Quote Originally Posted by RedXIII13 View Post
What we need is somebody who could at least give a tech demo or something. Like a character walking or such.
Red, what did you have in mind for the type of graphical look/engine? 3D or the top-down 2D isometric view of BG1 and BG2?

There is a group of people building what amounts to an emulation of the Infinity Engine that BG1 and BG2 (as well as the Icewind Dale games and Planescape:Torment) ran on. As far as I can tell they've done a lot of work, but I have no idea as to exactly how far they've gotten or how customizable it will be. If you are interested in going for the BG1/2 look/feel, you should contact them:

http://gemrb.sourceforge.net/modules...q=yes&id_cat=3

Let them know you are heading a project to make a fan-based sequel to BG1 and 2 and ask them as to the status of their emulator, if it's ready for use with new/original content, what they still hope to get done with it and in what time frame, etc. You can also ask if anyone involved in that project would be interested in help with the programming/implimentation of this game, since they will know the engine best.

Another option would be to talk to people who own NWN2 about the scenario creation tools. If it is possible to create your own original characters, buildings, monsters, races, classes, etc. (both statistically and graphically), you may want to consider it. You would get the benefit of an engine that already has a lot of the DnD rules, plus the animations, graphical display, the combat engine, etc. built into it. On the downside, this would at best be considered a (albeit good) fan-made scenario for NWN2.

There may be other options for pre-built engines that you could use based on other similar RPGs. You may want to see what's out there. If you can get your hands on something that's already programmed and highly customizable, which requires you to upload the character sprites, GUI (the graphical user interface), backgrounds, etc., then things become significantly easier. Then it becomes a matter of creating the graphical and musical content, punching in stat info, and scripting the dialogue and game events.

The last option of course is to build the game engine from the bottom up. It's the ideal option if you have, or can get together, the people to do it, simply because in the end it'll be more rewarding for the people involved and because you'll be able to get exactly what you want within the bounds of the programmers' ability. Unfortunately, it looks like none of the people presently involved have anywhere near the ability to pull this off. That means some of us are either going to have to teach ourselves how to program, or you need to recruit more people (you'll need to do that anyway). There are plenty of websites devoted to game development. Find forums regarding game development and post a "Help Wanted" request for anyone interested in programming RPG game and graphics engines. There are almost certainly a number of people out there who are building their own game engines that if you approach them with a clear vision of what you want and give them some direction they could make this a lot easier.