It would be great to have all this things from AC in nwn but it's pointless because we don't have climbing, jumping etc. My biggest dream is to have proper stealth but well we would probably had to make new game '>
Jumpng is something that interest me the least. Thats what AC is about and its different engine so lets be realists.
However, we actually have jumping animations, FailedBard made these. The problem with it that there is no player skill implemented. To explain what I mean, remember Prince of Persia? Player has to initiate running and then press shift in correct position to jump over pit. In NWN this is not possible, you just move your character near the pit and click on some invis placeable on the other side or select jump in radial menu and then target spot on the other side and the animation will be played and character moved there. This makes jumping a very little interest for me. Also we need good falling animation in case you fall while jumping to the pit.
Also the main problem with jumping is that nwn has only single Z layer. This can be workarounded within tile model with something smilar to rocky mountain cliff stairs or worm jungle ladders. Although I might be wrong as I saw some improvements in this regard using placeables with wok?
Anyway that would need a lot of work on tileset makers, to make tiles that expect jumping to be used (water tile with multiple rocks, to be jumped through, corridors with pits and so on...).
So I am more interested about the stuff that isnt specific to the engine. Doors, placeables, tilesets inspired by AC and gameplay systems. Notoriety, assassin recruits, stealth etc.
For example, I already implemented a tunnel vision system (inspired by Thief3 actually few years ago) and "hide in the shadow" system. That adds more depth and skill into stealthing. I desinged a whole dungeon for rogue based on thief3 for one PW, it works as this:
- guards are running recurse script every half second or so that checks whether is player inside the tunnel vision based on current guard facing and whether is played inside of the "shadow" zones
- shadow zones are created as preplaced triggers on the spots where ingame shadows are created and grants same type of invisibility as normal darkness
I will try to create gameplay video from this dungeon of mine.