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Project Eternity


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#1251
Yrkoon

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Cyberarmy wrote...

Sold my last kidney and one side of lung for more backing :)


They should let you design  an NPC or something for that.

There should be an Organ-doner tier.

#1252
A Crusty Knight Of Colour

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Adventurer's Hall, mang.

Get yo pledges up!

#1253
Yrkoon

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^That's a fascinating addition when you think about it. It basically merges IWD's/TOEE's party creation philosophy with  BG /Torment's fully written companions model, giving players the option to choose between both.

It's one of those things that's going to boost replay value through the roof.

Modifié par Yrkoon, 04 octobre 2012 - 10:22 .


#1254
Cyberarmy

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CrustyBot wrote...

Adventurer's Hall, mang.

Get yo pledges up!


I tried to up my pledge but your avatar captivated me. I can't leave this page O_o

Party creation indeed sounds neat,  "Dwarven Crusade for teh gold" ahoy!


Edit:@ Yrkoon

Well in BG games we could start game as multiplayer and then we were able to create all 6 members.

Modifié par Cyberarmy, 04 octobre 2012 - 10:30 .


#1255
Jozape

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The nice thing about the Adventurer's Hall though, is that you will be able to replace dead companions.

#1256
Sister Goldring

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Cyberarmy wrote...

I tried to up my pledge but your avatar captivated me. I can't leave this page O_o


Don't do it Cyberarmy - you haven't got the organs left  Image IPB

#1257
MichaelStuart

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The Adventurer hall really interests me.
I will have to see about upping my pledge.

So are the adventurers we create just going to be mindless fallowers, or will we be able to give them a personality?
At the very lest I hope they will have one-liners. Skyrim I feel was able to give followers some personality by doing this.

#1258
Cyberarmy

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Sister Goldring wrote...

Cyberarmy wrote...

I tried to up my pledge but your avatar captivated me. I can't leave this page O_o


Don't do it Cyberarmy - you haven't got the organs left  Image IPB


:devil:I sold my soul!:devil:

#1259
Sister Goldring

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Damn - I didn't think of that. Ok upping pledge....lol

#1260
Dreadstruck

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There we go, 2.3 millions.

#1261
Eurypterid

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RipTen interview with Chris Avellone.

#1262
Sister Goldring

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Hey, Feargus is answering questions on the Kickstarter comment page. So come on down fast if you have something to ask.

Also this baby ain't hitting the second page on my watch! GO PROJECT ETERNITY!

#1263
Sister Goldring

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.............and he's gone.

#1264
Eurypterid

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Here's the summary of the Q&A with Feargus:


Question: Any change you guys will do a livestream during the last 2-hour countdown? :) A number of big campaigns have done that and it's pretty fun to share it all together..
Feargus: Absolutely, that's the plan. Should be a lot of fun!

Question: By my personal reckoning, the Kickstarter will get at least 3 million in pledges unless there is a very unexpected turn. With this in mind are you still looking at the Whiteboard Of Prospective Content and picking things on it going from one isolated Stretch Goal to the next, or are you looking at it with the eye of, "Hmmm. Let's choose the next 4 goals towards 3 mil that we definitely want to see in the game" ?

And it's always great when you join the Channel. I totally hope you continue to comment with us even after the Kickstarter has completed. Like maybe a once a week thing?
Feargus: (1) We are looking at the things we want to definitely do. A lot of them are already in the goals we've posted. We are talking about throwing out a farther one as well - but not sure yet.

(2) One of the things we want to do is setup a PE site that works really well for talking with everyone. So, while we might not do it here. We will do it somewhere. And I'll be absolutely dropping in.

Question: We're 20 days into your Kickstarter, and I'm curious, is Obsidian as excited about this process as fans are? I know Obsidian's been putting in extra time due to the fan reaction, and I curious if you guys are as obsessively checking the kickstarter page as some of us are?
Feargus: We are having a lot of fun with this Kickstarter. It makes me want to do more of them. Almost too bad that we can't do another game one before PE comes out. Or, do we have some ideas for something else? Hmmm.....

Question: Will the classes be extremely close to the old DnD style or are they going to have their own unique flavor?
Feargus: They will have the DnD feeling but with some fun twists. In other words, not that there will be Paladins, :), but if there were to be Paladins - they will feel like them but be tied into how magic and the gods work in the world of PE.

Question: Will the game have a 64bit executable? I likes using my RAMs.
Feargus: We are fairly sure that Unity will support 64bit fully by the time we come out. So, most likely.

Question: I have some questions regarding the mapping and loading. Will everything be more open world like Arcanum or split into sections more like Baldur's Gate II (or neither)? Also within each city map for example will it just be one seamless whole without any transitions between outside and inside, and between different levels?
Feargus: The game will be more like BG in that regard, including with cities. For cities that means that the interior areas will be considered children of the parent area (developer speak here). What that means, is that the children area continue to run even when you are running around the parent area. That let's NPCs transition between the parent and child areas and also reduces load times between them. We don't unload everything about the parent area when you go into a child.

