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Interesting insight into the BG2 development process


aVENGER_(RR)

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I recently noticed that some chatlogs with the BG2 and ToB developers are still available in the download section of Sorcerer's Place. Note that most of those were taken well before the game was finalized, so they may not necessarily reflect he final product. Here are some interesting tidbits:

 

 

[19:14] <Jonric> <Kentor> The "AI" in BGII is processed on a per a frame basis making it directly bound to framerate and appears to basically consist of large script -- in ToB has the AI been decoupled from the graphics pipe and if so has the system been reworked?

[19:15] <Bio_Mark> The Infinity engine was designed so that the AI thread is MORE important then the render thread.

[19:16] <Bio_Mark> As a result AI and frame rate ARE NOT directly coupled, they never have been.

 

 

<Valen> <Yoon> Will you actions from a imported BG1 savegame relfect in BG2? Like killing certain NPCs that normaly would return in BG2?

<MarkAtBIO> We do import some specific globals.

<PaulAtBioware> Sorry, was afk, There are some things that get imported when you import from a saved game, but when importing from a character file, these will be ignored.

 

 

<Jonric> <QBALL> How will new characters' Hit Points be determined? Will it be completely random, or will there be some limit so that a new fighter with 18 constitution doesn't start out with 40 HP because of bad luck? :band:

<JamesatBio> Hit points are randomly generated, but we have a formula that will make sure that a player doesn't receive an incredibly low hit point total.

 

 

<Chris> <Gromnir> have spells like 'protection from evil' and 'dispel magic' be altered so they more closely resemble AD&D rules? Is spell accuracy a greater priority in BG2?

<JamesAtBio> Spell accuracy is a very high priority. We've altered some of the spells from BG1 to more closely follow the rules. Dispel Magic is one of those spells; it now takes inot account the level difference between the caster and the target.

<JamesAtBio> With the higher level spells, we've been very faithful. In some ways the higher level spells were easier to do than some of the mid range ones.

 

 

<Chris> <Avian> What feature of AD&D did you wish was in BG2 that isn't for some technical or balance decision, etc?

<RayAtBio> Hmm. I can't actually think of any. It's pretty faithful to the AD&D rules - much more so than BG1. E.g. weapon proficiencies, new spells (e.g. limited wish, Gate, spell contingencies, spell protections are all in). We even have some 3rd edition character classes (Sorceror, Barbarian, Monk) for extra fun and replayability.

 

 

<[VE]Eidolon> <Twitchy{SL}> Other than the obvious engine differences, how much more can we expect from BG2 than the recent IWD? Have the AD&D 3rd Ed. really made that much of a difference?

<RayAtBio> Actually, BG2 is 2nd edition - the only 3rd edition rules are the additional classes - sorceror, barbarian, monk.

 

 

<Valen> <Dennis> Will Rogues 10th level and above be able to use spell scrolls? That feature wasn't added in BG TOSC even though Rogues could get to 10th level.

<Luke_BioWare> Thieves do not currently have that ability, and I don't think it will be implemented for BG2. Unfortunate perhaps, but they will have many other things they can do that make high-level thieves indispensable.

 

Hmm, I really wonder what BG1 Globals is BG2 tracking (if any)? Personally, I never noticed any difference, but then again I mostly imported my characters via CHR files.

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Guest jastey*
Hmm, I really wonder what BG1 Globals is BG2 tracking (if any)?
I don't know about variables, but what gets tracked is the items the PC has in ID before the starting scene. If, e.g., the PC took Drizzt's weapons in BG1 and was imported with them into BGII, BGII Drizzt will react to that.
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I don't know about variables, but what gets tracked is the items the PC has in ID before the starting scene. If, e.g., the PC took Drizzt's weapons in BG1 and was imported with them into BGII, BGII Drizzt will react to that.

 

Yeah, I know about that and the other iported items (as it's mentioned in the BG2 FAQ) but I was wondering if any of the BG1 Global variables were imported directly into BG2 as the developers seemed to imply.

 

BTW, more nifty design info on BG2:

 

http://www.gamasutra.com/features/20010502/muzyka_01.htm

 

Non-pausing dialogue was the most problematic feature. Early in the project it was cut due to time constraints. In early 2000 we decided to add the feature back in, as the amount of dialogue in the game was making multi-player very frustrating. Looking back, this was probably the wrong decision. Most of the dialogue had already been written under the assumption that the game paused in dialogue mode. We had to create a hybrid system where plot critical dialogue would still pause. Our changes to the multi-player code also created several instabilities that led to some very late nights for the programmers.
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Yeah, I know about that and the other iported items (as it's mentioned in the BG2 FAQ) but I was wondering if any of the BG1 Global variables were imported directly into BG2 as the developers seemed to imply.
I'm pretty sure there's nothing that actually gets used. Like the post from that poster whose name isn't showing up in the Last 10 Posts list in the thread review on the reply page, it's basically just Drizzt's items and the pantaloons.

