Most of the content of Dragon Age Central has been developer posts to the official Dragon Age forums, first opened in May 2004. But all things must come to an end, and these forums were shut down on 2nd November 2009, the day before the game’s release in North America.
Since I haven’t had time to add much other content to the site for most of 2009, I’ve decided to also shut down Dragon Age Central as it was, leaving it here as an archive.
The new Dragon Age Central is now a much simpler (and fully automated) website dedicated to making developer posts to the new official forum (on Bioware’s social site) easier to find and search through.
It’s been interesting running this site, and in a way I’ll miss it... but hopefully I’ll be too busy finally playing the actual game to care :)
Dragon Age Central
Updated: Monday, 02 November 2009 02:07PM | Synced: 444373 mins ago
Forum posts were made by game developers. Please do not take posts out of context. While these individuals will have special insight into certain game-related questions, they are by no means the final authority. Please read the full topic and all its replies before forming an opinion. Remember, all things are subject to change.
-{ 2009 }-
Forum Post
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David Gaider ~ Lead Writer Categories: Quality:
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Thread: David Gaider: There will never be any horses in a Bioware RPG! [+8]
Date: Tuesday, 28 April 2009 03:31PM I'm sure the programmers would appreciate it. Any time you have a model that is longer than it is wide (or wider than it is long, I suppose) suddenly facing becomes a much dicier issue. A regular creature you can simply turn and it doesn't look so bad. Turn a horse in the same manner, however, and it's going to look very weird. Have multiple such creatures all with a large bounding box needing to co-ordinate their movements and... well, then you get programmers throwing themselves on their swords in protest. Not that this is an obstacle necessarily, as sappuku is always entertaining, but it sure is something you need to keep in mind. |
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Mary Kirby ~ Writer Categories: Quality:
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Thread: New BioWare Blog: Cori May blogs about why DA custcenes make her swoon [+80]
Date: Wednesday, 04 February 2009 10:37PM
No, we don't use timers, and haven't since BG2. They cause... unpleasant situations, like Aerie deciding that the optimal time to talk about her wings is right in front of the dragon. Romance talks (or any other NPC talks) are triggered by plot, location, approval, or any combination of the three. |
-{ 2008 }-
Forum Post
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Georg Zoeller ~ Senior Technical Designer Categories: Quality:
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Thread: Data Formats [+0]
Date: Thursday, 13 November 2008 02:29AM 1) No promises, but we'll try to be as helpful as possible. 2) Here it is: 3) I don't think we would charge for this kind of information. 4) No. |
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Scott Meadows ~ Senior Programmer Categories: Quality:
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Thread: Can we name something in DA as well? [+11]
Date: Monday, 03 March 2008 03:37PM |
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Scott Meadows ~ Senior Programmer Categories: Quality:
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Thread: Can we name something in DA as well? [+11]
Date: Saturday, 01 March 2008 03:40PM
I don't care what Firefox says, my brain says it's a word.
I can 100% guarantee that this function will not be a console function in any way shape or form. I am also going to name one of the paramters LdyShayna. thx |
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Scott Meadows ~ Senior Programmer Categories: Quality:
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Thread: Can we name something in DA as well? [+11]
Date: Friday, 29 February 2008 11:01PM
And that ends that improtu name the function/method contest.
The winner is snafu_fun() Congrats. thx |
-{ 2007 }-
Forum Post
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Georg Zoeller ~ Designer Categories: Quality:
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Thread: Mods/Addon handling in DA? [+4]
Date: Thursday, 16 August 2007 03:24AM
As Dave said, DA is a different beast than NWN.
As a former community member, I'll make a few assumptions / predictions here: * If you managed to mod Baldur's Gate, I doubt you'll have trouble modding DA. (Don't confuse this for 'DAs architecture is like BGs, it isn't). * If you are familiar with scripting in NWN, DA won't be a big shock for you, in fact, you will find that the language has a lot more power this time around. * If you expect modding DA to be easier or more 'userfriendly' than NWN, you will be disappointed. * If you found NWN's resource organization (hak vs. override vs. module vs. ...) confusing and 'hacktastic', you may be pleasantly surprised with DA. * If you exect to be able to do all the things you could do with NWN, you'll be disappointed - but if you expect to be able to do things you couldn't do before, you may be pleasantly surprised.
enjoy |
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Mary Kirby ~ Writer Categories: Quality:
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Thread: Dragon Age's Tools [+16]
Date: Wednesday, 23 May 2007 05:58PM
Scott told us that if we clicked that button, he'd set us on fire and throw us out the windows. Also, about dual monitors: Yes. It is more suited for that. |
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Scott Meadows ~ Senior Programmer - Tools Categories: Quality:
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Thread: Dragon Age's Tools [+16]
Date: Wednesday, 23 May 2007 02:52AM
Hmm. lets see. One that I can mention and not get in trouble.... Keeping it generic and reusing as much code as possible, so that when new features go into it, all editors can take advantage of the new features.
I don't take pride in the toolset per se, I take pride in the content creators doing there job without even thinking about the toolset. A good day for me is when noone comes into my office to complain.
You never stop learning lessons, and no, nothing stands out.
Just doing my job and avoiding the Zombie Kittens.
No Problem, I just wish I could say more. |
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Stanley Woo ~ QA Ninja Categories: Quality:
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Thread: Dragon Age's Tools [+16]
Date: Tuesday, 22 May 2007 09:48PM Not yet. Haven't decided yet. although the imported_beer quaking in fear bit is very appealing. I'd like to see that. |
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Scott Meadows ~ Senior Programmer - Tools Categories: Quality:
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Thread: Question on Combat Capabilities [+2]
Date: Monday, 21 May 2007 03:57PM
I have been working on Dragon Age tools for 3 years now.
Never stopped working on tools. And yes, we have always said, the tools we make for our internal staff are the same tools that have been shipped with our game (NWN). Nothing new there. We have a responsibility to provide professional tools to our internal staff so that they can get their job in the most efficient way possible to ship a game. Last thing I would want is for Feret to come into my office screaming and yelling that something doesn't work. He is a real terror first thing in the morning. I mean geez let a guy get a cup of coffee first. Sorry, I digress. Yes tools are being made for this game. thx |

