why doesn't this chat take place @ #torment? Striding_Dragon [~guido@ip-raptor.interplay.com] has left #interplay JFinite shrugs cuz this is normally where we hold official and moderated chats Trump - Meghan runs the chats for Iplay, and she prefers to run them on Annex ok, thx Sorry, Tim? Striding_Dragon [~guido@ip-raptor.interplay.com] has joined #interplay Striding_Dragon sets mode: +o Striding_Dragon Big_Tuna is in Reg's office right now :) guys, i hope you tell us something about the game soon!!! yeah and we have some questions that need to be answered! you just have to ask questions ;o) Let's get rolling and we'll answer as best we can. ok then.... How will the gameplay be changed to suit the Planescape setting? (in other words: how will you use the unique PlaneScape philosophies?) I already asked one, what progress does pt make? I'll answer a bit of Arrows question Ok, Tim we will be moderating the channel shortly The gameplay has been changed pretty drastically Guido, do you want the chat moderated or open? What we have done is take a lot of conventions in the Mikal [~Mikalscott@c323166-a.ptbrg1.sfba.home.com] has left #interplay I guess moderated is a little more coordinated. I am still fighting my software and the incoming calls etc. that I feel a little distracted already.... :-) basic AD&D universe and twisted them around Okay :) What kind of changes? an example would be the fact that you are essentially immortal that dying is not really a big deal to you I was wondering since we only have 5 people here. you may know that already but there Plunder [~Alexander.Koenig@pC19F6E38.dip.t-online.de] has left #interplay are other things we hope to surprise people with Yeah, I guess you're right.Let's keep it open the look and the feel of the game will be a bit different than, lets say, BG. Okay - if more people show up and it gets crazy we'll moderate, but with only a few it does more harm than good. What`about the release date of the game? so if our guy is immortal he won't be afraid of anything? how do you loose then ? I am back! I think most of german journalists will be in little later on... Well, haha, thats a good question stef: No comments :-) When you die you lose your memory and potentially some items you have aquired Do you thing that you can finish it this year? oh ok :-) stef: Oh absolutely. That's no question. CAn we finish this year... Heck yah! how far will be the version you will show at E3? Will there be any famous PS NPC's in the game? (apart from the Lady of Pain) In summer? PR: We will have a version that is supposedly fully playable... however only certain areas of the game will be finished. Acid: There are only a few... Arrow: there will be familiar creatures from the Planescape Universe Acid: We've been trying to keep it a little isolated from the PS world TSR creates... Brilliant...in % how far are u now? to avoid conflicts. It's always a problem going back and forth to make sure everything is... in sync with their work at the time. PR: No commet.... I mean comment. :-) Is there a multi player option in the game? Stef: No. The game is fully centered around one character... which pretty much rules out multi-player. the graphics engine is exactly the same with baldur gate's or it's moderated? ;o) Arrow: Modified. Highly modified. HAHA Extremely modified.... Get me the power-ups... Trump is now known as Trumpfass how many party"members" will there be maximum? can you give me more info about the changes to the engine? PR: You can have up to six characters in the party. PR: 6 at any one time Sermon [~sermon@t3p17.at-732.netway.at] has joined #interplay Acid: There's a whole bunch of them... well the most important ones Acid: First of all we have re-written some of the graphic effect... some of the rendering is done differently and looks differently... in comparisomn to BG will the world be "larger" than BG oder more compact and detailled? We zoomed the whole camera in so that now all our objects... It is possible to choose the qualities of each character individually? are about twice the sice as in Baldur's Gate... PR: The game is more compact Hi guys We have installed some methods that allow us to use gigantic animated objects... wow..any direct3d support for special effects? sPec^fLR [~spectre@212.12.131.151] has left #interplay up to the size of a full screen!!! There's a bunch more internally that is handled completely different, but that would really exceed this discussion and get too technical. coll guido...i´ve seen the old shots of the giant over 3 screens large... PR: Our game 'area' is smaller than BG but definately more dense Striding: So will you see further than in BG? About the size...thats good..some people got lost in BG... PR: Yes, that's the Iron Golem in the Foundry. He rocks, man, because he's fully animated! Damned...i´ve not seen him alive...only 4 various screens the gameplay will be more detailed as well - though we include a lot of combat, there will be more adventure-type gameplay. Sermon: The opposite, your visual range is closer than BG, however... Puzzles, riddles, etc, that will prevent you from just sweeping through an area Since our game has a totlay different feel and approahc, you do not need to see so far ahead anyway Will there be "sidetrek" adventures to prime material worlds? So a small game area may take a while to work through Striding: ok, good :-) Acid: Right now, probably not. ok.. Acid: No, we haven't planned on that To anyone who can answer this: Will you use famous voices like in Fallout (Richard Dean Anderson, Clancy Brown, David Warner) in Torment? Can you release any new information on the leading character? (except that he is immortal and stuff... let's say about his background or something) the MP3 files are available under the Artwork & Screenshots section of the Torment site now Sermon: We are currently evaluating possibilities... let's put it that way. Sermon: We have had some cool ideas, but many of them fell through already. :-(( JFinite changes topic to "Interplay Chat Room - Current Chat is for Planescape: Torment" Blood_Night [~clavigne@mon-pq6-19.netcom.ca] has joined #interplay Striding: Glenn Close as Lady Of Pain ;-) Hi Blood Knight Hi sermon: *schauder* Can you release any new information on the leading character? (except that he is immortal and stuff... let's say about his background or something) how are you He doesn't even know his background.... ;) Trumpfass: War nur eine Idee :-)) ...English, please... Acid: He's a really poor soul.:-) Clover: sorry Sermon: np sorry clover, it was off topic brb Blood_Night [~clavigne@mon-pq6-19.netcom.ca] has quit IRC (Switching server) Acid: There's not much known about this guy. He doesn't recollect his past and neither should the player... it would kill the fun. The game is a bout finding out who he is and where he came from and... what happened to him. you have any background info for the character yet? :-)) MarLo [~blabla@modemcable254.30-113.mque.videotron.net] has joined #interplay JFinite [~webmaster@ip-proxy-01.interplay.com] has quit IRC (*bamph*) Acid: See above ok... ummm that reminds me sanitarium! As I haven't heard the music yet, will it be more effect driven, say like the ALIENS soundtrack or will it be more melody driven (like BG)? This place is quiet..... Acid: No, it's more like, say, the movie "The Game"... do you want to know what's real what not when you watched the movie the first time?... well no...but personally i don't like "the game".... Even though I love the director (because of Seven) Probably not. It's what makes these things interesting... to re-live the experiences with the characters... Spoilers are bad! Sermon: take a look @ "artwork & screenshots" ;o) Acid: Ner mind - I thought it was a great film - but that's beside the point. I am talking in general here. What non-graphical means have you used to create the PS atmosphere? Acid: Can you specifiy this question a little more? Acid: Are you talking about the people or music or ?? Acid: or do you mean sound effects? GermanPR [~nand@195.222.244.15] has quit IRC (Servus machts alle gut - auch wenn ich es besser machen würde ;) sermon: The soundtrack will be very "ambience" driven. Striding: but it is orchestral? Sermon: In part. Jerry Goldsmith used a lot of clustyers in Aien, which... sPec^fLR [~spectre@212.12.131.151] has joined #interplay well what did you use to make the graphics remind the planescape atmosphere (and the music) (generally how are you trying to create the planescape atmosphere and what do you use for that purpose) worked great there, but it doesn't work so well in our environment. We're going for more of an... industrial and almost "tribal" sound at times. Acid: We looked at the visual cues from the paper campaign Interestingly however, our composer Brian Williams, has a preference for strings, which I always try to cut down a little. :-) He hates me... Striding: a bit like the crow? Acid: and sort of went off from there. ;) Ace: Don't exactly remember the Crow soundtrack. Fallot_Boy [~Fallot_Boy@zhb4pub17.bluewin.ch] has joined #interplay Striding: You mean a mixture between Seven and The Omen? Sermon: Possibly... but we don't have neough material yet, to really determine a style... Ok... Any plans for a DragonLance RPG after Torment? (Planescape and Dragonlance are my