response from Bio_DonM: According to the Trent the Magic 8 Ball ... ;^)
Question from MrUnderhill: After the game is released will there be continuing releases of additional artwork add-ons?
Response from bio_marc: I certainly hope so. This is what I do for a living after all. But yes, we at Bioware are very interested in supporting the community. We are working on plans right now for a expansion modules, so if we get the go ahead from Ray and the big boys we are ready to rock.
Question from patofiero: Will playing behind a firewall work (X players from 1 IP)? Does the client/server have configurable listening/connecting ports?
Response from Bio_Trent: Yes, you can set the port.
Question from Gremlian: How will death be handled? Can I script it so that when a PC dies they leave behind a "body" item, and the other PCs must bring this item back to a temple in order to raise the PC?
Response from Bio_Rob1: There will be an OnDeath event in the scripting language. We'll come up with a few variants but feel free to script whatever you want. Halfling heaven anyone?
Question from phcrack-NWDL: What type of logging facilities are going to be included for DMs so they can keep track of persistant worlds?
Response from Bio_Trent: Logging for the servers will be limited to a text file and a few stats we can keep in the server monitor. You can also write to the log file from scripting Noel just told me.
Response from Bio_DonM: MarkB: "We haven't finalized what we'll be logging yet."
Question from SofaKing: My question: when is nwn coming out?
*Marizelle ducks*
*Bio_Trent slaps Marizelle around a bit with a large trout*
*Vsove dives behind the bulletproof glass.*
Response from Bio_Trent: Gurrrk
Response from bio_ray: That's not an answer :)
Response from Bio_Trent: Good question. Have I ever told you about my childhood? It was the best of times, the worst of times. NWN is a huge game. It is still a way from shipping.
Response from bio_ray: Our focus for all of our products at BioWare is on quality, first and foremost.
Response from bio_marc: right on!
Response from Bio_Trent: We can't really nail down an official release date yet. We want it done as soon as it is the best game we can make. So while we do have targets and milestones we want above all to ensure that the game is fun, the tools are robust and the game is as bug free as possible. In short, it's a ways off still.
Question from Tarynt: When is the experience added for kills by default? Is it added directly after score of each kill or after all creatures in the vicinity are killed such as a battle in other RPG where there are encounter/battles? Also how does experience distribution of such work in parties?
Response from Bio_Rob1: By default, XP with be awarded with each kill (or plot event). You might be able to script other methods or simply distribute it manually as the DM. XP will be shared equally among party members unless designated otherwise.
Question from Guest503724: How much AI is already built into a NPC? You make a NPC a ranger/sorcerer, will he automatically know how to properly use his class skills in combat?
Response from Bio_Luke: well, first you have to train them not to eat the villagers...
Response from Bio_Bob1: haha!
Response from Bio_Luke: whoop, wrong chat... :)
Response from Prescient: too much B&W Luke?
Response from Bio_Rob1: Slap the monkey... Pet the monkey... Slap the monkey.... Pet the monkey... bad monkey...
Response from bio_ray: I think they meant humanoid NPCs, not monsters Luke...
Response from Bio_Aidan: Creatures will have a AI attached that can generically pull any available abilities that the creature possesses. Then, they will execute them in an intelligent manner.
Question from GreatWyrm: Will the DM be able to modify any racial or class skills, abilities, or disabilities to better suit his campaign world?
Response from bio_marc: I got that....we are supporting this by allowing players to create a sub race during character generation. This provides a neat hook for scripting. Eg, Dark Gnomes exist on my server only, and they get plus four vs any Half Orc played by Trent...
Question from Gibbous: Will all powers related to Cleric domains be in the game, such as a Water domain cleric's ability to turn fire elementals?
Response from Bio_Rob1: Domains will provide clerics with a spell at each level but we couldn't justify the dev time needed to handle the special abilities. We felt that our time was better spent on the skills and feats that everyone had access to, not just one class.
Question from Star-Fyre: will there be rolling boulders for traps? (ie. actual 3d spheres that you can have moving through dungeons as traps that can crush the player if they don't outrun it)?
Response from bio_marc: Short answer on boulders - no., You see you can make your own maps, so the combinations of paths the rock could go gets complex. We don't want to have really huge objects bouncing around. BUT! there are lots of very cool traps. They can be placed, stolen or traded... Side note, traps are not limited to rogues, anyone can take the skill...
Response from Bio_Luke: and if you throw me the idol, I'll throw you the whip... but no boulders.
Response from Bio_Rob1: You can even pick them up off the dungeon floor... if you're skilled enough.
Question from DekarGates: Thanks for taking my question. Here goes: If I were running a persistent world, would my server keep track of where my players last were, so that when they reconnect, they will automatically spawn where they last were before leaving? If not, could we script it to?
Response from Bio_Trent: Yes, the server will track where they were before they left. Finally, an easy answer.
