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Project Eternity


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#1126
Savber100

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slimgrin wrote...

Gibb_Shepard wrote...

So far the character design has looked awfully bland. But i guess it's hard to make unique outfits when a forum collective actually want said outfits to be as unremarkable as possible.


I've seen the designs, and they look decent imo. Keep in mind they aren't the final draft, and character models will be tiny in this game, so it's the environment that will play a bigger role, aesthetically speaking. At least they aren't going this route:

<snip>


Besides for the abnormally large shoulder plate, I don't really see what's wrong with that image. :blush:

#1127
Sister Goldring

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Just a quicky - update 11 from Obsidian contains an appeal for fans to promote Project Eternity in the communities they participate in. I thought I'd pass that message on for anyone here that missed it. Cheers.

http://www.kickstart...-eternity/posts

Modifié par Sister Goldring, 29 septembre 2012 - 07:36 .


#1128
Addai

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Sister Goldring wrote...

Just a quicky - update 11 from Obsidian contains an appeal for fans to promote Project Eternity in the communities they participate in. I thought I'd pass that message on for anyone here that missed it. Cheers.

http://www.kickstart...-eternity/posts

Who's not already doing that.  :wizard:

#1129
Yrkoon

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Gibb_Shepard wrote...

So far the character design has looked awfully bland. But i guess it's hard to make unique outfits when a forum collective actually want said outfits to be as unremarkable as possible.

 Precisely.  It's intentional.   The philosophy they're going for  (and they didn't need the forums to convince them) is that armor should be judged soley on its utility purpose, not whether it can win a fashion contest.

Besides,  This isn't some ultra visual 3d masterpiece here.    It's a top-down, isometric,   mostly 2d, game in the spirit of the old IE games.  Super-creative armor art would be a waste of time on a game like this.  Your toon is going to be about 2 1/2 inches tall.

Modifié par Yrkoon, 29 septembre 2012 - 09:20 .


#1130
Cribbian

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"We are also getting close to 50k backers! We have something fun and
special planned for all of our backers when we hit this milestone, so
keep a look out for an update on Monday about it."

:o

#1131
NKKKK

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This update is going to be a little different. Instead of doing an update on a topic that we chose, we asked readers on reddit to submit questions and vote them up or down, and on Friday we took the five highest scoring questions to answer here.

You can visit the Project Eternity reddit group here:

http://www.reddit.co...rojecteternity/

and the Q&A subgroup is here:
http://www.reddit.co...ns_answered_by/

Let us know if you like these Q&A updates, and we can look into doing more of them.

Tim.

AtheistBots asks...
class vs. classless systems You're most famous for classless systems involved in Fallout and Arcanum. It sounds as if Obsidian will be using a class based system. What do you see as being the advantages of a class based system that you're hoping to leverage in Project Eternity?

Answer: We are designing a class-based system because we want the different characters in your party to fill different roles, and classes are the best way to achieve this goal. In a skill-based game, it's harder to tell if a companion gives you the skills you are looking for, especially before you recruit them. In a class-based game, you know what each class can do, so you can decide that you want a particular class even before a potential companion offers to join you. And when you have a lot of companions and can choose which ones you want to take on a particular adventure, classes make it easier to form the group and be assured that you have your skillsets covered.

Bonus question: Are you considering multiclassing?

Answer: Bonus questions are cheating…but yes, we are considering adding multi-classing to the game. A better way to put this answer is that we are not ruling them out at this time. If they work well with our final system, we will offer them.

Kaaaboom asks…
I was a bit discouraged when I heard that the combat was going to be RTwP (real time with pause), myself being a big fan of TB (turn based) and the possibility of tactical combat that it lends to a game. My question is then: how are you going to make the combat in P:E tactically interesting despite it being RTwP?