favorite AD&D worlds) Blood_Night [~clavigne@mon-pq6-19.netcom.ca] has joined #interplay I know what I want but whether it will be like that or not is a completely different story. Acid: Interplay doesn ot have rights to DragonLance GermanPR [~nand@195.222.244.15] has joined #interplay oh.... :-(( Acid: Unfortunately.... Striding: So you somehow tell Brian Williams what you would like it to sound? Acid: I'd love to kill Raistlin!!! yeah !!! rehi Sermon: Exactly. We discuss options, sounds, modal approaches, pedal points, etc... really music stuff... but... he has beaten the gods! he would be a bit...too difficult let's say !.. Striding: jep, it is a bit like the crow soundtrack...it sounds great! PR: Rehi, too Acid: Well, let's bring him over into Planescape and see how he deals with that, haha! germanpr reh hai :o) Striding: Really cool - the musician in me awakes . . . lol lol :-) hi germanpr Sermon: I wish I had the time to do the music myself again, but I'm just too busy these days. :-( his work is "music" to the gaming public... ;) what programs do you use to create the graphics? (3dsmax lightwave??) Acid: lightwave mostly Cool I love lightwave :-)) Striding: Did you know that your Realms Of Arkania III soundtrack is available here through Chris Hülsbeck? Sermon: Huh? Acis: It's the program that can handle those big ole backgrounds Sermon: In what form... how did that happen? Fallot_Boy [~Fallot_Boy@zhb4pub17.bluewin.ch] has left #interplay ummm but how do you make the graphics look isometric? the trick i use is get the camera far away from the scene and the zoom a lot! Striding: I think he founded a company. They distribute several game soundtracks. Read that in PCPlayer Acid: Exactly... you are ready to come over to Interplay Acid: HAHA. that is the same trick we use Sermon: Aha. The blokes at Attic have probably licensed it to him.. or sold their stock! Sermon: game soundtracks? where can i get them? Striding: I can see the cover in the mag. It says "Music by GUY HENKEL" !!!! lol :o) lol LCheese [~--@as13-053.rp-plus.de] has joined #interplay LCheese [~--@as13-053.rp-plus.de] has left #interplay Blood_Night [~clavigne@mon-pq6-19.netcom.ca] has quit IRC (Client exiting) Sermon: It's probably the CD we produced at Attic. It probably got sold to Chris. I'm not seeing a penny on any of that anyway - as with all the Attic materials - so I don't really care (he is independently wealthy... you should see his car!) vroom vroom Tuna: Yeah... unwashed... Striding: If you're curious, you can find it at http://www.synsoniq.com/ not today - with all the rain Sermon: Thanks. I'll check it out well...who will be responsible for localisation issues (specially german ones)? Tuna: It doesn't rain o nthe inside of my car... yet! Tuna: Which car: Jaguar, Ferrari, Rolls Royce - or all three?? PR: You???? lol Calis[etime] [~calis@n821.arnhem.telekabel.euronet.nl] has joined #interplay Sermon: I'm not tellin' Tim : I may take this offer seriusly :-)))) NO THANKS..grins.....there our PMs would be better, i´ve enought other issues to do...to impress my mags about the quality of the game ;o) Striding: Well, then it's a VW Polo :-) Sermon: There is no such thing as a VW Polo here in the US, I'm afraid. Acid: Send us your stuff. We are always looking. GermanPR: Do you really have to impress them? ;-) Striding: OK, I'll send you mine :-) Sermon: My name should impress enough... I would think Hahaha! sermon...well without having a code i must yes! maybe after showing some more than "just" screens i only need to push the pedal to the metall! ;o) Sermon: Just checlked the site. Yep, that's my original soundtrack for "Shadows Over Riva" Striding: Thought so, but why Guy Henkel? Sermon: Guy used to be my nickname in Germany... I lost it when I came here. PR: Was that an official complaint? Striding: When me and a friend of mine went to the US we were always "You guys" *** MarLo has quit IRC (I don't believe in god, I don't salute the flag, I choose to be) striding: i've just seen the german version of bg...i hope you'll do your best preventing the guys at interplay europe from doing a mess like the last time Sermon: That's why I lost it. Guy has associations here and doesn't really go well as a name. Trumpfass: I agree guido...take it like it was ment to be ;o) *mystericalsmile* Ace: As I said on the message board numerous times. We'll try our best, but there are policies in place that bind my hands a lot of times... So people, will we able to see some Tanar'ris in the game? Ace: I have only limited control and influence over localized versions. Sermon: Would you really want to meet some? However, I will say that our European team learned a LOT from Baldur's Gate Striding: yes - dead ones ;-) Tuna is very optimistic today. guido: i know (you said it more than one time), but it's REALLY a mess :o( Ace: I know and I really wish I could change that. Trumpfass: As 90 % of ALL german versions are jep :o( Will u be using the Yuguloth intrigue plot (Hellbound: the Blood War) Sermon: Yep... it has a lot to do with the size of the companies doing these games and the way these localizations are handled as a result of that. Calis: No, we won't. sermon: hmm...maybe WE should translate PS:T *bs* Striding: Lucasarts did a great job lately Ace: It's not only the tranlsation. It's also the voice recording, etc. It's not as straight forward as it may seem, but if you're really interested we should talk about it some time. Trumpfass: yesyesyesyesyesyes :-))) Sermon: Yes.. Lucas.... Hear a lot of good things about them lately... especially the thing called "Phantom Menace". :-)) Striding: You're definetly right :-))) Coooool stuff :-)) Sermon: But seriously. I met my buddies from Factor 5 the other day and they do a lot of work for LucasArts. Was quite interesting to talk to them these days. Tim : are you there? Acid Yep Timmy? Ooooh, you know Factor 5? striding: the translation wasn't that bad...for a non AD&D player, but take a look into a german AD&D rulebook and then compare them with some of the translations in bg :o( *** Retrieving #interplay channel info... Aren't they making a Turrican sequel? *** THEburn (~THEbu®n@p3E9D1639.dip.t-online.de) has joined #interplay Meghan: I know everyone i nthe industry... well, almost... some... okay... a few... * Meghan dives back into the shadows. Hahaha well the translation of BG was really good, but the voice cast was well...no words on that! *** Brynn (~Brynn@mueata-e1-wan006.citykom.de) has joined #interplay Striding: I think Funsoft is doing their localizations. They use german actors for lead roles PR: It is so hard to get a good and affordable cast PR: And then you need a good director which is even harder... Hi Hi Brynn hi hi brynn Hi Brynn hi brynn uhm, how can i save this chat? think it's buffer Sermon: Funsoft has a really good a strong localization department. I used to know a few people there and they really knew what they were doing... guido: you should speak to our german PMs..one is just making records for Elder Scroll red guard...over 40000 lines! Don't know what it's like these days, but back when I was still in Germany, they reallu had their act together. PR: Phhht, 40.000 lines, wait until you see Torment. Seriously, we're exploding. :o) Striding: They are going to use the "Synchronstimme" of Harrison Ford for the new Indy game You obviously think PS is a good setting to make a game about. Do you think you can satisfy die-hard PS players? (they tend to be the most demanding AD&D fans out there, you know...;-) Sermon: Samrt move. Sermon: but that COSTS!! PR: I agree. That's a fortune right there. PR: But it helps selling the game. GermanPR: Yes it does - therefore they use less famous but also talented people for the other parts I don´t think well known voices are needed for PT, they must be fitted to the charakters and time where it is played (mystical, dark, deep voices or similar) Calis: I would think so. We have tried to bring in all the cool stuff from PS, while... trying to keep it comprehensible that people who have never played the game can get a grip on it as well... Can we get some art related questions? Timmy has fallen asleep. I can hear him snore all the way here. :-)) Oh I am here and attentively listening Have u used the "party conflict" aspect of BG? it should make for really cool intra-party faction discussions... Calis: We even enhanced it... or at least we're still trying. Lets give the people what they want. If thee are no art questions... so be it! haha Tim: Nice shot! +lo* OK, here goes: I've got a graphical issues question: How are you going to do the monster/creature designs? Do you use descriptions from the Planescape books? Here's you r question, Tim! yes we have .. we have even made some up on our own OK, art. You said earlier (according to my chat log) that you have really large objects. Any other ways to enhance the feeling of grandeur? (outer planes = really realy big!) Tim: You also got bariaurs? I think you will be mighty pleased with the look and feel of the creatures *** AcidArrow is now known as AcidArrow[etime] Yes Sermom: yes what does etime mean? Game site http://www.planetriva.com/etime thx :o) sorry...couldn't help putting the URL somewhere in this chat :-) Calis: The large objects are not necessariy there to create a feeling of