Question from Simuloid: Can the DM have an AI run a PC if the player of that PC is unavailable during a game?
Response from Bio_Trent: I'd have to say no. Player characters are 100% player controlled only. When a player leaves, his/her character leaves. As a party you could pick up a henchman to help out the party.
Response from Bio_Luke: In Pen and Paper this is known as "going to tend the horses."
Question from {FF}Captin: the all important question -Can we expect a Beta release of the game soon? how about the tool set or the scripting language?
Response from Bio_Rob1: Define "soon..." =) We are planning on having one once we get a little closer to release, however. It will likely include the toolset as well as the game. We want to see as much user-created content ready to go as possible, so it's in our interest to do so.
Question from Travis_Storie: Do all the scripts have to exist when a module is started, or could a DM script on the fly? For instance if they realized they forgot something?
Response from Bio_Trent: Sadly, scripting on the fly is not possible. When mentioned to our scripting programmer he just got all sick looking and walked away.
Response from bio_marc: *mark b barfs on my shoulder*
Response from Bio_Rob1: Besides, it sounds like a good way to introduce bugs... Ich.
Response from bio_marc: he caught a bug...
Response from Bio_Rob1: That's really quite disgusting, Marc... =)
Question from Filnari: Where are you in the creation process right now? Is the engine done? Working on the content?
Response from Bio_Trent: The graphics engine is functionally complete, there is a lot of support and optimizing left. The content is going well, probably well over the 60% mark in term of art. The toolset is firming up and has almost hit minimal functionality. As a whole, many of the parts are there, but it is a way from a full game.
Question from RickyD: I'm wondering how the dm places weapons and gold in the levels? Can a dm make a level full of gold and magical swords and allow his buddies to play?
Response from Bio_Rob1: Two ways to do this: one is to place all the gold and weapons via the toolset. The other is to spawn them in on the fly as the DM. Either way, fun can be had. =)
Question from MEkayne: Thank you guys for communicating with us this way. Will voice communication make it in? If so will it support voice fonts? If not, will it make it into a future expansion?
Response from Bio_Trent: We want Voice comm. in the game. We haven't really settled on a solution yet.
Question from Brand: Will item size rules be in? Can medium sized characters use medium sized weapons with two hands? Small armor only wearable by small characters? If so, will we be able to set specific sizes (tiny, medium, huge, etc.)?
Response from Bio_Trent: Yes, the rules on item sizes are in!!!! Yay. Armour is not sized though. Any armour fits any character, male or female.
Response from Bio_Bob1: one size fits all, even gnomes. They just itch more.
Question from Coolfr3ak: Bioware: are you, and if so, how are you, implementing transform and lighting into the graphics engine? Will you support the latest graphical *features* from things like nfiniteFX engine from NVidia Geforce 3?
Response from Bio_Trent: T&L is supported. We added a few new effects for the GeForce3 launch and some other effects could make a way into the game.
Question from Quickarrow: how will multiple languages be handled?
Response from Bio_Rob1: Hmm. Big question. Yes, NWN will be translated into multiple languages and yes, those versions will be interoperable. In terms of quick-chat voice (a la Tribes), that will auto-translate between languages (the code will just point to different voice files). As for actual game text, it will pick the appropriate language files for all of the dialog, etc, on a client-by-client basis. As for custom modules, the framework will be there so other folks can translate your module for you and make it multi-language. Regarding player-to-player chat, I don't think we have any auto-translation plans for our initial release.
Question from dwain: How hard is it to drag yourself away from this game, and how is play testing going?
Response from Bio_Trent: It is truly hard to drag ourselves away from this game. We aren't playing it yet, just loading art and looking at it, the fun stuff still has to be put in. Running away from creatures is quite fun right now though.
Response from Bio_Bob1: hard to pull away from it for both the fun factor, and the fear factor (trent's half-orc persona flares up now and then).
Response from bio_marc: "Wild horses" This game is what I've wanted to do since I was 12.
Question from obsidian: Are the Mac/Linux versions of Neverwinter Nights on par with the Windows version at this point in development?
Response from Bio_Trent: Linux trails a few weeks behind and the Mac is in the process of getting "Carbonized".
Response from bio_marc: Like Han Solo?
Response from Bio_Trent: Carbonizing broke a number of things with the Mac, so it is a little further behind right now. Better than Solo, Way better.
Question from StormKing: I worked out a simple system for being able to use the language skill in-game. By having the dialogue boxes in the game show Gibberish text if you don't have the language or English text if you DO and successfully roll your skill in it. What's the likelihood that you could implement the use of languages in the game using such a system?
Response from Bio_Rob1: Ah, *in-game* languages! We did some early design work and came up with a similar sort of system that we were quite happy with. We didn't have time in the schedule to implement and test it however. Maybe in an expansion.
