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The Eye of the Beholder Project Profile by Jay Watamaniuk The Eye of the Beholder Project
Where can I find download the Eye of the Beholder NWN mod?Rick: NWVault Can you give us a brief history of how this huge project came to be?Rick: For me it began with the original Eye of the Beholder that was released by Westwood Studios in 1991. I would sit up all night and play the game until three in the morning. I would sit in the dark playing and try to figure out the levels, mapping each of them out on graph paper; it was a lot of fun.
What about Eye of the Beholder would be of interest to veteran NWN players?
We took several liberties with changes to the weapons and armor. For example, in the original EOB you would find a +3 long sword with no enhancements to it, but in ours that same sword will also have some of the newer enchantments that NWN has to offer and what players have come to expect. Players will also be delighted to discover that we have created a set item system. There is a set for each core D&D class, and each consists of 3 similarly named items. These powerful items are entirely appropriate as our mod is rather heavy on the hack and slash side. We understand many players are still looking for that roleplaying element, and although it isn't the main focus of our mod, there are still some opportunities for roleplay sprinkled in.
One of the best aspects of our mod is that we designed from the ground up so that four players can play the mod from start to finish. To support solo players, we have implemented a unique henchman hiring system. Most henchmen are adventurers who have died in the dungeon and are found lying in a pile of bones as in the original game. From this point you can either pick up the bones and put them in your inventory and try to resurrect them later, or you can place the bones back down on the ground and cast a raise dead or resurrection spell at the bones and your henchman will be resurrected. After you have resurrected the henchman you will be able to speak with him or her and hire them on to help you on your quest. You can take a maximum of 2 henchmen per player. Each henchman you encounter has a special background story. After talking to your henchman you will learn what brought him or her down into the dungeons in the first place. Additionally, some of the henchmen have special quests to complete.
Mika: We have resurrected some very old RPG features that I think will be of special interest to veteran gamers. Most notable among these are pressure plates and illusionary walls. Our pressure plates respond to players stepping on them as well as items being laid down upon them. The original version had some inconsistent behavior with the plates, however many of these problems have been fixed in the latest patch. We are planning on improving the plates some more in the next patch, if possible.
What new content can players expect? New creatures, new henchmen?Rick: Ryuujin created many new creatures for Eye of the Beholder: the Kenku (half bird half humanoid creatures), Giant Leeches, Kuo-Toa (fish-like creatures that resemble giant, walking frogs), Skeletal Lords (very powerful undead warriors wearing long robes), and Mantis Warriors also known as Thrikreen that look like giant Mantis. In addition to the basic versions of these creatures, he also made several variants like females and enlarged boss versions. Ryuujin also created many of the placeable items we used like the Kenku nest. He was our head modeler and did a great job on all of the new creatures and placeables. We also have tons custom artwork created by Anthony Marinakas. You will also get to choose from seven new henchmen created for the mod. They range from thieves to clerics to warriors and mages, and even a dog named Dof that you can rescue early in the game. There are two secret levels that can be found along with a few other added levels like the Waterdeep dungeon where all of the criminals are being kept. This is also where you can speak to the Drow spy that was captured at the start of the game.
Amazingly, after our release, we picked up a new team member, Paul, an English major, who has gone through all our text and spruced it up a bit. Paul has even gone further and has added extra background story to several henchmen. Make sure you get the 2.2 patch! If you could go back and do something differently in the development of this project what would you pick?Rick: That would be the naming scheme we used for Resref's tags and the scripts. The best advice I can offer to anyone who is going to make a mod for NWN is to come up with a good naming scheme first before you do anything. Plan out the way you are going to build you mod and follow that plan. Also, make sure you put together a good team you can count on, especially if you're making a mod that is on as grand of scale like we did.
Another feature that could've been improved had I been involved earlier is the secret doors and illusionary walls system. Just before I joined the team, I released my system on the vault. However, at that point it was unfeasible to remake all of the levels using this new technique. The notable improvement in my system over the current one is that secret doors and illusionary walls are not revealed by empty spaces on the automap. Plans for the future?Rick: The team has been talking a little bit about Neverwinter Nights 2 and how we would like to continue the Eye of the Beholder series with the new engine. We are very anxious to see what all-new features it has to offer.
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