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Nurvus

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About Nurvus

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  1. I wouldn't want them to cut in anything related to playability, like AI. I actually said, in my later posts, that given limited resources, I'd go for giving a better base, better support to the game for later additions, than a big start. In animations, I rather have few at start, but ways to add alot later on, with patches, expansions, etc. This because, NWN, for example, had alot of core things that were nigh or completely impossible to change. The less imutable things, the better. Even better if there is support for changes. The things that matter are playability. True. I wouldn't want that any different than in first priorities. Yet would be awesome to have some support in toolsets, to create feats, animations, skills, spells, in a way that is easy to add to the game, and enrich the experience.
  2. Most NWN spells are really cool. Yet we all want better and better, not just with better definition/texture. Here are some of my suggestions for some spell animations: - Mage Armor - Some sort of ethereal armor is summoned onto the caster. Perhaps composed of some cool looking Shoulderplate and Breastplate alone. That way it could overlap with any existing armor, not ruining robes or sleeves. It would scale with the target of the spell, so that it looks great on anyone. - Wail of the Banshee - the NWN spell looks like an ordinary elemental. I have 2 ideas for this: An actual banshee screaming in the same way than that of NWN's spell; A gigantic banshee face forming up from the ground, roughly the size of the spell effect area, and screaming upwards. Now for some questions: - Will spells like Tenser's Transformation also polymorph the caster instead of simply removing one's casting ability? - Will casting a spell be conducted with the equipped weapon, or will the caster have the weapon "disappear" while casting, like in NWN? It would be cool if the weapon was present and included in the animation, like a Paladin praying with the sword held aloft or the blade against his forehead. or a Sorcerer pointing his staff at the foe and releasing a deadly fireball from it's tip. - Also would be great to have other spells and effects cast from items, like Rods, use the item in the animation. Drinking potions already works well. But what about using Rod of Frost on the enemy or Wand of Sleep? - Will Summon Creature I-IX be able to summon different creatures and perhaps different numbers and levels of creatures? Will those and Gate bring forth different creatures based on alignment? Will a character be able to control more than 1 summoned creature at a time? Necromancers in particular would look specially good with a small army of undead behind them. Cheers and good work, y'all.
  3. As I said, given the limited time and resources, alot cannot be accomplished. But a few are most important, such as preparing the game for future additions. NWN was and still is a great game, imho. However, a few flaws was the limited ways in wich one can contribute, as many things are hardcoded, etc. More important than 10 attack animations per weapon type/group is having all possible weapons, even if it means more groups and less animations (like 2 or 3) when the game comes out, as long as later on people can add animations, weapons, spells, feats, skills. So really the same animation team can choose to have 2 or 3 unique animations for each weapon type, or arrange all sword-like weapons in a sword group with sword animations. It's the greatest card NWN has had so far, customizability. And it can be improved alot still. So I vote for a solid and rich first game, even if incomplete, then adding content with patches, as the game sells and earns the team some of their well deserved reward. Even if they do that for now, I hope they leave the doors open to change and improve it later, like making Scimitars having a really slashing animation =D and Kamas having some great looks. Imagine your monk or rogue running like those ninjas (arms thrown back, perhaps with a inversed dagger in each, body leaning forward to compensate the speed and keep their trackcion.) For the first release it may be unimportant, but later on I'm sure more and more people will like to make their characters' more and more unique.
  4. In answer to Nathaniel Chapman's post: I think that given limited resources and time, alot of weapon types are far more important than alot of animations. Completely. There are loads of reasons, including the deities' favoured weapons from DnD that would make lots of characters likely to choose certain weapons, that very often and unfortunately didn't make it to the game. Weapons such as Scourges and Spiked Gauntlets. One-handed spears and even throwing spears like Javelins and such. However, even more important that creating alot of starting weapon types or animations, it would be awesome if you developers created some cool support in the game's engine for later additions of animations and weapon types, spells, etc... all kinds of stuff, so that you can, later on, with patches, expansions and community contributions, make the game's quality skyrocket. In the end, I must say that setting a good path towards the ultimate goal is more important that a good start. Again, it's wonderful to be able to be unique in many ways, like limping, being a left handed fighter (I think this one is easy), having only one arm, leg (pirates) and other animations like the way you stand, walk, etc. Support for changes to that, based on race, class, etc, would contribute for a much richer environment, in all terms, specially roleplay.
  5. Perhaps new animations could come with patches in the future. A fighter with Weapon Focus () should have some enhancement to the fighting animations, like a few new animations. And also a weapon master. Like it was said, perhaps base attack would have an impact on that, but i think class(es) and race should have the greatest impact. A dwarf shouldn't fight like an elf, given the same weapon style. Alot of customization is beautiful. It would be great for players to be able to choose full animation styles at character creation, based on race, feats, class, etc... like the way you handle or carry your weapon. The way you walk. Perhaps limp. Perhaps a left-handed fighter. All those things greatly enhance the fun to play as they give a whole new depth to your characters. :ph34r: All those things however, I believe can be included later on. For now, however, I say that the permanent stuff be given full attention like the engine, the interface, story, etc. My 5 cents. Let's hope you guys (Obsidian) make room for later changes like those.
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