Unreal Engine 4.0 first steps

I’m in the process of translating all the text resources, which includes scripts, zones, items, conversations, 2DAs and son on. Thousands of lines to translate, it’s really a pain but it needs to be done before the game goes console if an influx of new players happened – doubtful, but who knows!

When I’m done with translation, I’ll be revamping some parts of crafting. Alchemy will be completely new, e.g. tons of new potions and new effects. Enchanting will be revamped too to keep players’ power in check instead of the glorious mess we have now especially with players happily exploiting the stupid D&D rules and cherry-picking their classes to get the most bang for the buck.

Well, while I’m talking about cheaters, it’s one of the main reasons which led me to go the Unreal Engine route: use my own ruleset and not have to fight against the 40 years old D&D rules which were already subpar for pen and paper but really suck donkey balls in a video game.

Whatever, one of the many problems of UE4 is the lack of consistency between versions, I stumble across as many bugs as with NWN, which speaks volumes!
But I’ll get there eventually, I’m in the process of building a Witcher like game after which I’ll have to add multiplayer to it and, well, come up with full a fully featured product, which will take years. Reason why Althea will be alive forever and will keep on improving and growing especially if the shaders/renderer upgrade lives up to the promise.