grandeur. Tim: Because I had some troubles imagining these creatures from the descritions in the books (because of the fact that english isn't my native tongue) Calis: They are more there to make sure everything looks alive, organic and ... cool! ok...but how do you make the planes impressive? Sermon: Check the screenshots in our spread ad. There is a baurier in one of them... Calis: Larger characters are good but we also have more frames of animation than the BG characters Striding: Oh thanks :-)) Calis: It makes for smoother looking motions Calis: We don't make the planes themselves impressive. Since you only see parts of these planes, we try to make these locations impressive. *** sPec^fLR (~spectre@212.12.131.151) has left #interplay Also, do you show the wheel-shaped form of Sigil? Should make for an impressive sight... So, I've got a Pentium 200 non mmx, Matrox Mystique 4MB and 96 MB Ram - will I get into trouble with this config? Sermon: How did Baldur's Gate play on your machine? Calis: We plan on showing the impressiveness of Sigil in some form. Most likely a movie Striding: Well, a bit choppy sometimes but all in all quite well. But you use bigger objects . . . Yeah BG wasn't perfect even on a PII-266/64/TNT-16. Largely due to the scrolling. Sermon: Shouldn't be a problem then. Especially the 4MB video board helps A LOT! *** LordCheese (~LordCheese@as13-053.rp-plus.de) has joined #interplay Calis: The scrolling is an issue here too, still. The problem is that there's just so much data that needs to be shoveled around... Will it help if I upgrade to 128 mb or more? Did you tweak the performance (especially scrolling) Sermon: Anyways, I'm thinking of sponsoring the PC-industry (Intel,...) in summer *** Brynn (~Brynn@mueata-e1-wan006.citykom.de) has left #interplay *** Trumpfass has quit IRC (Leaving) *** Trumpfass (~Alexander.Koenig@pC19F6E38.dip.t-online.de) has joined #interplay Calis: It's not only the actual screen content, but the screen is made up of "layers". Each of these layers - up to 4 - needs to be scrolled just the same way. That takes time and processing power. *hmpf* re Trumpfass: rehi Will you be using a lot of weather effects like in BG? Like sandstorms and fog? Calis: The scrolling is on our list for optimization, but I am not sure if there's much that can be done. 128 MB definitely helps. Oh well...BG was addictive even with the scrolling Calis: Weather, yes, but with a 'Planescape' tint to it Any Pandemonium winds? Clais: Sigil is weatherless and so are many of the planes, so weather is not so much a focus on our end, but we have some other atmospheric effects planned. We have to work them out in detail and implement them however. And the razorvine? Will it be really annoying (as it should be!) ? Calis: Yes there is razorvine Calis: and yes it is annoying good :-) Razorvine is cool *** sPec^fLR (~spectre@212.12.131.142) has joined #interplay Calis: That stuff is everywhere. Geez. I was surprised at how much of that stuff there is. Calis: We had an artist doing nothing but putting in razorvines for the last months... Tim: Did Colin McComb help with the designs? Sermon: yes Tim: Hail Gary for the razorvines... Sermon: Colin and Chris are the art 'springboards' we run ideas by them first Sermon: and see if they fit the 'Planescape' realm Tim: Is it hard to convince them with your own ideas? *** stef (~stef@pec-4-113.tnt1.m2.uunet.de) has left #interplay *** THEburn (~THEbu®n@p3E9D1639.dip.t-online.de) has left #interplay Sermon; Not really, we (and they) are pretty reasonable in our suggestions Sermon: there are times where we go way out art wise but they do there best to appease us haha Tim: hehe :-)) Just over the thumb - how many different monster designs are there? Lots or millions? :-) <<-- back...*grrr*...my mother always dares to interrupt me while chatting (this time she brought me something to eat *grrr*) *bs* Sermon: Roughly (and you didn't hear this from me) well over 60 different character/monster designs Trumpfass: What is it that you eat (I'm hungry!!!) Sermon: Add to that a number of variations... Sermon: bratkartoffeln, but that's off-topic ;o) Striding: hehe :-) Tim: you realise we're putting this chat log on our site? :-) Ace: Hmmmhhh... send them this way. Calis: HAHA I know ok, i'll email them ;o) Trumpfass: I'm still hungry - gonna eat some pez Calis: I am aware of where this is going Ace: Make sure they don't leak into the other mail yeah just kidding about your "didn't hear this from me" :-) Sermon: We have a couple more original designs after the inital ones. We'll spring those on you soon enough Tim: Wonderful! Actually I'm dying to see the whole thing moving! BTW any decisions about the demo? Sermon: In what regards? Sermon: I may not be the best person to ask about that. HAHA Striding: In releasing it to the hungry public Sermon: But are you asking about whether the will be a publically available demo? Sermon: No, we haven't decided yet. It depends on how stable and self contained the presentation version will be. Tim: yep Striding: I see Sermon: As Guido said. It depends right now. But it is actually closer to being a reality than I would have thought 4 months ago Sermon: As much as we'd like you all to see what the game looks and play like, it's dangerous to put out a demo that is not absolutely perfect... Dragon: Ahmen Making it perfect takes time which we could better use on the actual game. Demos need to be QA'd, they need to be focussed, they need some kind of instructions, etc... Striding: I see your problems. I'm sure you guys will make the right decision Amen. (Daikatana...) Sermon: Wow... thanks for the trust! :-) Striding: You're welcome Striding: I'd rather have the game at the planned release date and no demo than playing one demo level and the game delayed for half a year Sermon: That is kinda what we guessed people want Sermon: Yep, I agree. BTW, who had these wonderful ideas concerning these cool NPC's? Amen again (Daikatana again) Besides, it'd be huge anyway Sermon: Chris Avellone It'd be very difficult to covermount or download *** stef (~stef@149.225.5.102) has joined #interplay Sermon: I believe these laurels would go to Chris Avellone, our lead designer. yeah...it'd be hard to make a non-sigil demo too. You'd have to give away too much, no fun at all Striding_Dragon: I hope i can ask you someting in german because i am very bad in english: Wird es in Planescape "so wenig" magische Waffen und Gegenstände geben wie in Baldurs Gate oder wird das Gegenstandsangebot so umfangreich wie bei Diablo (Blizzard) sein? Sermon: Chris came up with the basics for all the NPC party members Calis: There are so many things coming together... It needs focus, it needs a plot, it needs music, it needs... A LOT! BG wasn't little magic. It was FR, which is already heavy-magic. Tim: Absolutely brilliant ideas and very unusual. That's what makes PST so interesting: Many innovations and very unusual thingss (among other reasons) But then again, in Torment you're playing a powerful dude right? with lotsa magical items? *** GermanPR (~nand@195.222.244.15) has left #interplay Cheese: Es wird eher wie in BG werden. In Diablo waren die Gegenstände eine der Hauptmotivationen zum Spielen, aber Diablo war ein komplett anderes Knozept. Im richtigen Rollenspiel ist die Gegenstandsgehechele lange nicht so wichtig - denke ich. Sermon: That is exactly the reason this team is loving the game. Great design = High motivation Calis: Not right at the start. Calis: The dude is magical... in a sense. *** anonymous (~anonymous@fw-1.winstar.com) has joined #interplay Do I hear info on the character? :-) Calis: hahaah but maybe if you do the right things along your quest Striding: stimmt, diablo hatte wenig mit einem "echent" rollenspiel am hut "echten" mein ich *g* End of #interplay buffer Wed Apr 07 20:22:21 1999 #interplay buffer saved on Wed Apr 07 20:48:57 1999 Striding: OK, I'll send you mine :-) Sermon: My name should impress enough... I would think Hahaha! sermon...well without having a code i must yes! maybe after showing some more than "just" screens i only need to push the pedal to the metall! ;o) Sermon: Just checlked the site. Yep, that's my original soundtrack for "Shadows Over Riva" Striding: Thought so, but why Guy Henkel? Sermon: Guy used to be my nickname in Germany... I lost it when I came here. PR: Was that an official complaint? Striding: When me and a friend of mine went to the US we were always "You guys" *** MarLo has quit IRC (I don't believe in god, I don't salute the flag, I choose to be) striding: i've just seen the german version of bg...i hope you'll do your best preventing the guys at interplay europe from doing a mess like the last time Sermon: That's why I lost it. Guy has associations here and doesn't really go well as a name. Trumpfass: I agree guido...take it like it was ment to be ;o) *mystericalsmile* Ace: As I said on the message board numerous times. We'll try our best, but there are policies in place that bind my hands a lot of times... So people, will we able to see some Tanar'ris in the game? Ace: I have only limited control and influence over localized versions. Sermon: Would you really want to meet some? However, I will say that our European team learned a LOT from Baldur's Gate Striding: yes - dead ones ;-) Tuna is very optimistic