 

I don't remember that you can even import from a BG saved game. Hmm (you think I would have at least investigated it).

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Another cool interview:

 

http://www.planetbaldursgate.com/features/..._design_expose/

 

There is also a kit I know was added because, well, I really wanted it in. The original Xan (not the wussy enchanter found in BG) was my pen and paper character and he was a Kensai [ed. did the real one have all 18s like in the screenshot?]. I played him in James' campaign for many years and he is one of my favorite pen and paper characters I have ever had. Hey, if you were a RPG fanatic and had this opportunity you would do the same

 

Xan... a Kensai? ;):band:

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The roles of various BG2 designers and some interesting "behind the scenes" tidbits:

 

http://www.planetbaldursgate.com/features/...r/wonder030200/

 

Kevin Marten: He is co-lead designer, and works with me on story, dungeon and puzzle design. He helps co-ordinate the scripting for all of the game areas and plots. He is involved in the entire design process of the game.

 

Luke Kristjanson: He is one of the lead writers on BG2. He writes dialogue, journal entries, movie cutscenes etc. He adds his unique brand of humor and wit to the game (anyone remember Minsc?).

 

Dave Gaider: He is one of the lead writers on BG2. He writes dialogue, journal entries, kit descriptions, etc. He also does dialogue scripting for the characters he writes. Dave Gaider writes faster than I thought was humanly possible.

 

Brent Knowles: He is a designer for BG2. He is responsible for spell implementation in the game (taking over when Ross left for university), for creature creation, item creation. He is also a scripter; responsible for chapters 4 and 5 and most of the battle scripts.

 

John Winski: He is a scripter/designer. He works on implementing various plots and cutscenes within the game. He is our most experienced scripter, being the only one who was scripting (other than myself) during the development of BG1.

 

Mike Geist: He is a scripter/designer. He works on implementing various plots and cutscenes within the game. He also does web tasks for the rest of Bioware.

 

Andrew Nobbs: He fills a dual role. He works as a line producer for Ben Smedstad, as well as doing clipping, light mapping and search mapping with finished art.

 

Kevin Craig: He does clipping, light mapping and search mapping with finished art. He also will be doing sound placement when we get to that stage.

 

Rob Bartel also did some writing for BG2 before Neverwinter when into full swing

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Another cool interview:

http://www.planetbaldursgate.com/features/..._design_expose/

 

There is also a kit I know was added because, well, I really wanted it in. The original Xan (not the wussy enchanter found in BG) was my pen and paper character and he was a Kensai [ed. did the real one have all 18s like in the screenshot?]. I played him in James' campaign for many years and he is one of my favorite pen and paper characters I have ever had. Hey, if you were a RPG fanatic and had this opportunity you would do the same

Xan... a Kensai? ;):D

Now, we must really make Kulyok to give us the possibility!!!! :band:

You already have the power to make it so!

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<Gromnir> Gromnir understands that some changes have been made to the schools of opposition for specialist mages. Care to comment on those changes... if any?

<Greg_at_Bio> Opposition schools actually do stuff in BG2

<Greg_at_Bio> (Mark as Greg)

<Greg_at_Bio> +2 to saves -2 to others. Bonuses to learn spells. Can't use opposition schools

 

Hmm, did anyone test whether the saving throw adjustments actually made it into the final game?

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I don't remember that you can even import from a BG saved game. Hmm (you think I would have at least investigated it).

I vaguely remember having the option to do this, but having some trouble getting it to work. If I did get it to, the game has never seemed to recognise things such as who I did and didn't kill in BG1 (every evil NPC always seems to have the "didn't I kill you?" option). I wonder if it imports a bunch of globals, but never gets around to referencing them.

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I vaguely remember having the option to do this, but having some trouble getting it to work. If I did get it to, the game has never seemed to recognise things such as who I did and didn't kill in BG1 (every evil NPC always seems to have the "didn't I kill you?" option). I wonder if it imports a bunch of globals, but never gets around to referencing them.
They're certainly never referenced in any of the resources (I'd be surprised if they even import all those globals for fear of having incorrect variables used in BG2 already set), so unless he was referring to some magic that happens in hardcode (truly doubtful), it must have ended up in the pile with importing BG2 characters into NWN. :)
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I've used the BG1 game import feature several times.

 

As far as I can see all it does is use your character to create your character stats for you (brings along those BG1 bonuses from the books) and gives you some items in BG2 (like the pantaloons).

 

I guess it'd be fairly easy to test, import a BG1 game. After your first save check the globals in NI.

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