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Everything posted by Rob McGinnis
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I do this already. Thanks everyone.
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I have personally slaughtered some barrels in it already. They explode nicely. Barrels? Not crates? BARRELS?! The new game is going to suck. Crates are a big step. We want to make sure things are right before crates get added in.
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I have personally slaughtered some barrels in it already. They explode nicely.
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No. It is wrong to not want a World of Darkness or Horror RPG...
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What kind of future settings is Obsidian planning?
Rob McGinnis replied to Winterwolf's topic in Obsidian General
I would love to do a cyberpunk/Shadowrun style of game... or World of Darkness I think with our preference for darker storylines, we could do well with these. -
Sounds like some info we need to torture out of him.
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A few of us talked about it a while ago. The problem is our Podcast would probably be a bunch of drunken nonsense or NWN2 stuff. We can't talk about a lot of the things we are doing yet, and Seinfeld kinda cornered the market on shows about nothing. If you guys have ideas for shows, let me, Matt Rorie or Monty know and we'll see what we can do... Maybe the drunken nonsense would be fun
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Neverwinter Nights 2: Storm of Zehir Discussion
Rob McGinnis replied to Darque's topic in Computer and Console
It's sort of a mixed bag. We did quite a bit of optimization with Storm of Zehir, but at the same time there is a lot going on on those overland maps. We suggest a higher minimum specification and that should be reflected on the box and in the manual. But! Once you get in and start playing, it's pretty cool. I can't wait to see how the modders and PW people use the overland map. -
The state of AWESOMENESS!!! What?
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We have removed our servers from the server list. Hopefully we will see some improvement.
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Neverwinter Nights 2: Storm of Zehir Discussion
Rob McGinnis replied to CoM_Solaufein's topic in Computer and Console
We implemented a hundred or so spell fixes, done by RPGPlayer1, into 1.12, I believe. As for TonyK's AI.... -
Yeah, that's everyone. Alvin, you forgot to turn the lights off again.
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Regardless of who makes it, I would like to see a more in-depth MMORPG. Something story-driven that evolves over time depending on player interaction. Something akin to a persistent world created by Neverwinter players. Cost-prohibitive, more than likely.
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NWN2 News August 8, 2008
Rob McGinnis commented on Rob McGinnis's blog entry in Neverwinter Nights 2 Blog
There will be flags to identify between the main PC, player-made NPCs and the cohort NPCs we provide. -
Neverwinter Nights 2 Community Update August 8, 2008 Well, it's been a long time since I have done an update. I have been so busy lately that I haven't had much time to research anything for the community works section, but I wanted to come here and fill you in on some of the progress we have been making. If you haven't heard already, we have an expansion in the works. Yes, it's true! The expansion (which we refer to as NX2) is titled Neverwinter Nights 2: Storm of Zehir. With this expansion we will be doing some things that haven't been done in a Neverwinter game before. Things are moving along pretty well on NX2. We just hit Alpha and we are pressing on to Beta, with a few internal milestones in between. One of the cool things to happen with NX2 is that the Snake & Skull image will appear on the box. This is the first time a full-color image will appear on the box art for a Neverwinter Nights game. The team has been working hard on some great improvements to the game. Probably the biggest of these improvements is the Overland Map system. In previous incarnations of NWN2, players warped around the world by selecting nodes on a 2d map. In many ways this broke the immersion of the game. With SoZ, players will negotiate their way around the world through the use of the overland map - which has a special UI done by Jay Bakke and Nathaniel Chapman to further set the map apart as a different section of the game. I expect you will be seeing more screenshots of this after GenCon. One of our goals with NX2 is to make some of the less utilized skills more meaningful. The overland map really helps support this goal by presenting the player with a lot of random monster, treasure, dungeon and quest spawns - many of which will only be encountered by characters with certain skills and feats. For instance, characters with a high enough score in the Listen skill will be rewarded with a "hissing box" encounter. If you have enough points in the Disable Device skill you will be rewarded with a trap encounter, where the parts of the trap can be recovered and sold. Another new set of features are the party creation and party conversation systems. Like the overland map, the party creation system is a groundbreaker for the Neverwinter franchise: For the first time, players will be able to create their party of four completely from scratch in a Neverwinter Nights game, with the same character creation capabilities as you have for your own player character. We will round the party out occasionally with a couple story-based companions, but the created party will be the core of the game. To go along with the party focus, Anthony Davis has been hard at work implementing the Party Conversation system. This new feature will expand the party-based feel of the game by allowing players to capitalize on the skills and backgrounds of the entire party, not just the party leader, as in previous NWN2 and NWN1 titles. Based on each character's skills and background, different conversation options will be available simply by selecting a different party member's portrait in the conversation. Something else we are doing with NX2, that hasn't really been done in a while with CRPGs is we will be recording a lot of the music from a live orchestra. Unfortunately I don't have any samples to share with you now, but we are talking about making a track or two available, just like we did with Mask. I am pretty excited about the changes and features Storm is bringing to the franchise. From box art to gameplay the game is evolving. Finally, I will finish this update off with a compilation of the E3 coverage for NX2: "Set for release this fall, Neverwinter Nights: Storm of Zehir looks like a solid, game-evolving expansion to the series." - GameZone Video Interview with Matt Rorie Crispy Gamer Article GameSpy Article Thunderbolt Preview GameZone Preview IGN Preview Gaming Nexus Preview The fine print: As this game is still in development, features and functionality may change or be removed before release.
