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Obviously all the areas have to be remade in the new engine., but the dimensions and locations of the prototype will be used. NPCs and everything else that is placed are represented with a dummy object that will be replaced with the new models as made. All the scripted code has to be rewritten, but I'm using about 30-35 script commands, so this is fairly easy. Converting the conversations is a big and important part and has several collateral issues. Also, we'll have to create the GUI and wire the whole thing together. Coding the events is the biggest chunk of this process. The events are attached to the placed objects. This whole process could take a few months, probably less than 6.
For those who are concerned...
This is the latest comment on the Kickstarter page:

"I love the art style in the video, and I hope you will make the game one way or another! I'll spread the word on Facebook. :)"
John Alvarado, Technical Director at InXile
I have a few questions.. Will this be like for example Fallout in combat and Dungeon master in movement?
Movement is like a typical 3rd person 3D game. The party members follow the camera in the most natural way possible.
When it comes to combat, the game stops and you'll have the means to issue your orders individually.
Do you have more questions about this?
John Alvarado (InXile) wasn't kidding:

http://www.facebook.com/JohnnyWasabi
Based on some recent feedback I have to clarify an important thing:

Many people think that "having been written and scripted" means it's only on paper like a storyboard or something.

Nope. It's not the case.

It actually means that the entire story of the game has been programmed so that you can actually play it in the Aurora Toolset. This covers character training based on received XP, all the conversations, quest phases (journal entries), skill/attribute/item checks, rewards, finding and using plot items and many many other things that could be programmed. From the very beginning to the very end.
Converting this data to our actual game engine (Unity 3D) and setting it up for the real game is part of the development, but it's just a few months of work. The most time consuming and labor-intensive work is creating the models and animations.
I hope this helps.
Post edited April 20, 2012 by SubBassman
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SubBassman: Based on some recent feedback I have to clarify an important thing:

Many people think that "having been written and scripted" means it's only on paper like a storyboard or something.

Nope. It's not the case.

It actually means that the entire story of the game has been programmed so that you can actually play it in the Aurora Toolset. This covers character training based on received XP, all the conversations, quest phases (journal entries), skill/attribute/item checks, rewards, finding and using plot items and many many other things that could be programmed. From the very beginning to the very end.
Converting this data to our actual game engine (Unity 3D) and setting it up for the real game is part of the development, but it's just a few months of work. The most time consuming and labor-intensive work is creating the models and animations.
I hope this helps.
Then show how the game works even if it is just the Aurora toolset version.. All you would have to do is give a dicslaimer just before the video starts "Alpha Footage Shown" or something. "Show don't tell" is a great writer's maxim that I think would work well as far as this kickstarter project is concerned. Showing some disconnected graphics without a cohesive whole is not going to do your project, or you, any good.
JudasIscariot

Well, this raises some problems, unfortunately.

1. The game in this form cannot be published without permission.

2. Also, there is no valid combat due to the different systems.

3. The toolset sports 10 year old graphics. As the feedbacks show, many people take things granted by just having a quick look. Many people would think that this is how the game would look like.

As for the solution:
What would you personally find convincing? Say, I'll show you a video where I do a quest, how are you convinced about the other 100+? How are you convinced about the scope of it?
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SubBassman: JudasIscariot

Well, this raises some problems, unfortunately.

1. The game in this form cannot be published without permission.

2. Also, there is no valid combat due to the different systems.

3. The toolset sports 10 year old graphics. As the feedbacks show, many people take things granted by just having a quick look. Many people would think that this is how the game would look like.

As for the solution:
What would you personally find convincing? Say, I'll show you a video where I do a quest, how are you convinced about the other 100+? How are you convinced about the scope of it?
1. I never mentioned publishing the game. Just showing somewhat what can be expected in this game. And why don't you have permission to publish, as you say, your own damn game?

2. But you mentioned the game is ready to play in the Aurora toolset. "Ready to play" = finished and includes combat unless my English reading comprehension skill have taken a serious nosedive since I have been on the right side of the Atlantic Ocean.

3. Have you seen other Kickstarter projects? There are some that have worse graphics than what you describe and to top it all off they are being made in RPG Maker, which to me sounds something like Fisher Price My First Game Engine.
1. Exactly. I can't release the mod to be evaluated without permission, so it's a no go.

I can make videos ofc, but as I told you people may get everything wrong by the presented graphics. That's why this is a very problematic issue. Many many people work like this: what you see is what you get. That's how it is.

2. The story is ready to play in the toolset, it's not a complete game experience without final graphics, GUI and combat. You talk through conversation trees, you select nodes, you pick up quest, go to next NPC, do the same, find items, use them, if an object needs to be created (item, placeable, NPC), I create it via scripting, if somebody has to be killed, you kill him with a cheat wand or use DebugMode to get rid of him, you go back, select nodes, take reward, finish quest. This may sound "nothing" at first, but it actually took thousands of hours to create and test.
Actual combats are completely ignored because NWN has d&d rules, TH doesn't. It makes no sense to invest any effort into combat if the final one will be completely different.

3. Graphics have absolutely been ignored while putting the storyline together. The actual models, textures, animations etc must be created in some 3D program and used in Unity 3D along with areas.
It is the Tech Demo and the GUI mockup that's supposed to reveal how it would actually look like.
Post edited April 20, 2012 by SubBassman
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SubBassman: I can make videos ofc, but as I told you people may get everything wrong by the presented graphics. That's why this is a very problematic issue. Many many people work like this: what you see is what you get. That's how it is.
Are you implying your audience is comprised of idiots? What's wrong with having an addendum below the video to state that these are unconverted materials from the Aurora toolset?

People WANT to fund this game, but it's almost as if you're finding reasons for us not to. The GUI mockup is fine, and I like the look of it, but I, and many others, want to see what the team's capable of beyond drawing skills. You're asking for $300k, which is a lot for a game that you claim already has its basic assets done up.
Post edited April 20, 2012 by lowyhong
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SubBassman: I can make videos ofc, but as I told you people may get everything wrong by the presented graphics. That's why this is a very problematic issue. Many many people work like this: what you see is what you get. That's how it is.
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lowyhong: Are you implying your audience is comprised of idiots? What's wrong with having an addendum below the video to state that these are unconverted materials from the Aurora toolset?

People WANT to fund this game, but it's almost as if you're finding reasons for us not to. The GUI mockup is fine, and I like the look of it, but I, and many others, want to see what the team's capable of beyond drawing skills. You're asking for $300k, which is a lot for a game that you claim already has its basic assets done up.
you're wasting your time lowyhong. this campaign should have died a long time ago. i vote for letting it die quietly.
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htown1980: you're wasting your time lowyhong. this campaign should have died a long time ago. i vote for letting it die quietly.
Agreed.

They should try to work with someone such as the people behind Ashes: Two Worlds Collide, and then come back to us when they have a better proof of concept and can prove that this is a project worth supporting.

In the meantime there are other more worthy projects. Like Grim Dawn if you like ARPGs, or Wasteland 2 if you like more classic RPGs. Personally I like most RPGs (not JRPGs), and I will support any project that I think can be delivered at a decent standard.
lowyhong

I'm not implying anything.

I'm curious though:

Does that mean the only "evidence" that would convince you is a playable demo? Or a video of the working game? Or both?