Question from Kilkonie: Will it be possible for a running module to store some sort of unique identifier for any given character, so if they return the id is the same?
Response from Bio_Trent: Every character has a unique identifier, we call it a CD key. The CD key is bound to the player and character and offers a unique identifier.
Question from Com: How can I handle a case in which I have 5 attacks per round and I want to use a different attack for each? Will you have a queue of some sort?
Response from Bio_Trent: You can queue up a number of special attacks, but trying to stay ahead of 5/round could be hard. If you quickbar them it is possible.
Question from Tanuvein: Will the NWN instruction manual contain the necessary 3rd edition rules, for those of us who are used to 2nd edition?
Response from Bio_Rob1: The BG manuals were massive and we'll be putting even more time and attention into the NWN ones (probably a separate DMG and PHB). We'll cover all of the basics in there. That said, the new 3e materials are great and I'd recommend them to anyone with a serious interest in learning more about D&D.
Question from A0ij: will amulets, cloaks, quivers of arrows, etc show on character models?
Response from bio_marc: re: equipped stuff... We are of course showing armor and weapons-in-hand, but we have decided not to show the full range of 'accessories'. There are two main reasons I can think of right of. One being perfomance - we want the game to run on as many computers as possible, so keeping the total number of parts in play at once as low as possible is very important and also the HUGE number of custom character models. You have such a wide range of characters you can play, we simply can't be sure that cloaks and quivers will attach properly to every possible armor combination... You do have your custom portrait, and you can show yourself equipped any way you like there...if that helps...
Response from Bio_Luke: Just a note on the language thing: You as a DM can simulate different languages by branching the dialogue you write based on race or intelligence conditionals (or whatever). You could display gibberish or just a simple "you don't understand" if the player is incompatible. You have a lot of power in that respect.
Question from Hooded: Will either the server or the client of NWN be able to take advantage of SMP?
Response from Bio_Trent: Yes, in a fashion. (SMP == Symmetric Multi Processing). Having two processors will allow you to run the Client and server separately, gaining a significant speed up.
Response from Bio_Rob1: Love that scripting... =)
Response from Bio_Trent: IT works very well for us at Bioware (most systems here are dual processor).
Question from Cloudkill: Question for BioWare: Will time challenge modules/scenarios be possible?
Response from Bio_Rob1: If you mean dungeon races or ones that rely on a timer, absolutely. They should be fairly simple to create and script.
Question from Drizzt: Why have you switched to 3d mode ?
Response from bio_marc: I think you mean 3D vs 2D right? There are lots of good reasons, I'll start with character animation. We can have hundreds of keyframes of character animation in 3d.... allowing you to walk, talk, run but also wave, eat, read, shout, barter, berate... we would have to cut all that player animation drastically if we had to store it all as 2D art... Also the lighting and shadow that 3d allows is much more flexible. Red fog and dim lighting looks great, but so does light green haze and bright sunlight. All this is possible in a 3D engine. Plus camera zoom and rotate.... S'all good. We love 3D. We are keeping the game very scalable as well, so a light weight machine has a fair chance.
Response from Bio_Rob1: Keep your fingers crossed, in other words.
Question from DonKebab: Will it be possible through scripting to make the prestige classes available to players in my own games?
Response from Bio_Trent: It *may* be possible through scripting but it will not be easy. The best way to get prestige classes will be to buy the game, play it and then give us feedback on the classes you want and we'll try to put them into our next expansion.
bio_marc: Gotta run and work on GUI design...thanks for all your interest. I for one can hardly wait to play what you guys make! See you on the boards...marc_taro.
Bio_Trent: Without custom programming prestige classes are going to be hard to do.
bio_ray: Thanks very much to our fans - we appreciate your support very much.
Marizelle: Well that is the end of the questions... I know the hour plus went fast. We want to thank Bioware for taking the time to be here and answer our questions!!
Bio_Trent: Thanks for coming out. See you on the boards.
Marizelle: Look for the full chat log to be posted on http://nwn.stratics.com/ shortly!
Bio_Rob1: It's been a blast. Hopefully we were able to give you some new information about the game.
Marizelle: Thanks again for being here thanks to you this has been the largest chat to date with 358 attendees!
Bio_Rob1: Woo-hoo! Go fans!
Bio_Bob1: goodnight :)
Bio_Luke: If there's any further questions stop by the official boards. Lots of regulars there to help out as well as us.
LoreMaster: And our apologies if you submitted a ? that didn't get asked, we had SOO many.
Bio_Rob1: We'll get them next time. =)
Vsove: Yes, I even got some. Despite the fact I'm not a question taker *mutters*.
Marizelle: hehe
Vsove: You people.. what do you -want- of me? I've already sacrificed my body! *breaks down sobbing*
Marizelle: If you want to join us for chat about what new has been revealed... please join us in #neverwinter!