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Obsidian: 'Mod makers won't tolerate poor toolchains'
Rob McGinnis replied to funcroc's topic in Obsidian General
I can't speak for Josh, but the experience I have had with NWN/NWN2 has shown me that many people buy games just for the mod ability. To them, the toolset is the game. So it's sort of like a new genre... err.. that's not all that new -
Lies, I r has seen him on Gamespot TV. That was animatronics... very expensive, that.
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15 hours is our design estimate. We usually end up going over that. We'll see when it's finished
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I can't. You have to add someone as a friend to see their profile, I believe.
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Hello everyone! Well, we finally broke into the semi-modern times and created a Facebook page. Come check us out. We'll be adding content and updating the page. I'll see if I can find some incriminating pics to add. Obsidian Entertainment
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You mean like Bob Dole and Ronald Reagan thwarting evil in the galaxy???
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Neverwinter Nights 2 Community Update May 2, 2008 It's been a while since the last community update. As such, I thought I would give you a little teaser for some of the 1.13 patch notes, while I write the real Community Update. Please remember that this list is very much incomplete. Bug Fixes General The toolset and game now load hak files in the same order. Skills such as Search will no longer broadcast multiple messages to the chat window while in use. A single message will be displayed when turning the skill on or off. Multiplayer The chat channel will no longer revert to Local when a player transitions to a new area or module. DM Client Fixed an issue where DMs would not receive messages on the DM channel if they were filtering out the shout channel. The console command dm_setfaction will no longer cause crashes. Toolset The toolset and game now load hak files in the same order. Fixed an issue where you could not tint multi-selected tiles. Light spheres shall now display properly. Sound spheres shall now display properly. The creature cache in Area Properties shall now work as intended. Scripting The GetNextItemInInventory() script function should now work properly with stores. Custom Content The Skills.2da file will now accept up to 100 rows of data. New Features Multiplayer The chat system now has a /r command for replying to the last private message a player receives. After receiving a private message, the player can enter "/r" into the chat system which will automatically address a private message to the person that sent the previous private message. Toolset The ItemPropertyActivationPreference property for items is now accessible through scripting. Scripting A SetCollision(object oTarget, int bCollision) function has been made available. This will allow builders and DMs to turn the collision of a creature or placeable object on or off dynamically. This function is only useful on creatures/players/placeables that already have collision and will set collision to NONE if called on an object that never had collision in the first place. A GetCollision(object oTarget) function has been added. This function will return the collision Boolean for an object. The ItemPropertyActivationPreference property for items is now accessible through scripting. A GetBicFileName function has been made available. This function will return the file name of a .bic file in a server vault. New List Box functionality has been added to the game. This includes the following script commands: --ClearListBox --AddListBoxRow --RemoveListBoxRow --ModifyListBoxRow A SetScrollBarRanges(object oPlayer, string sScreenName, string sScrollBarName, int nMinSize, int nMaxSize, int nMinValue, int nMaxValue) function has been added to the game. This function will allow you to set custom values to a scrollbar. A SetFactionLeader(object oNewLeader) function has been added to the game. This allows you to set a companion to be the speaker in a conversation. A GetFirstSubArea(object oArea, vector vPosition) function has been added to the game. This function lets you iterate over the
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It was indeed 1.10. Though we are currently on version 1.12, with 1.13 just around the corner.