Question: Hey, got a concern for you from the Russians from last night. Apparently 1C/Cenega have exclusive distribution deals with Bethesda. The folks over in Eastern Europe paid full price on Steam for various games, FO:NV, Skyrim, RAGE, etc. and got locked into the localized version only. The localized version was not compatible with any of the downloaded content and was lacking in other ways. They are VERY concerned about maintaining access to the original version of Project Eternity and not being locked into -just- the Russian version.

To sum up, Arteziya asks:

"So I repeat - please, could you answer - would backers from Russia (and Poland, though I don't know details of their situation, but doubt that their distributors behave themselves better then ours) would have an access to original version, or do you lock us to our regional?"
Feargus: We will make sure that the people we team up with do a good job. And, we've heard a lot of things about 1C now that will make us really ask them a lot of questions and require a lot from them - if we were to work with them. Not saying that we are working with them.

Question: probably something you don't even want to think about because of other... games that will be unmentioned ATM, but are there going to be planes in PE? not necessarily that we'd be able to go to, but in the lore/history of the game. like are the gods on the same plane, but just really far away, or maybe on a mount olympus type thing? or are they literally on a different plane of existence?
something that i think might be cool is if it were all one plane and you could get to the gods, if you were able to fly or something like that. or if they brought you managed to gain their notice and be brought there. always thought it would be interesting to have direct interactions with the gods, and either have the option of ultimately being in awe of them or realizing how... utterly insane/petty they really are. dependent on the god and what they represent and all.
Feargus: I think the guys are still talking a lot about things like gods and planes (if they are there at all). So, sorry nothing to talk about on this yet.

Question: Will there be spears and staffs in Project Eternity, and will they finally have different attack animations? (That always bugged me in the IE games)
Feargus: Sorry, don't know on that one - I'll add it to the list.

Question: Hmm, were we due an update today? Just curious given the getting to the next goal and all.
Feargus: We had not planned to do an update today. There will be one tomorrow from Adam (I think) and then one from Tim over the weekend.

Question: PE will have a "save anytime, save anywhere" system like the IE games?
Feargus: Yes, save anywhere you want.

Question: Any idea of when we get spoiled with information of the other classes? Do druids shapeshift? Do they tend to the souls of the trees, plants and animals? And names of the other companions? ;)
Feargus: That all rests within the great mind of Josh Sawyer.

Question: Do you know if the boxed copy of PE will be steam or gog?
Feargus: I believe we will be giving people the option.

Question: is it possible that we will get an update like today's including information on the other three classes? :) I'm especially interested in the Drya... Druids. ;) What kind of magic they're using... and their connection to the souls.
Feargus: A certain number of the updates really tie into what we are also announcing, so if we do something else that has to do with classes then we will probably talk more about them.

Question: So just to clarify. The world is split into different chunks known as parent areas and travelling between them will lead to loading screens and the unloading of the previous area. The inside of each parent area is considered to be one contiguous area for the purposes of the AI and the game world but transitioning between the parent area and a child area leads to a loading screen and limits direct interaction between them at any one time even as events can shift between them. What are the child areas? Are we talking every building or only special areas such as palaces or catacombs?
Feargus: All correct. Child areas though would be things like houses and shops within a village or city.

Question: And when we will know more about the already know races?
Feargus: We might be talking about another race next week.

Question: I wonder about the casters: have they to memorize a certain set of spell à la D&D or it'll be a totally different mechanic?
Feargus: I think Josh has talked a bit about that on our forums, but, to be honest, we have not completely determined the system yet. When we do have it solid, we are going to talk with everyone about it.

Question: Question related to companion behavior. Would they sound out if you commit acts that are against their view ir will they just willy nilly do anything you tell them to even if "wrong".
An example would be in NVN2 where my thief with Neeshka and Casavir (paladin) went around breaking into the nobles houses. At one point I was given a chance to spare some servants, I chose nit to, (no witnesses) however Casavir (paladin) happily helped me murder them. So, if we are to have companions (and pc) playing these classes, could thete at least be limitations to what they will do or when witnessing what you the PC do, react accordingly. If the PC is Playing a Paladin, tgen acts if murder should land him into deep water with his god too, no?
Feargus: I don't think Chris and Josh have talked about how we are handling that yet. What I do know is that we would have them react to things they are doing. The level of the reaction is what we still need to talk about.

Question: Recently, Rock-Paper-Shotgun has made an article about "The perils of Nostalgia."

In it they talk about how Kickstarter is bringing back the games and genras that had been abandoned by the games industry and that this is perhaps a devolution of the trend that video games had been taking since their inception; better graphics, more voice work, more detailed environments, lifelike animations, etc. That by having all the known names in the industry going back to the roots that games of today have been founded on, it will lead to a trend towards cashing in on nostalgia instead of heading towards innovation.

I personally see this "Bringing back the past" trend in Kickstarter as the Veteran developers going back to the projects they loved but had to abandon because of the march of time, and finally see their exiled children raised to adults and released into the world. But Project Eternity seems to be dedicated to not only bringing back the past, but innovating it in a new direction, with the inclusion of mixed 2D and 3D environments, as well as the creation of a brand new IP for the funds that have been donated.

