Ok, I did a fiendish amount of modding for NWN
http://nwvault.ign.com/View.php?view=modules.detail&id=5036
can't do persistent worlds unless you can write variables to a data base.
Can you edit conversations with this new toolset? If so, can you betow quests (assign variables to players)? If so, are those variables "persistant" when the player leaves your module? If so, you can make campaigns, if not, well, you can't.
Can you write scripts?
I quess what I am asking is, when can i get my hands on it?
Here's a far out question.Can I play it on my mac?
How do you handle gear in the toolset? I imagine you can't assign specific gear to drop or be sitting on the floor, or everybody would just have the best gear possible at all times.
I have been messing around with the Unity engine but i am not a modeler, I hope this toolset lives up to half the game Neverwinter Nights was and at least twice the game NWN2 was.
Neverwinter Nights (Aurora) = best modding tool ever!
Here's hoping Atari can top it!
Comments
Responses in blue. Hope that helps answer some of the questions but the big problem is...we know almost nothing still. ;-)
Try out this thread or some of the other threads floating around for further info and videos on the Foundry.
EDIT - Also note Atari will have NOTHING to do with Neverwinter anymore. They sold it off to PWE. :-)
http://nw-forum.perfectworld.com/showthread.php?t=9241
all under brother macas's foundry dig.
http://nw-forum.perfectworld.com/showthread.php?t=9241
edit: thank god no more atari lol
It seems you're entering this thread with some old info as well as some missing info in regards to the Foundry. One of the things I was asked to do by another community member here is make a New Users FAQ. And it grew and grew and became stickied on this very Neverwinter Discussion thread. The second section or post deals with game play questions, including the Foundry. I'll use that to answer those questions, as well as some choice Developer quotations to help you get answers when I can. Feel free to read that FAQ for any current or future questions. Its answers come from what Developers Reporters and Users alike confirm about this game to help answer questions to the new (and even veteran) users.
Also, as shown by previous replies, if you look around that Neverwinter Discussion thread, you'll see several threads already that deal solely with the Foundry, so do check those out in the future (or use search to see if any other topic is posted already) before creating a new thread. Of course, do use the Introductions thread if you ever want to introduce yourself or update something you or somebody else posted.
Now, onto your Foundry questions:
Before we continue, you might want to read this article and watch the following links for some prime walk-throughs and demonstrations:
At the very least, I highly recommend reading the article and watching the first video link, as it does a great job of answering these questions and highlighting what the Foundry does.
While the Bioware Aurora toolset taught a lot of people how to make mods via scripting, it also stopped a lot of people from making worlds due to its complexity of having to quasi-program in such a manner (instead of a simpler fashion.) It was powerful, but not intuitive, and a pain to load and upload at times. Or so people said. Secondly, the way the older NWN series (both of them) worked, was with server connections for user generated content, so persistent worlds were made. This form along with the turn-based live action is how the co-op game worked.
Cryptic was...let's use the word "mandated" by then-publisher Atari to make a game with a very limited budget and timeframe. Since it was supposed to be like a multi-player game done in the likes of Star Trek Online but severly limited, it could not be called an MMO and was labeled "co-op" with 5 pre-set class-race characters to choose from along with henchmen NPC's to be released in November 2011. Let's just call it a very scaled back version of what's being discussed here.
Next, due to decisions which won't be detailed here, Atari gets into an intellectual property fight with Wizards of the Coast (WotC) and settles legally by selling its IP of D&D mostly, for this project selling the company Cryptic to Perfect World Entertainment or PWE. This means the new distributor/publisher allows the game to be a full-featured free to play from the ground up MMORPG and the release is delayed for one year (later for over one year to add additional polish.)
And Atari has no more to do with Neverwinter Online the MMORPG, to now be referred to as NWO.
Or to quote that FAQ linked above:
This included a total revamp on how missions are made by players or User-Generated Content (or UGC.)
But since this is an MMORPG, it is hosted online, not by other players on their own servers. This means Persistent Worlds by players are not done on their own servers, and Cryptic hosts their MMO games on one server with multiple shards or instances when the local areas get too big.
So no, if we're going purist here, you don't write scripts or variables, do not have persistent worlds, and since the quests are accessible from the game world and XP/Treasure counts the same way as Cryptic-authored quests, you can't make your own custom equipment due to hacking/cheating/overpowered concerns.
Let's start with loot and what is done here. The treasure is generated based on enemies you fight and randomly generated (based on scaling on whatever level the PC or PC's [up to 5] entering the mod is [or are] as well as the author making the encounters easy/medium/hard.)
Okay, I'll attempt to do the rest in the listed order of your reply now.
You can write dialog trees and quest trees that are dependent on other dialog and quest objectives, including how you answer questions (including branching/loopback options,) finishing other quests or getting other items/killing x types of creatures if you wish. However, You cannot write one quest that will change the outcome of another quest. This includes making a bunch of quests into a "campaign" and playing (if you so wish to,) only User-generated quests from start to cap. Or not.
However, while you do have a lot of specific power available to you, or simply dragging and dropping stuff, you do not literally write scripts as it's all done by graphical interface and uses in-game objects which you can customize in appearance as much or at little as you wish in regards to the graphic customization drop-down and slider/rotate bars. This means you can custom design a map and its appearance and colors, but creatures and monsters are selected from a search-able list that can be filtered and its appearance heavily modified in appearance. Or you can just choose a bunch of pre-selected items, including auto-populating rooms with appropriate items to fill that type of location. This feature is wonderfully demonstrated in the video link(s) recommended.
As to when you can get your hands on it, when Beta is released for the Foundry, which we do not have any date yet for Open or Closed betas regarding the game or Foundry yet:
As for running it on a Mac, the platform alternates are not being focused on outside PC, but WINE is being supported:
Besides what was already posted and linked, if you have any questions, feel free to ask here or PM me if you need to or post in any of the other threads (or if it's something new do make a new thread.)
But thanks for your developer passion. The great news is even more is promised to be released by the Developers about the Foundry's features, so stay tuned for more news than even this! And keep posting your feedback and questions!
Again, welcome to Neverwinter, and thank you!
I foresee great things in our future .
I thought by the time we're there, it will be more a-shiver:
"So come up to the lab
And see what?s on the slab
I see you shiver with antici-pation
But maybe the rain
Isn?t really to blame
So I?ll remove the cause
(chuckles)
But not the symptom!"
but in any case...
may I have this next dance...again?
(Now where's that toast....)
Only the ones in fishnet stockings
"Freeing up the headspace of the player"
No, that is political speak for dumbimg down the game so fat kids sitting around on mom's sofa can play it on a console. This is why India institue of technology has surpassed Massachusetts Institute of Technology as the number one technical school in the world, americans are fat and lazy.
The more i read, the more I know.
It seems as if there has been quite a bit of "freeing headspace" in the foundry. I won't go into detail, but I will say my excitement level has been downgraded to "Oh look a new game is coming out". Oh well back to Unity i quess, they haven't freed my mind quite so much.
Remember how many "adult" themed servers there were in NWN? remember how many alignment factions there were in my module? Remember how with aurora you could totally change the rules of NWN? Well, keep remembering the golden age.
http://www.youtube.com/watch?v=xiqmEibSY0I