today. guido: i know (you said it more than one time), but it's REALLY a mess :o( Ace: I know and I really wish I could change that. Trumpfass: As 90 % of ALL german versions are jep :o( Will u be using the Yuguloth intrigue plot (Hellbound: the Blood War) Sermon: Yep... it has a lot to do with the size of the companies doing these games and the way these localizations are handled as a result of that. Calis: No, we won't. sermon: hmm...maybe WE should translate PS:T *bs* Striding: Lucasarts did a great job lately Ace: It's not only the tranlsation. It's also the voice recording, etc. It's not as straight forward as it may seem, but if you're really interested we should talk about it some time. Trumpfass: yesyesyesyesyesyes :-))) Sermon: Yes.. Lucas.... Hear a lot of good things about them lately... especially the thing called "Phantom Menace". :-)) Striding: You're definetly right :-))) Coooool stuff :-)) Sermon: But seriously. I met my buddies from Factor 5 the other day and they do a lot of work for LucasArts. Was quite interesting to talk to them these days. Tim : are you there? Acid Yep Timmy? Ooooh, you know Factor 5? striding: the translation wasn't that bad...for a non AD&D player, but take a look into a german AD&D rulebook and then compare them with some of the translations in bg :o( *** Retrieving #interplay channel info... Aren't they making a Turrican sequel? *** THEburn (~THEbu®n@p3E9D1639.dip.t-online.de) has joined #interplay Meghan: I know everyone i nthe industry... well, almost... some... okay... a few... * Meghan dives back into the shadows. Hahaha well the translation of BG was really good, but the voice cast was well...no words on that! *** Brynn (~Brynn@mueata-e1-wan006.citykom.de) has joined #interplay Striding: I think Funsoft is doing their localizations. They use german actors for lead roles PR: It is so hard to get a good and affordable cast PR: And then you need a good director which is even harder... Hi Hi Brynn hi hi brynn Hi Brynn hi brynn uhm, how can i save this chat? think it's buffer Sermon: Funsoft has a really good a strong localization department. I used to know a few people there and they really knew what they were doing... guido: you should speak to our german PMs..one is just making records for Elder Scroll red guard...over 40000 lines! Don't know what it's like these days, but back when I was still in Germany, they reallu had their act together. PR: Phhht, 40.000 lines, wait until you see Torment. Seriously, we're exploding. :o) Striding: They are going to use the "Synchronstimme" of Harrison Ford for the new Indy game You obviously think PS is a good setting to make a game about. Do you think you can satisfy die-hard PS players? (they tend to be the most demanding AD&D fans out there, you know...;-) Sermon: Samrt move. Sermon: but that COSTS!! PR: I agree. That's a fortune right there. PR: But it helps selling the game. GermanPR: Yes it does - therefore they use less famous but also talented people for the other parts I don´t think well known voices are needed for PT, they must be fitted to the charakters and time where it is played (mystical, dark, deep voices or similar) Calis: I would think so. We have tried to bring in all the cool stuff from PS, while... trying to keep it comprehensible that people who have never played the game can get a grip on it as well... Can we get some art related questions? Timmy has fallen asleep. I can hear him snore all the way here. :-)) Oh I am here and attentively listening Have u used the "party conflict" aspect of BG? it should make for really cool intra-party faction discussions... Calis: We even enhanced it... or at least we're still trying. Lets give the people what they want. If thee are no art questions... so be it! haha Tim: Nice shot! +lo* OK, here goes: I've got a graphical issues question: How are you going to do the monster/creature designs? Do you use descriptions from the Planescape books? Here's you r question, Tim! yes we have .. we have even made some up on our own OK, art. You said earlier (according to my chat log) that you have really large objects. Any other ways to enhance the feeling of grandeur? (outer planes = really realy big!) Tim: You also got bariaurs? I think you will be mighty pleased with the look and feel of the creatures *** AcidArrow is now known as AcidArrow[etime] Yes Sermom: yes what does etime mean? Game site http://www.planetriva.com/etime thx :o) sorry...couldn't help putting the URL somewhere in this chat :-) Calis: The large objects are not necessariy there to create a feeling of grandeur. Tim: Because I had some troubles imagining these creatures from the descritions in the books (because of the fact that english isn't my native tongue) Calis: They are more there to make sure everything looks alive, organic and ... cool! ok...but how do you make the planes impressive? Sermon: Check the screenshots in our spread ad. There is a baurier in one of them... Calis: Larger characters are good but we also have more frames of animation than the BG characters Striding: Oh thanks :-)) Calis: It makes for smoother looking motions Calis: We don't make the planes themselves impressive. Since you only see parts of these planes, we try to make these locations impressive. *** sPec^fLR (~spectre@212.12.131.151) has left #interplay Also, do you show the wheel-shaped form of Sigil? Should make for an impressive sight... So, I've got a Pentium 200 non mmx, Matrox Mystique 4MB and 96 MB Ram - will I get into trouble with this config? Sermon: How did Baldur's Gate play on your machine? Calis: We plan on showing the impressiveness of Sigil in some form. Most likely a movie Striding: Well, a bit choppy sometimes but all in all quite well. But you use bigger objects . . . Yeah BG wasn't perfect even on a PII-266/64/TNT-16. Largely due to the scrolling. Sermon: Shouldn't be a problem then. Especially the 4MB video board helps A LOT! *** LordCheese (~LordCheese@as13-053.rp-plus.de) has joined #interplay Calis: The scrolling is an issue here too, still. The problem is that there's just so much data that needs to be shoveled around... Will it help if I upgrade to 128 mb or more? Did you tweak the performance (especially scrolling) Sermon: Anyways, I'm thinking of sponsoring the PC-industry (Intel,...) in summer *** Brynn (~Brynn@mueata-e1-wan006.citykom.de) has left #interplay *** Trumpfass has quit IRC (Leaving) *** Trumpfass (~Alexander.Koenig@pC19F6E38.dip.t-online.de) has joined #interplay Calis: It's not only the actual screen content, but the screen is made up of "layers". Each of these layers - up to 4 - needs to be scrolled just the same way. That takes time and processing power. *hmpf* re Trumpfass: rehi Will you be using a lot of weather effects like in BG? Like sandstorms and fog? Calis: The scrolling is on our list for optimization, but I am not sure if there's much that can be done. 128 MB definitely helps. Oh well...BG was addictive even with the scrolling Calis: Weather, yes, but with a 'Planescape' tint to it Any Pandemonium winds? Clais: Sigil is weatherless and so are many of the planes, so weather is not so much a focus on our end, but we have some other atmospheric effects planned. We have to work them out in detail and implement them however. And the razorvine? Will it be really annoying (as it should be!) ? Calis: Yes there is razorvine Calis: and yes it is annoying good :-) Razorvine is cool *** sPec^fLR (~spectre@212.12.131.142) has joined #interplay Calis: That stuff is everywhere. Geez. I was surprised at how much of that stuff there is. Calis: We had an artist doing nothing but putting in razorvines for the last months... Tim: Did Colin McComb help with the designs? Sermon: yes Tim: Hail Gary for the razorvines... Sermon: Colin and Chris are the art 'springboards' we run ideas by them first Sermon: and see if they fit the 'Planescape' realm Tim: Is it hard to convince them with your own ideas? *** stef (~stef@pec-4-113.tnt1.m2.uunet.de) has left #interplay *** THEburn (~THEbu®n@p3E9D1639.dip.t-online.de) has left #interplay Sermon; Not really, we (and they) are pretty reasonable in our suggestions Sermon: there are times where we go way out art wise but they do there best to appease us haha Tim: hehe :-)) Just over the thumb - how many different monster designs are there? Lots or millions? :-) <<-- back...