Answer: Hmm, this is a bit of a loaded question, as it implies that real-time games aren't tactically interesting while all turn-based games are. Believe me, I have played plenty of dull turn-based games with very few options on what to do on each turn, and there are lots of real-time games that are incredibly tactically rich. Look at all of the real-time strategy games out there!

So to answer your question, we are going to make sure that the distinct abilities that our classes will have will each provide different roles to those characters in combat, and that you will always have choices to make in combat about how to best position yourself and use your attacks. In addition, we are going to design the enemy encounters to be ever-increasing challenges, so that one way of fighting won't carry you through every encounter. You will be forced to mix it up a bit, tactically speaking, and use all of your combat skills to make it through to the end of the game.

Let me add that as an Infinity Engine inspired game, our pillars of design include isometric exploration of a fantasy world, a reactive storyline with interesting and believable characters, and real-time with pause combat. Those elements are expected in our game, and we feel strongly about providing them.

Elthosian asks…
How much reactivity can we expect from the world based in our character's race and sub-race?

Answer: We will provide a lot of reactivity in our game to your choice of race. We are planning on giving each race a set of traits that the player can pick from, and those traits affect everything from dialogs choices to skill bonuses to what kind of options you will have to finish some quests. There probably won't be quests that are just for one race, but one thing we are not going to do for certain is make race-restricted items. While many items have a cultural connection to some races, they will still be useable by members of other races. It might be unusual to see humans in elven chain, but they can wear it.

NeuroArcanist asks…
What aspect of cRPGs missing from modern games do you most want to recapture with Project Eternity?

Answer: I can answer that in one word: parties. I like playing cRPG's that allow the player to control big parties of characters, and by control, I mean you can pick the actions of each party member if you want. We will have lots of pause conditions in our combat, and if you want to have the game pause whenever a party member can perform a new action, you can do that. Most modern games only let you control one character, or if they give you a party, you only control one member of that group. In this game, I want to control all of them.

Zinicel asks…
Will there be modding capabilities for this game? I know it's a tall order for this style of game, but I've wanted a definitive answer to this question. Knowing Unity, I know it's somewhat unlikely to offer this. But it'd still be nice to know for sure.

Answer: That is a very good question, but unfortunately, I don't have an answer for you. We are still looking at Unity and how it bundles up content in the shipped game, and we will have to see how much of that we can make available to the player. I can say that we want you to be able to mod the game, and if it's possible, we will allow you to do it. It's not our primary focus, which is to give you an amazing single player experience with our game, but we know a lot of people will want to tinker with the game and make their own content, so we will let you know how this objective is faring when we are further along in development.



#1132
Dreadstruck

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I really hope the modding tools will happen.

I mean, look at Baldur's Gate 2 today, almost 5 years old fixpacks still being tweaked and updated, new recruitable NPCs with voice overs and backstories, rebalanced content etc. etc.

#1133
robertm2

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i dont know about this. obsidian has great writers but terrible programmers and a seemingly non-existent testing department. plus im not big on pc gaming so its a no for me.

#1134
Yrkoon

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Yeah..... this is the opposite of a console game, to be sure. You probably want to look elsewhere.

Modifié par Yrkoon, 30 septembre 2012 - 04:30 .


#1135
NKKKK

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They do have problems with testing though...

#1136
Sister Goldring

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Morning all,

Just thought I'd let you know that Justin Bell who is the lead audio designer on Project Eternity has posted some samples of his work here:

http://soundcloud.co...tin-bell-music/

for us to enjoy. I think it was rather nice of him.

#1137
GodWood

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This quote made be barf.

Chris Avellone said...
The companion needs to ego-stroke the player in a variety of ways. Sometimes this can be romance, sometimes this can be simply reactivity (either brief barks or conversations about the player’s actions), or any of a variety of methods. Ultimately, however, any companion that simply sits around ****ing, complaining, and haranguing the player isn’t someone you want to drag into the nearest dungeon to help clear it out… you may simply want to throw them in the dungeon and lock the door


Everything wrong with Bioware companions is their tendency to try and beat off the player in the most juvenile ways imaginable.

