Tags: Neverwinter Nights 2
There's a <a href="http://nwvault.ign.com/View.php?view=articles.detail&id=13">preview</a> of <A href="http://www.atari.com/nwn2">Neverwinter Nights 2</a>. It's based on a visit to <a href="http://www.obsidianent.com">Obsidian</a> and they're breaking it up in to several parts. Here's a bit from the first part:
<br>
<blockquote>The first example of that was when Nathaniel turned the area from night to day and back to night in a very short period of time. The effect was visually very cool, as shadows of everything changed their orientation and length to the position of the sun and moon, both of which are visible in the sky along with clouds, and stars. So as the sun is above the characters head, the shadows were very short and only under the characters feet, but as the sun settled over the horizon, they grew in length before disappearing into the night. What is really amazing is the amount of control content creators will have for the skies in the game. Instead of static sky boxes, everything is now controllable and dynamic. Pulling up a development menu with about 15 sliders, Nathaniel, changed the skies to different colors, adjusted the amount of clouds and depth plus there are controls over the stars. While this menu was mainly for developers, it's the same type of controls that are in the toolset and should give authors a pretty unlimited choice of skies.</blockquote>
<br>
Yup, the whole thing is basically about the graphics.
<br>
<br>
Spotted at: <A HREF="http://www.shacknews.com">Shack News</A>
There's a <a href="http://nwvault.ign.com/View.php?view=articles.detail&id=13">preview</a> of <A href="http://www.atari.com/nwn2">Neverwinter Nights 2</a>. It's based on a visit to <a href="http://www.obsidianent.com">Obsidian</a> and they're breaking it up in to several parts. Here's a bit from the first part:
<br>
<blockquote>The first example of that was when Nathaniel turned the area from night to day and back to night in a very short period of time. The effect was visually very cool, as shadows of everything changed their orientation and length to the position of the sun and moon, both of which are visible in the sky along with clouds, and stars. So as the sun is above the characters head, the shadows were very short and only under the characters feet, but as the sun settled over the horizon, they grew in length before disappearing into the night. What is really amazing is the amount of control content creators will have for the skies in the game. Instead of static sky boxes, everything is now controllable and dynamic. Pulling up a development menu with about 15 sliders, Nathaniel, changed the skies to different colors, adjusted the amount of clouds and depth plus there are controls over the stars. While this menu was mainly for developers, it's the same type of controls that are in the toolset and should give authors a pretty unlimited choice of skies.</blockquote>
<br>
Yup, the whole thing is basically about the graphics.
<br>
<br>
Spotted at: <A HREF="http://www.shacknews.com">Shack News</A>