*grrr*...my mother always dares to interrupt me while chatting (this time she brought me something to eat *grrr*) *bs* Sermon: Roughly (and you didn't hear this from me) well over 60 different character/monster designs Trumpfass: What is it that you eat (I'm hungry!!!) Sermon: Add to that a number of variations... Sermon: bratkartoffeln, but that's off-topic ;o) Striding: hehe :-) Tim: you realise we're putting this chat log on our site? :-) Ace: Hmmmhhh... send them this way. Calis: HAHA I know ok, i'll email them ;o) Trumpfass: I'm still hungry - gonna eat some pez Calis: I am aware of where this is going Ace: Make sure they don't leak into the other mail yeah just kidding about your "didn't hear this from me" :-) Sermon: We have a couple more original designs after the inital ones. We'll spring those on you soon enough Tim: Wonderful! Actually I'm dying to see the whole thing moving! BTW any decisions about the demo? Sermon: In what regards? Sermon: I may not be the best person to ask about that. HAHA Striding: In releasing it to the hungry public Sermon: But are you asking about whether the will be a publically available demo? Sermon: No, we haven't decided yet. It depends on how stable and self contained the presentation version will be. Tim: yep Striding: I see Sermon: As Guido said. It depends right now. But it is actually closer to being a reality than I would have thought 4 months ago Sermon: As much as we'd like you all to see what the game looks and play like, it's dangerous to put out a demo that is not absolutely perfect... Dragon: Ahmen Making it perfect takes time which we could better use on the actual game. Demos need to be QA'd, they need to be focussed, they need some kind of instructions, etc... Striding: I see your problems. I'm sure you guys will make the right decision Amen. (Daikatana...) Sermon: Wow... thanks for the trust! :-) Striding: You're welcome Striding: I'd rather have the game at the planned release date and no demo than playing one demo level and the game delayed for half a year Sermon: That is kinda what we guessed people want Sermon: Yep, I agree. BTW, who had these wonderful ideas concerning these cool NPC's? Amen again (Daikatana again) Besides, it'd be huge anyway Sermon: Chris Avellone It'd be very difficult to covermount or download *** stef (~stef@149.225.5.102) has joined #interplay Sermon: I believe these laurels would go to Chris Avellone, our lead designer. yeah...it'd be hard to make a non-sigil demo too. You'd have to give away too much, no fun at all Striding_Dragon: I hope i can ask you someting in german because i am very bad in english: Wird es in Planescape "so wenig" magische Waffen und Gegenstände geben wie in Baldurs Gate oder wird das Gegenstandsangebot so umfangreich wie bei Diablo (Blizzard) sein? Sermon: Chris came up with the basics for all the NPC party members Calis: There are so many things coming together... It needs focus, it needs a plot, it needs music, it needs... A LOT! BG wasn't little magic. It was FR, which is already heavy-magic. Tim: Absolutely brilliant ideas and very unusual. That's what makes PST so interesting: Many innovations and very unusual thingss (among other reasons) But then again, in Torment you're playing a powerful dude right? with lotsa magical items? *** GermanPR (~nand@195.222.244.15) has left #interplay Cheese: Es wird eher wie in BG werden. In Diablo waren die Gegenstände eine der Hauptmotivationen zum Spielen, aber Diablo war ein komplett anderes Knozept. Im richtigen Rollenspiel ist die Gegenstandsgehechele lange nicht so wichtig - denke ich. Sermon: That is exactly the reason this team is loving the game. Great design = High motivation Calis: Not right at the start. Calis: The dude is magical... in a sense. *** anonymous (~anonymous@fw-1.winstar.com) has joined #interplay Do I hear info on the character? :-) Calis: hahaah but maybe if you do the right things along your quest Striding: stimmt, diablo hatte wenig mit einem "echent" rollenspiel am hut "echten" mein ich *g* 12 English please Tim: I am a real story lover . . . and it looks like PST does have tons of story. Sermon: Egads. PST is all about story! Trumpfass: When I think Diablo i always think "Gauntlet" Ace: Es war dennoch ein tierisch gutes Game mit sehr guten Rollenspielanleihen. Für mich war es quasi die rudimentärste From von Rollenspiel. Schön! ah, and there's a rumour I've heard that there'll be a torment novel after the game? Sermon: Gauntlet was unfair... sPec: WHo says such thing? Clover: sorry, not everybody speaks english...i think it would be unfair if guido wouldn't answer german questions... sPec: I have heard that too. HAHA Striding: Actually i like Gauntlet Striding_Dragon: humm.. just heard :) Hello world Sermon: I liked Gauntlet, too, but it's a true Arcade gaem, designed to eat your money. hi anonymus Hi... whoever you may be... Hello anon Hi Striding: hmm...das war keine kritik, ich spiel heute ncoh diablo im battle.net... Striding: I also love Diablo, but it is not a rpg like the press always said Yeah. You can say BG wasn't like Diablo, but it had the same addictiveness (but with more depth and less arcade) Diablo hat einen größeren Actionanteile als "normale" Rollenspiele ist dafür durch den "Zufallsgenerator" aber wesentlich abwechslungsreicher als Bg... Wird es bei Planescape vielleicht auch einen "Zufallsgenerator" geben? *** anonymous (~anonymous@fw-1.winstar.com) has left #interplay Sermon: i agree Sermon: I think it is... but that is material for hour long dicussions and arguments striding: yep - you're right. So PST again :-) Cheese: Nicht wirklich .Die Art, wie der Spieler das Spiel spielt hat grundlegend Einfluss Bye anonymous.... Sermon: PST?! what is pst? i thought we talk about this new game...Diablo *g* Cheese: Actually I really prefer a designed dungeon much more Are you guys gonna add cool character portraits like in BG? me 2 Sermon: Ideally you would want a perfect blend of both so in case you have to return, things have changed Sermon: Which ones do you mean? Sermon: take a look at the screenshots ;o) Will you be able to customise the main char a little (voice, a few portraits) Striding: the pictures *** anonymous (~anonymous@fw-1.winstar.com) has joined #interplay Calis: No, the main character is predefined. You can change some of his stats but not his appearance. It was an early gameplay decision we made to be able to drive the story home more focused. *** BISColin (~dog@ip-raptor.interplay.com) has joined #interplay Calis: Changes in the character come from how you play him. Sermon: Do you mean the ones in the character generation etc? Striding: yep Okay, so traffic in LA sucks. So actions have more influence on alignment? Not just reputation (like BG) Sermon: We will have somethng like that, but of vourse they will look and feel completely different. Calis: Yep Striding: will we see as much subquests as in bg? i hope not...bg was overkilled with subquest (IMHO) hi Colin Colin!! I liked the subquests, but they're less suited to a PS game I think Colin: Hi Colin, we've already talked about you Ace: Torment is more centered around the main story. To an extend everything relates to this main plot. Dude.. come in with the password You've already talked about me? eeek You should have heard the smack they talked about you. *** Seamus (~maarten.alders@vp212-7.worldonline.nl) has joined #interplay Hi, Colin! Colin McComb! Total smack Colin: Only good stuff ;-) Dis'd you big time hello Colin: traffic eh?...i think your're kind of a late riser ;o) Fine, fine... lemme try this wacky password thing again. hi seamus Hi Seamus TF: Well, yes. :) But also no one can drive in the rain here. brb *** anonymous (~anonymous@fw-1.winstar.com) has left #interplay hi seamus :o) *** BISColin (~dog@ip-raptor.interplay.com) has left #interplay *** BISColin (~dog@ip-raptor.interplay.com) has joined #interplay *** BISColin sets mode: +o BISColin hi trumpfass Ahhh... much better. made it in time Tim: Did you also design The Lady Of Pain? Sermon: Ah no Sermon: The desing was from the Planescape paper campaign Do u use cool stuff about the Lady from Troy Denning's "Pages of Pain"? Tim: But we're going to see the lady (and the Pods ;-) Sermon: But the character we use in our game was 'interpreted' by our artist Eric Campanella Calis: We leave the Lady as mysterious as possible. Sermon: You will see the lady if you are Lucky (unlucky?) Colin: Great! You shoudn't reveal too much Sermon: We're definitely not planning on spilling any big secrets about the Lady. Not, of course, that there are any. Colin: hehe Big Tuna: Hey, no name changes lately? Can you please say "there will be a secret message about the lady". Just to annoy all PS players...:-) Calis: Why not? :) "INSIDE: THE SECRET ORIGIN OF THE LADY OF PAIN!" Calis: Those pesky secrets are all over the place in our game! colin: elves close their eyes while reverie, don't they? (take a look at the bad translated german rulebooks and you know why i'm asking ;o) I've read somewhere on the board that you can get mazed by the Lady? Getting mazed in the game!?!? Trumpfass: Well... kinda. They don't see the world around them, if that's what you're asking. I am already looking forward to see all the Baldurs Gate fans trying to kill the lady (like drizz) hehe Sermon/Calis: If you're a big jerk, then yeah, it's possible. Wird es in Planescape genauso viele Landkarten und Gebiete geben wie in BG? Oder wird sich die Geschichte nur in einem kleinen Gebiet abspielen? Colin: heh, Big Jerk's my middle name cool! I'll be a big jerk just to get mazed! Sermon/Calis: Then you'll find out what I'm talking about. :) Cheese: Torment ist kleiner als BG. Die Geschichte ist jedoch mehr knozentriert in den Gegenden. So, how are you going to work on the movement inside the maze/dungeons. It was sometimes hard to move in BG (Friewine dungeon) translation? *sorry: FIREWINE dungeon Sermon: Hopefully you'll find our dungeons to your liking Sermon: But if not, then blame Tim. Sermon: what exactly did you not like about the BG dungeons HAHAHAH Thanks Colin bye all gotta run! Sure, Tim. :) Of course, if they DO like them, then I suppose we can grudgingly give you the credit. bye acid Tim: I liked the BG dungeons, but movement in Firewine dungeon was quite difficult because they were