#1138
Yrkoon

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LOL That is SUCH a ridiculous misinterpretation of what Avellone is saying.

Modifié par Yrkoon, 01 octobre 2012 - 05:39 .


#1139
GodWood

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Hardly.

There's no way to spin "Ego-stroking" that isn't just shameless ... well, ego-stroking. I don't want my companions to necessarily like, agree, or even want to be following me around. Hell, I'd prefer it that my PC isn't even seen as "the leader".

What I want is for them to be their OWN character.

#1140
Corto81

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GodWood wrote...

Hardly.

There's no way to spin "Ego-stroking" that isn't just shameless ... well, ego-stroking. I don't want my companions to necessarily like, agree, or even want to be following me around. Hell, I'd prefer it that my PC isn't even seen as "the leader".

What I want is for them to be their OWN character.


....which is EXACTLY what Avellone is saying.

How can you interpret what he is saying SO wrong? O.o

#1141
Yrkoon

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GodWood wrote...

Hardly.

There's no way to spin "Ego-stroking" that isn't just shameless ... well, ego-stroking. I don't want my companions to necessarily like, agree, or even want to be following me around.

 Don't be silly.   They don't have to do any of these things.  That doesn't even scratch the surface of  what Ego stroking  means in a video game.

The Ego-stroking Avellone is talking about is  Proof of  RESPECT and acknowledgement of your actions  (ie. reactivity).  One of the biggest complaints about BG2, Skyrim,  NWN,  Dragon Age Origins  etc.  is that there was none.   Even after your character managed to accomplish feats of truly uncommon epicness, NPCs, and companions didn't acknowledge it.    Nothing changed.  They still treated you  like you're that same level 1 n00b they met in chapter 1, When often  times you're not.    You've climbed to much higher ranks and proven yourself over and over.  You've become clearly Superior by your strength  and accomplishments alone.   NPCs/Companions *should* be treating you differently according to what you've become.  And  When written correctly,  they do.    You could, for example,  come across a companion who 1) hates your guts, 2) disagrees with your every action; and 3) does not  necessarily want to be traveling with you... but does anyway,  either out of fear that you'll CRUSH him if he refuses, or  he thinks he can benefit from being associated with you  <---that's ego stroking.

More to the point:    Who the hell wants  to travel around with a disrespectful, b*tchy,  self-centered ****** who refuses to talk to you and takes every opportunity to stab you in the back?  That doesn't make for a fun experience at all.    There's nothing there that would make the player want  to have him in the party.  And yes, this IS a party based game, and Avellone WAS discussing his philosophy on  companion mechanics in a party based game. 

Modifié par Yrkoon, 01 octobre 2012 - 11:43 .


#1142
NKKKK

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So you mean if you actually save a large portion of the continent, you'll actually be recognized for it?

#1143
Yrkoon

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Crazy I know.  Damn ego-trips.

Modifié par Yrkoon, 01 octobre 2012 - 01:35 .


#1144
Giggles_Manically

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Hell ego stroking is a somewhat good thing...in moderation.

Dragon Age Awakening was probably one of the better RPGs at it.
People should respect/fear the person who curb stomped a blight in a year, slew countless foes, and took down an Archdemon. It however did not go to far with it.

However its just awful in Skyrim.
NO ONE respects you at all, especially in Dawnguard.
Being a level 70 badass and...well no they treat you like a noob. Besides big D who gives you some respect.

I think what he means by ego stroking is that companions some what exist to validate your achievements and what you are doing. I felt really happy in BG1/2 when Minsc told me I was a cool dude.

Its a pat on the back more then anything probably.

#1145
robertm2

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Giggles_Manically wrote...

Hell ego stroking is a somewhat good thing...in moderation.

