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Welcome to BGR's home at Gamersnexus!
Written by mikemike37   
Friday, 29 January 2010 17:06

Baldurs Gate Redux (BGR) is a mod team working to recreate the Baldur's Gate experience in the Dragon Age engine. Our FAQ thread answers many questions you may have.

If you've got some skills you think might be useful to our effort and want to get involved, introduce yourself on our forums.

NEW: Screenshots Gallery! Also be sure to check back here for progress updates (below). For now, check out our latest video:

 

Please also see our Screenshots Gallery

 
Progress Update 6
Written by mikemike37   
Monday, 09 August 2010 11:11

New djinni model, new treasure system and a heap of cool new abilities... its really starting to stack up! Oh, and an awesome new teaser from our opening cutscene! Much newness!

So we're pushing into the final stages of module 1 development. Finishing stuff off, tidying it up, polishing it nice and good and shiny. We're still hoping to stay on track for a September release, although theres much work to be done!

We're still in the planning/testing stages of adding *optional* voicework to the module. If you're interested in performing some voice acting for BGR, please get in touch!

 
Progress Update 5
Written by mikemike37   
Wednesday, 30 June 2010 11:04

In case you missed them, we have some new screenshots and a new video showing some of the dialogue that’s been set up. We’ve got some new props for level 2, which is now only missing a couple of rooms and polishing before work on the scripting begins.

We’ve made headway in character generation, and have been looking over the scripting system. Its turned out we’re pretty much replacing 70% of rules scripts, which will take time but allow us greater control over the scripts.

All conversation audio is now prepared and the installer tool has started to shape up. The music has turned out to be more problematic than hoped, but we’ve not given up just yet!

The mephit is now modeled and textured but requires animating and the genie model is almost done. We should have screenshots soon. Be sure to subscribe to our twitter feed for mini-updates!

 
Progress Update 4
Written by mikemike37   
Saturday, 15 May 2010 13:55

A great deal of progress in the field of "can we do this" has been made... we now have a camp and resting/fatigue mechanic, our own item types and materials, a trap system that works on placeables, not to mention two creature models: the goblin and clay golems which both make use of DA bones, but are entirely new models and look great in-game.

The conversations are starting to shape up nicely with working voiceover and lip-synch, and stages are in place to give them even more life with animations and camera repositions. Since the last update we have three new levels: the camp and genie prison, which are both complete, and level 2 which is mostly complete. The NPCs, creatuers and plots in level 1 are now pretty much finished.

For those who missed us, be sure to listen to dragon age podcast episode 4

We also have a screenshot gallery, which we're hoping to update again in the next couple of weeks with shots of the new areas.

Also, we have a project page again on the Bioware Social Network. Please give us a popularity + click!

 
Focus On: Communication and Co-ordination Systems
Written by mikemike37   
Wednesday, 07 April 2010 12:03

Getting a team of modders across the world together to cohesively contribute to a single mod is no easy feat. Fortunately there are tools available to make this much easier… we make use of several and in this Focus On, we’ll show you how we’re using them. This will be of particular interest if you are considering starting up your own mod team for Dragon Age.

 

Read more...
 
Progress Update 3
Written by mikemike37   
Saturday, 03 April 2010 20:53

Making good use of our shiny new repository, we have been able to share our contributions more easily. This has allowed the first area to be pieced together: it is now fully textured and has collision throughout. Scripting work has begun and most of the conversations have been made.

We're currently negotiating animated models, both for adding animated placeables like the cambion restraining machine as well as rigging a new goblin model onto a DA bone structure. We can also confirm that a new dual-class will be available for imoen: the mage/rogue.

We are due for an interview shortly with Dragon Age Podcasts, to be aired in episode 4. Check out their excellent podcasts and be sure to listen to episode 4 when its released!

 
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