IMHO too narrow bye acid yeah party movement was really annoying *** AcidArrow[etime] has quit IRC (AcidArrow dissapeared in a big cloud of reality!) c'ya acid...I'll start on the preview Sermon: Ah yes, I think we have cut down on that problem Tim: Wonderful :-)) You just made my day Sermon: We have allowed a bit of room for 'dungeon' manuevers considering the monsters and their sizes still want me to fly you guys to to red l.. eh amsterdam? About NPC interaction: How complex will this be in general? Plant Interplay eigentlich etwas ähnliches wie Battlenet..? Selbst mit Gamespy-light ist es oft schwer Spiele zu finden... Seamus: Well, if you really WANT to. translation? guido? HELLO BG wasn't battle.net oh sorry my german isn't too good Cheese was asking whether IP will have something like Battle.nEt because finding games is hard even with Gamespy clover: he asked wether interplay is planning something like the battle.net translation: does interplay plan on something like battlenet lol Pointess for PST right? isn't multiplayer i think clover got the message ;o) not fair: you are german ;) ;o) Gotcha, thanks Yeah, it would be fairly pointless. In general? Cheese: Planescape wird kein multiplayer haben i am sorry but i can only speak a little english It's okay, Cheese. :) That's ok, Lord Cheese plenty of people to translate :P :) Cheese: Its ok. We got plenty of translators here Clover: Are yo reading my mind i ma the universal translator (oops wrong subject) Sorry, Tim, here's your brain back * Clover hands Tim his brain lol Thanks Anytime hahaha Can you actually avoid fighting by talking? I'll ask next time... * Clover waves to Tim Are you planning to release an animated shot (of the iron golem or something) anytime soon? Sermon: Yes. You can also get into trouble by talking. Calis: Great question. There will be some form of animations released soon Calis: Don't know - we'll have to see what materials become available Colin: So interaction goes way further than: You are facing 3 Programmers. Will your stalwart band choose (f)ight or (r)un? Dang, Tim... ;) Sermon: Absolutely. Clovis: whoops! * Clover would like to remind Tim that it's Clover, not Clovis :P Colin: And what kind of puzzles will PST feature? Wie wird der Titel von Planescape Torment eigentlich auf deutsch heissen? oder steht das noch nicht fest? Clover: I am laughing so hard right now! Sermon: Word puzzles, action puzzles, adventure puzzles... lots and lots of different puzzles. Cheese: Darüber haben wir ehrlich gesagt noch nicht nachgedacht. * Clover smacks Tim - "Snap out of it!" :) Colin: Great :-) I missed these things in the last couple of rpgs They'll mostly be solveable, too. Mostly. Colin: I'm a big textadventurefan Sermon: Based on the amount of text we're putting into this game, you should REALLY love it... Wird es eigentlich wie bei BG eine Erfahrungspunktegrenze geben? "Kill the Dragon" "With what, your bare hands?" "Yes!" Cheese: Nein. Colin: Heh! Add 5 more CD's and do it all with voices Striding: belasst es bei Planescape: Torment...naja, ein untertitel wäre vielleicht gut, aber wenn wenn ich dann ein "Planescape: Quälerei" oder so hier im laden sehe, dann komme ich rüber und es gibt ärger *g* Meghan: Why do you want to kill me? gut :) lol Is there a level limit at 30th level (like in AD&D, without divine intervention that is) * Tim listens intently Meghan: "You enter a dank, smelly chamber. There is a menhir with a large 'F' carved on it." "Wave wand at menhir." Woohoo Colin! If you guys WOULD do additional Planescape products, would you tend to doing an expansion or a sequel? Sermon: We haven;t even thought about that yet, to be honest. Is the Blood War involved in the game? Refresh my memory here...was Blood & magic Interplay? Striding: I can't imagine PST NOT being a hit Clis: Yes, ti was. I mean the FR strategy yes ok. Any plans of a blood war strategy Sermon: I hope so. Sermon: oh, i can *evil grin* Striding: You've got at least 6 buyers here in Austria ;-) Sermon: Now that's a hit! :-)) oh man I'm too tired to even spell right... And 4 here in Holland! Calis: Where are you from? Calis: Okay, I guess... that answers it 4? what? Striding: And if it's REALLY good we'll all buy it twice * Tim jumps up and down buyers! *** stef (~stef@149.225.5.102) has left #interplay we are international now! hmm...and 2 here in germany...thats 13 in the whole...err...12 :o) 10 already! What a hit! :-) :-) And Acidarrow and Voodoo...2 greeks I have heard that on certain planes you will have less magic abilities, is that true? 8 Hi, TIm what makes you think I want copy it illigally (hehe) ok, 14 buyers....hwo many times is myth sold? *bs* Clovis what happened? *** stef (~stef@pec-5-102.tnt1.m2.uunet.de) has joined #interplay * Clover would like to remind the Torment team that it's CLOVER not Clovis Yeah U adhere strictly to the PS magic rules? Okay, I gotta get off of here - I have designy stuff to do. 2 Went a little wild with the colors, Guido Go, Coling Thanks for showing up, all. bye colin Colin It'd make for interesting stuff with power keys 'n all So long, Clovis. oops bye colin sorry, Clover. ;) byeeeeeeeee * Clover smacks Coling bye colin *** BISColin has quit IRC (I... gotta go!) bye coLin *** stef (~stef@pec-5-102.tnt1.m2.uunet.de) has left #interplay Wenn man bei Planescape bis Stufe 30 aufsteigen kann: Wird die Spielbalance nicht gestört? Ich meine damit die Magier. Ich glaube als Krieger hat man so gut wie keine chance mehr gegen die sprüche eines Stufe 30 Magiers... uhm...why do some of you interplay guys call clovis Clover? *bs* Because they're mean very mean :( Ace: Because it is FUN! *hehe* Ladies and Gentlemen. It has been great but the game calls me back. Thank you everyone. bye tim and good luck Hey, Sauntering Dragon, don't push me! Cheese: Wir versuchen das mit anderen Stilmitteln auszugleichen. Bye tim Goodbye and Thanks again * Clover waves to Timmy Cloivs! Clovis! Clovis! Clovis! Clovis! Clovis! It's over then? Is it 12:00 already? * Tim waves back TIME FOR LUNCH * Clover high fives Tim for mastering the /e Clover clover clover!!! (do I get suck-up points now? :-)) Sorry, yeah, it's past noon here... gotta eat! oops /me It think it is 11:57 or somthing Thanks, Calis bye *** Tim has quit IRC (Leaving) Thanks everyone for coming - we should go you want to soccer, do you ;) Bye folks, was great talking to you all. Stop by later tonight for the other chat round, would you? then we can make more fun of our friend CLOVIS! That's tomorrow for me...:-) I'd just like to thank all you guys at IPLY for the chat and for answering the questions on the message board so frequently Calis: Okay tomorrow then. :-) thtas 3.00 for me !!! cu all and thx for answering my questions Striding: *lol* jep, cu l8er well 3.00 then Arriverderci! *** Striding_Dragon (~guido@ip-raptor.interplay.com) has left #interplay by Thanks again, everyone - we'll be back tonight at 6pm Pacific time bye Ciao ...if you're awake Can anyone send me the log of the second round? See you then, folks :) Thanks for coming! Seamus: who needs sleep? I'd really appreciate it Calis, I'll be logging it and we'll post it. Calis - it'll be up on the web site soon Thanks, Meghan! :) i have to work tomorrow ;( cool bye I'll post this log on my site in a few minutes Sermon: kannst du mir das log eben über icq schicken? End of #interplay buffer Wed Apr 07 21:03:35 1999 #interplay buffer saved on Wed Apr 07 21:06:41 1999 Like sandstorms and fog? Calis: The scrolling is on our list for optimization, but I am not sure if there's much that can be done. 128 MB definitely helps. Oh well...BG was addictive even with the scrolling Calis: Weather, yes, but with a 'Planescape' tint to it Any Pandemonium winds? Clais: Sigil is weatherless and so are many of the planes, so weather is not so much a focus on our end, but we have some other atmospheric effects planned. We have to work them out in detail and implement them however. And the razorvine? Will it be really annoying (as it should be!) ? Calis: Yes there is razorvine Calis: and yes it is annoying good :-) Razorvine is cool *** sPec^fLR (~spectre@212.12.131.142) has joined #interplay Calis: That stuff is everywhere. Geez. I was surprised at how much of that stuff there is. Calis: We had an artist doing nothing but putting in razorvines for the last months... Tim: Did Colin McComb help with the designs? Sermon: yes Tim: Hail Gary for the razorvines... Sermon: Colin and Chris are the art 'springboards' we run ideas by them first Sermon: and see if they fit the 'Planescape' realm Tim: Is it hard to convince them with your own ideas? *** stef (~stef@pec-4-113.tnt1.m2.uunet.de) has left #interplay *** THEburn (~THEbu®n@p3E9D1639.dip.t-online.de) has left #interplay Sermon; Not really, we (and they) are pretty reasonable in our suggestions Sermon: there are times where we go way out art wise but they do there best to appease us haha Tim: hehe :-)) Just over the thumb - how many different monster designs are there? Lots or millions? :-) <<-- back...