Dragon Age Awakening was probably one of the better RPGs at it.
People should respect/fear the person who curb stomped a blight in a year, slew countless foes, and took down an Archdemon. It however did not go to far with it.

However its just awful in Skyrim.
NO ONE respects you at all, especially in Dawnguard.
Being a level 70 badass and...well no they treat you like a noob. Besides big D who gives you some respect.

I think what he means by ego stroking is that companions some what exist to validate your achievements and what you are doing. I felt really happy in BG1/2 when Minsc told me I was a cool dude.

Its a pat on the back more then anything probably.

i feel you on the skyrim thing. it would be nice if people acknowledged the fact that you are archmage and the unarmored bandits with nothing but a dagger in hand who say "your money of your life" to a level 56 dragon born should not exist.

#1146
Eurypterid

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Well, they hit 50,000 backers just a few minutes ago, and not far from 2.2 million in funding. Waiting to see what Update #13 will reveal.

#1147
Cyberarmy

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robertm2 wrote...

Giggles_Manically wrote...

Hell ego stroking is a somewhat good thing...in moderation.

Dragon Age Awakening was probably one of the better RPGs at it.
People should respect/fear the person who curb stomped a blight in a year, slew countless foes, and took down an Archdemon. It however did not go to far with it.

However its just awful in Skyrim.
NO ONE respects you at all, especially in Dawnguard.
Being a level 70 badass and...well no they treat you like a noob. Besides big D who gives you some respect.

I think what he means by ego stroking is that companions some what exist to validate your achievements and what you are doing. I felt really happy in BG1/2 when Minsc told me I was a cool dude.

Its a pat on the back more then anything probably.

i feel you on the skyrim thing. it would be nice if people acknowledged the fact that you are archmage and the unarmored bandits with nothing but a dagger in hand who say "your money of your life" to a level 56 dragon born should not exist.


I murdered any guard who called me "Kitty" or asking me if "someone has stolen my sweetroll" where he stands
Yet they never stoped...

#1148
Eurypterid

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Update #13

Happy Monday! We've reached 50,000 backers, and have a special reward for everyone. Details below. Also coming this week, we have more updates about the development and creation of the game. Tomorrow, Justin Bell will discuss the process for composing the music for our trailer video. On Wednesday, Josh will update with more details about the game's design, and we are going to unveil a awesome art piece that we’ve been working on.

Oh, PayPal is also coming on Wednesday!

The 50,000 Backer Reward
We are very excited to announce a reward to all backers that have helped us come this far. Today we are introducing The Endless Paths of Od Nua - a new dungeon experience for Project Eternity:

In the western reaches of the Dyrwood lies the Endless Paths, an ancient network of cobbled trails that wind through arches of dense overgrowth, twisting within the confines of a high castle wall as they make their way to the gates of iron-shuttered towers that jut forth from the interior. In ages past, the towers rising from the gardens to pierce the canopy of the forest once marked the dominion of the castle's relentless, crazed builder: Od Nua. But the courses of Od Nua's madness run far below the surface, stretching forever deeper into wandering catacombs and bone-cramped oubliettes unseen by living eyes for centuries. The Endless Paths, as the old Glanfathans call them, cannot be walked by the living, but the storytellers say with certainty that many strong souls have found a permanent home beneath the grieving creator's estate.

Most else that is said and written of the place is fiction or conjecture, more likely to have sprouted from the svef-enhanced imaginations of bored and boasting mercenaries than from any seed of truth. Hosts of lost souls that relentlessly stalk the living, cathedral-sized tombs overflowing with the restless victims of a horrific plague, lightless chambers sealing in the remnants of Od Nua's failed experiments. Most legends converge on a common theme: that under the castle rest myriad forgotten vaults of death and darkness glittering with Od Nua's enchanted creations and the abandoned treasure of ill-fated interlopers. So great is the fear of the castle's denizens that even drunken and drug-cheered adventurers do not joke of setting foot on the paths, lest their souls join the eternal ranks of those that have gone before them.

