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Witcher 2's REDKit might make a modder out of me
But The Witcher 2 still isn’t dead, even with CD Projekt RED hard at work on the upcoming Cyberpunk 2077. The game has just been released for Mac and seeing it run just on medium settings shows the effort put into making the game look just as wonderful, supporting the mantra of cross-platform equality as much as technologically possible. What’s more, the REDKit modding suite is slated to release in the first half of 2013 and it looks fantastically accessible without ceding creative control.
Did you watch the time-lapse video in the header? I was shown a similar creation produced by the suite, in real time, and I can confirm that making that fully functioning, albeit simplistic, quest took no longer than 30 minutes. I think that the ease of use is REDKit’s biggest draw and a lot that came from community input. Earlier in the year, CD Projekt sought applications from modders who wanted to try out the beta version of the kit, selecting 100 of the applicants to provide early access. Not only are these modders working on their own mods to have ready in concert with the kit’s 2013 launch, thereby providing another breath of life for the game, but CD Projekt is working closely with them to produce high-quality content. But it’s a two way street. The modders are also providing invaluable feedback to the team, which knows how to use the tools inside and out through years of working with them, with respect to enhancing general usability. It’s wonderful to see such open, practical collaboration. CD Projekt will also be filling wikis with guides on how to use REDKit and providing video guides with developer commentary, similar to the one shown above.
As you saw in the time-lapse video, creation is wonderfully accessible. Starting with blank terrain, you can set brush values and easily “paint” on -- or, better still, painlessly undo – terrain, raising hills and the like, for variety and then quickly apply the desired textures to the entire expanse. From there, you can just as easily paint a different desired texture straight onto the raised, rock hillsides. The level of control coupled with automation appears to have found a glorious happy medium. You have control over the skybox, allowing you full use of the day/night cycle, and you can even change the trajectory of the sun and moon if, perhaps, you want the sun to set behind a particular hillside. You can set parameters and have various vegetation automatically populate the area, rather than having to place tree after tree and then individual clusters of lush fauna. What’s more, it’s a snap to remove any of the automatically generated wildlife that intrudes on other elements of your environment, like a village, or to add more in desired places. Not only do features like this remove some of the rote grunt work, but they also offer wanted assistance to those who maybe want to focus more on quest building and storytelling. Plus, the ease of doing and undoing affords so much more time for experimentation. Speaking of experimentation, one of the best things about REDKit is how easy it is to jump in and test out what you’re building. You can jump right in to a fully playable version of your creation at whatever state of completion or disrepair in a matter of seconds. The actual quest building is just as intuitive. There is a page of modular nodes, between which you manually drag links, building logical connections between the order of occurrence of the things you’re producing. After you’ve placed an NPC into your world, that NPC will have a node and you can give them a quest to deliver, which you can write entirely or merely edit from existing Witcher 2 dialog interactions. All of the assets in the game are at your control, which also allows burgeoning modders to take working bits of the game and tweak them to their liking, even altering something as simple as who Geralt has a particular conversation with in the prologue sequence. The conversation scripting also has a director’s view that allows you to change things like camera angles while dialogue is being delivered. On top of that, you can even import your own voice over -- lip-synching is currently being worked on. In the creation I was shown, the NPC needed some monsters dispatched, so I saw a monster spawn point quickly defined in his little next door shanty. Again, there’s a bevy of customizable options. You can change the size of the area that the monsters spawn in, the area in which their spawning is triggered, whether or not they’re aggressive (that is, if they’ll follow Geralt should he turn tail and run), how many monsters spawn, what kinds, how quickly, how far apart from each other, and so on. With a playable, professional-looking quest delivered to me in a matter of minutes, I’m incredibly excited to see what the modding community -- the 100 working on content presently and all those folks who will have access down the line -- is going to be able to produce with REDKit. Having never modded anything in my life, I felt confident even I could tool around and produce something cool with the kit. I also recognize that it affords enough flexibility and control that particularly skilled individuals are going to be able to do some amazing things with it. Did you know? You can now get daily or weekly email notifications when humans reply to your comments.
4:30 PM on 05.13.2013 The Witcher 2 owners can grab CD Projekt's free mod toolsThe Witcher 2: Assassin's of Kings developer CD Projekt RED has released its REDKit suite of mod tools in open beta as a free download -- you'll just need to own the game to partake. This has been a long time coming and shou...
3:30 PM on 05.01.2013 Cyberpunk 2077 devs: 'We are not doing Blade Runner'With Cyberpunk 2077 years away from release, it's going to be one hell of a wait. Especially when just about every drip of information we've gotten about CD Projekt RED's adaptation of the pen-and-paper RPG has been intr...
2:30 PM on 04.26.2013 There's 'no place' for multiplayer in The Witcher 3While CD Projekt RED had previously mentioned its interest in experimenting with multiplayer as a possibility for The Witcher 3: Wild Hunt, plans to move forward with such a feature have been dropped. The studio "strongly [fe...
5:30 PM on 03.23.2013 CD Projekt RED's extremely busy futurePolish developer and creator of The Witcher games CD Projekt RED looks like it's going to have its hands full over the next few years, according to their recent strategy report, with choice morsels translated by The...
1:30 PM on 03.13.2013 Cyberpunk 2077 will have 'multiplayer features'It's easy to assume the worst when you hear about multiplayer being introduced to games that are primarily thought of as single-player experiences. Speaking to Eurogamer, CD Projekt RED managing director Adam Badowski said th...
4:45 PM on 03.07.2013 CD Projekt: Creative vision has to inform business policyChatting with GamesIndustry International about GOG.com and the upcoming Cyberpunk 2077 and The Witcher 3: Wild Hunt, CD Projekt RED studio head Adam Badowski has shared his thoughts on the importance of independence, balanci...
9:30 PM on 03.05.2013 This Witcher 3 interview proves that beards are sexyIn an interview with Rock Paper Shotgun, CD Projekt revealed the reasoning behind the decision to give the previously beard-less Geralt a beard in The Witcher 3. Michał Platkow-Gilewski of CD Projekt said that ...
9:00 PM on 03.02.2013 Cyberpunk 2077 characters not restricted to EnglishConsidering the broad range of places we visit when we jump into new game-spaces, the omission of most languages other than English is a strange one. American accents can be found everywhere from fantasy kingdoms to...
10:30 PM on 03.01.2013 Witcher 3 gets horses and fire, Beyond gets Willem DafoeAs we do every Friday (except for sometimes) we did a live Destructoid Show. CD Projekt Red announced some stuff about The Witcher 3: The Wild Hunt, and then dropped some new screens. Some stuff is being released in May...
1:15 PM on 03.01.2013 Have a bunch of Witcher 3: Wild Hunt screenshotsOfficial screenshots for The Witcher 3: Wild Hunt have been released, allowing us to move away from looking at watermark-filled images and magazine scans. Some of this stuff will look familiar if you've been keeping track, bu...
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While CD Projekt RED had previously mentioned its interest in experimenting with multiplayer as a possibility for The Witcher 3: Wild Hunt, plans to move forward with such a feature have been dropped. The studio "strongly [fe...more
Polish developer and creator of The Witcher games CD Projekt RED looks like it's going to have its hands full over the next few years, according to their recent strategy report, with choice morsels translated by The...more
It's easy to assume the worst when you hear about multiplayer being introduced to games that are primarily thought of as single-player experiences. Speaking to Eurogamer, CD Projekt RED managing director Adam Badowski said th...more View all CD Projekt |


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