*grrr*...my mother always dares to interrupt me while chatting (this time she brought me something to eat *grrr*) *bs* Sermon: Roughly (and you didn't hear this from me) well over 60 different character/monster designs Trumpfass: What is it that you eat (I'm hungry!!!) Sermon: Add to that a number of variations... Sermon: bratkartoffeln, but that's off-topic ;o) Striding: hehe :-) Tim: you realise we're putting this chat log on our site? :-) Ace: Hmmmhhh... send them this way. Calis: HAHA I know ok, i'll email them ;o) Trumpfass: I'm still hungry - gonna eat some pez Calis: I am aware of where this is going Ace: Make sure they don't leak into the other mail yeah just kidding about your "didn't hear this from me" :-) Sermon: We have a couple more original designs after the inital ones. We'll spring those on you soon enough Tim: Wonderful! Actually I'm dying to see the whole thing moving! BTW any decisions about the demo? Sermon: In what regards? Sermon: I may not be the best person to ask about that. HAHA Striding: In releasing it to the hungry public Sermon: But are you asking about whether the will be a publically available demo? Sermon: No, we haven't decided yet. It depends on how stable and self contained the presentation version will be. Tim: yep Striding: I see Sermon: As Guido said. It depends right now. But it is actually closer to being a reality than I would have thought 4 months ago Sermon: As much as we'd like you all to see what the game looks and play like, it's dangerous to put out a demo that is not absolutely perfect... Dragon: Ahmen Making it perfect takes time which we could better use on the actual game. Demos need to be QA'd, they need to be focussed, they need some kind of instructions, etc... Striding: I see your problems. I'm sure you guys will make the right decision Amen. (Daikatana...) Sermon: Wow... thanks for the trust! :-) Striding: You're welcome Striding: I'd rather have the game at the planned release date and no demo than playing one demo level and the game delayed for half a year Sermon: That is kinda what we guessed people want Sermon: Yep, I agree. BTW, who had these wonderful ideas concerning these cool NPC's? Amen again (Daikatana again) Besides, it'd be huge anyway Sermon: Chris Avellone It'd be very difficult to covermount or download *** stef (~stef@149.225.5.102) has joined #interplay Sermon: I believe these laurels would go to Chris Avellone, our lead designer. yeah...it'd be hard to make a non-sigil demo too. You'd have to give away too much, no fun at all Striding_Dragon: I hope i can ask you someting in german because i am very bad in english: Wird es in Planescape "so wenig" magische Waffen und Gegenstände geben wie in Baldurs Gate oder wird das Gegenstandsangebot so umfangreich wie bei Diablo (Blizzard) sein? Sermon: Chris came up with the basics for all the NPC party members Calis: There are so many things coming together... It needs focus, it needs a plot, it needs music, it needs... A LOT! BG wasn't little magic. It was FR, which is already heavy-magic. Tim: Absolutely brilliant ideas and very unusual. That's what makes PST so interesting: Many innovations and very unusual thingss (among other reasons) But then again, in Torment you're playing a powerful dude right? with lotsa magical items? *** GermanPR (~nand@195.222.244.15) has left #interplay Cheese: Es wird eher wie in BG werden. In Diablo waren die Gegenstände eine der Hauptmotivationen zum Spielen, aber Diablo war ein komplett anderes Knozept. Im richtigen Rollenspiel ist die Gegenstandsgehechele lange nicht so wichtig - denke ich. Sermon: That is exactly the reason this team is loving the game. Great design = High motivation Calis: Not right at the start. Calis: The dude is magical... in a sense. *** anonymous (~anonymous@fw-1.winstar.com) has joined #interplay Do I hear info on the character? :-) Calis: hahaah but maybe if you do the right things along your quest Striding: stimmt, diablo hatte wenig mit einem "echent" rollenspiel am hut "echten" mein ich *g* 12 English please Tim: I am a real story lover . . . and it looks like PST does have tons of story. Sermon: Egads. PST is all about story! Trumpfass: When I think Diablo i always think "Gauntlet" Ace: Es war dennoch ein tierisch gutes Game mit sehr guten Rollenspielanleihen. Für mich war es quasi die rudimentärste From von Rollenspiel. Schön! ah, and there's a rumour I've heard that there'll be a torment novel after the game? Sermon: Gauntlet was unfair... sPec: WHo says such thing? Clover: sorry, not everybody speaks english...i think it would be unfair if guido wouldn't answer german questions... sPec: I have heard that too. HAHA Striding: Actually i like Gauntlet Striding_Dragon: humm.. just heard :) Hello world Sermon: I liked Gauntlet, too, but it's a true Arcade gaem, designed to eat your money. hi anonymus Hi... whoever you may be... Hello anon Hi Striding: hmm...das war keine kritik, ich spiel heute ncoh diablo im battle.net... Striding: I also love Diablo, but it is not a rpg like the press always said Yeah. You can say BG wasn't like Diablo, but it had the same addictiveness (but with more depth and less arcade) Diablo hat einen größeren Actionanteile als "normale" Rollenspiele ist dafür durch den "Zufallsgenerator" aber wesentlich abwechslungsreicher als Bg... Wird es bei Planescape vielleicht auch einen "Zufallsgenerator" geben? *** anonymous (~anonymous@fw-1.winstar.com) has left #interplay Sermon: i agree Sermon: I think it is... but that is material for hour long dicussions and arguments striding: yep - you're right. So PST again :-) Cheese: Nicht wirklich .Die Art, wie der Spieler das Spiel spielt hat grundlegend Einfluss Bye anonymous.... Sermon: PST?! what is pst? i thought we talk about this new game...Diablo *g* Cheese: Actually I really prefer a designed dungeon much more Are you guys gonna add cool character portraits like in BG? me 2 Sermon: Ideally you would want a perfect blend of both so in case you have to return, things have changed Sermon: Which ones do you mean? Sermon: take a look at the screenshots ;o) Will you be able to customise the main char a little (voice, a few portraits) Striding: the pictures *** anonymous (~anonymous@fw-1.winstar.com) has joined #interplay Calis: No, the main character is predefined. You can change some of his stats but not his appearance. It was an early gameplay decision we made to be able to drive the story home more focused. *** BISColin (~dog@ip-raptor.interplay.com) has joined #interplay Calis: Changes in the character come from how you play him. Sermon: Do you mean the ones in the character generation etc? Striding: yep Okay, so traffic in LA sucks. So actions have more influence on alignment? Not just reputation (like BG) Sermon: We will have somethng like that, but of vourse they will look and feel completely different. Calis: Yep Striding: will we see as much subquests as in bg? i hope not...bg was overkilled with subquest (IMHO) hi Colin Colin!! I liked the subquests, but they're less suited to a PS game I think Colin: Hi Colin, we've already talked about you Ace: Torment is more centered around the main story. To an extend everything relates to this main plot. Dude.. come in with the password You've already talked about me? eeek You should have heard the smack they talked about you. *** Seamus (~maarten.alders@vp212-7.worldonline.nl) has joined #interplay Hi, Colin! Colin McComb! Total smack Colin: Only good stuff ;-) Dis'd you big time hello Colin: traffic eh?...i think your're kind of a late riser ;o) Fine, fine... lemme try this wacky password thing again. hi seamus Hi Seamus TF: Well, yes. :) But also no one can drive in the rain here. brb *** anonymous (~anonymous@fw-1.winstar.com) has left #interplay hi seamus :o) *** BISColin (~dog@ip-raptor.interplay.com) has left #interplay *** BISColin (~dog@ip-raptor.interplay.com) has joined #interplay *** BISColin sets mode: +o BISColin hi trumpfass Ahhh... much better. made it in time Tim: Did you also design The Lady Of Pain? Sermon: Ah no Sermon: The desing was from the Planescape paper campaign Do u use cool stuff about the Lady from Troy Denning's "Pages of Pain"? Tim: But we're going to see the lady (and the Pods ;-) Sermon: But the character we use in our game was 'interpreted' by our artist Eric Campanella Calis: We leave the Lady as mysterious as possible. Sermon: You will see the lady if you are Lucky (unlucky?) Colin: Great! You shoudn't reveal too much Sermon: We're definitely not planning on spilling any big secrets about the Lady. Not, of course, that there are any. Colin: hehe Big Tuna: Hey, no name changes lately? Can you please say "there will be a secret message about the lady". Just to annoy all PS players...:-) Calis: Why not? :) "INSIDE: THE SECRET ORIGIN OF THE LADY OF PAIN!" Calis: Those pesky secrets are all over the place in our game! colin: elves close their eyes while reverie, don't they? (take a look at the bad translated german rulebooks and you know why i'm asking ;o) I've read somewhere on the board that you can get mazed by the Lady? Getting mazed in the game!?!? Trumpfass: Well... kinda. They don't see the world around them, if that's what you're asking. I am already looking forward to see all the Baldurs Gate fans trying to kill the lady (like drizz) hehe Sermon/Calis: If you're a big jerk, then yeah, it's possible. Wird es in Planescape genauso viele Landkarten und Gebiete geben wie in BG? Oder wird sich die Geschichte nur in einem kleinen Gebiet abspielen? Colin: heh, Big Jerk's my middle name cool! I'll be a big jerk just to get mazed! Sermon/Calis: Then