The current plan is to make The Endless Paths with three subterranean levels, but it can grow larger with your help. For every 2,500 additional backers, the depths of Od Nua’s castle become deeper, which means one additional level will be added to the vaults. Continue to spread the word about Project Eternity, and let's see how big we can make The Endless Paths!

Crafting and Enchanting at $2.4 Million
We also have a new stretch goal at $2.4 million dollars to announce: Crafting and Enchanting!

Crafting and enchanting in Project Eternity will allow players to use objects and materials they find during exploration to both create consumable items like potions and scrolls as well as give their gear custom upgrades that can't be accomplished by other means. This system is intended to be easy to use and very flexible, allowing players to customize many aspects of what they can create or alter. Whether it's brewing basic potions from herbs and minerals commonly found throughout the world or upgrading a humble broadsword into a custom-named, magically-imbued weapon of distinctive and legendary power, we want to give players the ability to make it. On the development side of things, we also want to make the system as data-driven as possible, allowing us to easily extend our list of recipes in the future.

Each stretch goal we hit not only adds new features to the game like crafting, but also makes the game larger by adding more content, quests, dialogue, and characters. Together, we've already added two new races, companions and classes, along with a player house. $2.2 million is very close which adds a new faction and region, and there are more exciting stretch goals planned if we make it past $2.4 million and beyond.

New Add-Ons
Additionally, we have two new add-ons for you:

Add an Early Access Beta Key for $25. The beta key is the same reward at the $110 and up levels, but now you can add it as an extra at the lower tiers.
Add a Digital Strategy Guide for $7. The digital strategy guide is also included in the $80 and up levels, but now you can add it as an extra at the lower tiers. This will cost more when we ship the game, so get in on the opportunity to save!


As a quick tutorial on how to add add-ons, go to the Project Eternity Kickstarter site and hit the Manage Your Pledge button. The reward tier you had already picked will still be selected and the amount will be in the big box at the top. All you need to do is add the dollar amount that covers the add-ons you would like to your pledge and enter the new total number. For instance, if you are at the $35 Pledge level and want to add the Beta Key, you would enter $60 as your total pledge. We’ll send you a fulfillment survey after the Kickstarter period is over and you can specify what you wanted to do with any excess monies added.

Thank you!

Update by Adam Brennecke and Josh Sawyer

#1149
TobiTobsen

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Oh, PayPal is also coming on Wednesday!


Very good. About time that I can back this project.

Modifié par TobiTobsen, 01 octobre 2012 - 10:38 .


#1150
Yrkoon

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Couple things: First, I'm confused about how Paypal functions in a system like kickstarter. Obviously it serves as a second outlet for which funds may be gathered, and of course, it's a way for people without credit cards/Visa check cards to be able to contribute etc. etc. But How in the world are they going to link it to the Kickstarter funding counter? And if they can't link them, won't that mess up the stretch-goal process?

Second, the Mega-dungeon is in! I'll shamelessly take partial credit for this one. Me and a few other posters at the Obsidian boards made so much noise about wanting one, a week or so ago. We managed to attract a dev to both of those threads to ask us for more details.... Again, really Breathtaking to see such quick and tangeable responses to our requests!

But this kind of overkill  gives me a chuckle:

The current plan is to make The Endless Paths with three subterranean levels, but it can grow larger with your help. For every 2,500 additional backers, the depths of Od Nua’s castle become deeper, which means one additional level will be added to the vaults. Continue to spread the word about Project Eternity, and let's see how big we can make The Endless Paths!

Ok, we're at 50,000 backers.  So what happens if we get up to 80,000 backers, like Wasteland 2 did?  At 1 level per 2,500 additional backers, that would come out to  12 levels,  and that's in addition to the 3 that are already there.  So a...15 level dungeon?

Modifié par Yrkoon, 02 octobre 2012 - 12:31 .