you'll find out what I'm talking about. :) Cheese: Torment ist kleiner als BG. Die Geschichte ist jedoch mehr knozentriert in den Gegenden. So, how are you going to work on the movement inside the maze/dungeons. It was sometimes hard to move in BG (Friewine dungeon) translation? *sorry: FIREWINE dungeon Sermon: Hopefully you'll find our dungeons to your liking Sermon: But if not, then blame Tim. Sermon: what exactly did you not like about the BG dungeons HAHAHAH Thanks Colin bye all gotta run! Sure, Tim. :) Of course, if they DO like them, then I suppose we can grudgingly give you the credit. bye acid Tim: I liked the BG dungeons, but movement in Firewine dungeon was quite difficult because they were IMHO too narrow bye acid yeah party movement was really annoying *** AcidArrow[etime] has quit IRC (AcidArrow dissapeared in a big cloud of reality!) c'ya acid...I'll start on the preview Sermon: Ah yes, I think we have cut down on that problem Tim: Wonderful :-)) You just made my day Sermon: We have allowed a bit of room for 'dungeon' manuevers considering the monsters and their sizes still want me to fly you guys to to red l.. eh amsterdam? About NPC interaction: How complex will this be in general? Plant Interplay eigentlich etwas ähnliches wie Battlenet..? Selbst mit Gamespy-light ist es oft schwer Spiele zu finden... Seamus: Well, if you really WANT to. translation? guido? HELLO BG wasn't battle.net oh sorry my german isn't too good Cheese was asking whether IP will have something like Battle.nEt because finding games is hard even with Gamespy clover: he asked wether interplay is planning something like the battle.net translation: does interplay plan on something like battlenet lol Pointess for PST right? isn't multiplayer i think clover got the message ;o) not fair: you are german ;) ;o) Gotcha, thanks Yeah, it would be fairly pointless. In general? Cheese: Planescape wird kein multiplayer haben i am sorry but i can only speak a little english It's okay, Cheese. :) That's ok, Lord Cheese plenty of people to translate :P :) Cheese: Its ok. We got plenty of translators here Clover: Are yo reading my mind i ma the universal translator (oops wrong subject) Sorry, Tim, here's your brain back * Clover hands Tim his brain lol Thanks Anytime hahaha Can you actually avoid fighting by talking? I'll ask next time... * Clover waves to Tim Are you planning to release an animated shot (of the iron golem or something) anytime soon? Sermon: Yes. You can also get into trouble by talking. Calis: Great question. There will be some form of animations released soon Calis: Don't know - we'll have to see what materials become available Colin: So interaction goes way further than: You are facing 3 Programmers. Will your stalwart band choose (f)ight or (r)un? Dang, Tim... ;) Sermon: Absolutely. Clovis: whoops! * Clover would like to remind Tim that it's Clover, not Clovis :P Colin: And what kind of puzzles will PST feature? Wie wird der Titel von Planescape Torment eigentlich auf deutsch heissen? oder steht das noch nicht fest? Clover: I am laughing so hard right now! Sermon: Word puzzles, action puzzles, adventure puzzles... lots and lots of different puzzles. Cheese: Darüber haben wir ehrlich gesagt noch nicht nachgedacht. * Clover smacks Tim - "Snap out of it!" :) Colin: Great :-) I missed these things in the last couple of rpgs They'll mostly be solveable, too. Mostly. Colin: I'm a big textadventurefan Sermon: Based on the amount of text we're putting into this game, you should REALLY love it... Wird es eigentlich wie bei BG eine Erfahrungspunktegrenze geben? "Kill the Dragon" "With what, your bare hands?" "Yes!" Cheese: Nein. Colin: Heh! Add 5 more CD's and do it all with voices Striding: belasst es bei Planescape: Torment...naja, ein untertitel wäre vielleicht gut, aber wenn wenn ich dann ein "Planescape: Quälerei" oder so hier im laden sehe, dann komme ich rüber und es gibt ärger *g* Meghan: Why do you want to kill me? gut :) lol Is there a level limit at 30th level (like in AD&D, without divine intervention that is) * Tim listens intently Meghan: "You enter a dank, smelly chamber. There is a menhir with a large 'F' carved on it." "Wave wand at menhir." Woohoo Colin! If you guys WOULD do additional Planescape products, would you tend to doing an expansion or a sequel? Sermon: We haven;t even thought about that yet, to be honest. Is the Blood War involved in the game? Refresh my memory here...was Blood & magic Interplay? Striding: I can't imagine PST NOT being a hit Clis: Yes, ti was. I mean the FR strategy yes ok. Any plans of a blood war strategy Sermon: I hope so. Sermon: oh, i can *evil grin* Striding: You've got at least 6 buyers here in Austria ;-) Sermon: Now that's a hit! :-)) oh man I'm too tired to even spell right... And 4 here in Holland! Calis: Where are you from? Calis: Okay, I guess... that answers it 4? what? Striding: And if it's REALLY good we'll all buy it twice * Tim jumps up and down buyers! *** stef (~stef@149.225.5.102) has left #interplay we are international now! hmm...and 2 here in germany...thats 13 in the whole...err...12 :o) 10 already! What a hit! :-) :-) And Acidarrow and Voodoo...2 greeks I have heard that on certain planes you will have less magic abilities, is that true? 8 Hi, TIm what makes you think I want copy it illigally (hehe) ok, 14 buyers....hwo many times is myth sold? *bs* Clovis what happened? *** stef (~stef@pec-5-102.tnt1.m2.uunet.de) has joined #interplay * Clover would like to remind the Torment team that it's CLOVER not Clovis Yeah U adhere strictly to the PS magic rules? Okay, I gotta get off of here - I have designy stuff to do. 2 Went a little wild with the colors, Guido Go, Coling Thanks for showing up, all. bye colin Colin It'd make for interesting stuff with power keys 'n all So long, Clovis. oops bye colin sorry, Clover. ;) byeeeeeeeee * Clover smacks Coling bye colin *** BISColin has quit IRC (I... gotta go!) bye coLin *** stef (~stef@pec-5-102.tnt1.m2.uunet.de) has left #interplay Wenn man bei Planescape bis Stufe 30 aufsteigen kann: Wird die Spielbalance nicht gestört? Ich meine damit die Magier. Ich glaube als Krieger hat man so gut wie keine chance mehr gegen die sprüche eines Stufe 30 Magiers... uhm...why do some of you interplay guys call clovis Clover? *bs* Because they're mean very mean :( Ace: Because it is FUN! *hehe* Ladies and Gentlemen. It has been great but the game calls me back. Thank you everyone. bye tim and good luck Hey, Sauntering Dragon, don't push me! Cheese: Wir versuchen das mit anderen Stilmitteln auszugleichen. Bye tim Goodbye and Thanks again * Clover waves to Timmy Cloivs! Clovis! Clovis! Clovis! Clovis! Clovis! It's over then? Is it 12:00 already? * Tim waves back TIME FOR LUNCH * Clover high fives Tim for mastering the /e Clover clover clover!!! (do I get suck-up points now? :-)) Sorry, yeah, it's past noon here... gotta eat! oops /me It think it is 11:57 or somthing Thanks, Calis bye *** Tim has quit IRC (Leaving) Thanks everyone for coming - we should go you want to soccer, do you ;) Bye folks, was great talking to you all. Stop by later tonight for the other chat round, would you? then we can make more fun of our friend CLOVIS! That's tomorrow for me...:-) I'd just like to thank all you guys at IPLY for the chat and for answering the questions on the message board so frequently Calis: Okay tomorrow then. :-) thtas 3.00 for me !!! cu all and thx for answering my questions Striding: *lol* jep, cu l8er well 3.00 then Arriverderci! *** Striding_Dragon (~guido@ip-raptor.interplay.com) has left #interplay by Thanks again, everyone - we'll be back tonight at 6pm Pacific time bye Ciao ...if you're awake Can anyone send me the log of the second round? See you then, folks :) Thanks for coming! Seamus: who needs sleep? I'd really appreciate it Calis, I'll be logging it and we'll post it. Calis - it'll be up on the web site soon Thanks, Meghan! :) i have to work tomorrow ;( cool bye I'll post this log on my site in a few minutes Sermon: kannst du mir das log eben über icq schicken? 14 We'll see you tonight if you can make it :) yep thx Trumpfass: Darf ich deine ICq nummer bekommen? bye everyone - have a nice meal or sleep goodnight then :-) cheese: 7401617 See you all.. I'm going to moderate the channel now, since it will be nuts tonight. cu all (hopefully *s*) l8er ok, bye meghan danke So you might want to move to #torment :) * Meghan waves to everyone. yes :o) *** Meghan sets mode: +mnt-psi *** Meghan sets mode: +l 300 this server? #torment tuna is very quiet tonight Yup! is he asleep? You guys can still talk until you leave and come back, though. If you're here when I +m it doesn't silence you. ok, thx good *** LCheese (~--@as13-053.rp-plus.de) has joined #interplay bye (again) *autsch...2 std. t-online...das wird teuer... <<-- cu l8er heh, kannste laut sagen *** Trumpfass (~Alexander.Koenig@pC19F6E38.dip.t-online.de) has left #interplay tonline ist viel zu teuer wie viel fur dich trumpfass? I don't mind the online time...cable... *** Sermon has quit IRC (Leaving) *** Meghan changes topic to "Planescape:Torment chat tonight at 6PM Pacific time" *** Meghan sets mode: +mnt-psi *** Meghan sets mode: +l 300 zwei stunden ist about 3.70 dm cu all bye sermon ich muss dann *** LordCheese (~LordCheese@as13-053.rp-plus.de) has left #interplay