Me, as a fan and a person who has interacted with you through text, I would love to see you have a chat with John Walker of RPS and talk about your views as a developer towards the opportunity of being able to chose between conventional Producers and Kickstarter backing, and the idea of combining Nostalgia with Innovation.

I feel that such a conversation would be truly enlightening, and I would love to read it.
Feargus: Sounds like a great idea - I'll throw that over there and see if we can't have that discussion.

Question: Will the battles have ques? Can we give a character more then one order at a time?
Feargus: Yep, we are doing queues.

Question: Regarding [the] question about companions behavior, we will see companions fighting because of different ideologies or enemy factions or even leaving forever the party?
Feargus: The magnitude of their response is what we will be talking about. While we want them to react correctly to things that they like and dislike, what they do beyond reacting is still on the table.

Question: So there's not going to be "You moved a fork, now the entire town wants to murder you" situations?
Feargus: Not totally saying that - I was more talking about the reaction of companions to your actions.

Question: I remember when I was younger I was curious as to why similar looking games such as Fallout and Baldur's Gate had a different way of treating areas even though they looked almost identical (ie. loading transition for all buildings in BG but only for larger areas in FO). What was the reasoning behind adopting the BG system in OE? Does it have certain technical, design or game-play advantages?
Feargus: That's a good question and I don't have a good answer exactly. The parent / child thing does exist in other game engines, but it is also something that is genre specific. For instance, you don't need that in linear FPS (in general) because the player is always moving forward and is not going in and out of things like shops in a village. The other reason for the transitional load screens is really due whether multiple areas can be loaded at one time (making switching between them not require a load) or if the load is going to be so small then you don't need the screen.

#1265
A Crusty Knight Of Colour

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Question: Any change you guys will do a livestream during the last 2-hour countdown?


I'm spending too much time following this game. Read that as 2-hour cooldown.

#1266
Yrkoon

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LOL Same. in fact, I was about to argue that they should do a "once-per-day" Livestream  instead..

Modifié par Yrkoon, 05 octobre 2012 - 02:34 .


#1267
Taleroth

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CrustyBot wrote...

Question: Any change you guys will do a livestream during the last 2-hour countdown?


I'm spending too much time following this game.

You and me, both. :(

I really hope we hit Adventurer's Hall.

Modifié par Taleroth, 05 octobre 2012 - 03:37 .


#1268
Allan Schumacher

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Too much time is not possible.

#1269
Eurypterid

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Another quick Q&A with Feargus:

Question: Romance options. Yea or Nay?
Feargus: I'll poke Josh and Chris about that.

Question: It’s maybe too early, but I want ask about environment. Like how character can interact with things that surrounds he or she?
1) For example, can I destroy some things? Can I smash door or chest to get to some good stuff or I always must lockpick?
2) Weather or environment can affect on you? Like maybe swamp slow down your combat speed or you get illness under rain? Maybe some surroundings have bad affect on some companions?
Feargus: There wil be parts of the environment that you can interact with and there will be some destructables, but it will not be like in a game such as Skyrim where you can touch and throw almost anything. I have to admit that I am not sure what Josh and Tim are planning for chests right now.

Question: did you even remotely expect to get this many backers or this much money at the start of this? much less have it look like you're going to edge towards three million if trends for these things hold?
Feargus: I would say that we were hoping, but not thinking it was just going to happen. It is certainly nice to see!

Question: Btw, love the wallpaper you released with the update. Great stuff! Will you be using a similar art style in the ingame portraits and what not?
Feargus: Thanks again! And yes, that's the style we are going for in general. Want to harken back to that fun fantasy style.

Question: are you guys thinking about doing a live stream at the end of this? just outta curiosity. also... someone started a rumor on the forums the other day about a 1000+ backers only forum being put up. any truth to that that you're aware of?
Feargus: Yes, we are going to do the Live Stream. And, we are giong to get a $1000+ backer forum up, so that we can talk with everyone about their designing - it's not for info just for them.

Question: Any chance of adding a BG-style Co-op option to the game? I'd really love to play this with my GF!
Feargus: Sorry, we are focusing on Single Player for this one, so that we can put all the $'s to the right into that.

Question: what do you think about possibility of using The Witcher 2 engine for cutscenes in Project Eternity? I think that you'll ultimately need to make at least small number of cutscenes in some way. And making them with a game engine such as The Witcher 2 engine would be much cheaper than as conventional CG.
Feargus: As for cutscenes, with the budget we are working with - we really want to spend the time on as much gameplay content and assets as possible. Cutscenes even within that engine would mean we would have an animator and a character artist making things for that instead of more creatures, characters and animation for the game.

Question: do you and/or any on your team have a love for old 2nd Ed Oriental Adventures? I rarely played using any of that specific source material but I LOVED the OA handbook and I always thought it was an excellent hook into a more eastern style D&D experience. Maybe something like that might make an appearance in PE down the road?
Feargus: I think I read the 1st Edition one and the 2nd Edition one. There is this wierd gap in my D&D playing that happened between AD&D and 3rd Edition. I played some 2nd Edition, and Zeb worked for me for about four years, but I mostly played the other editions. Josh really likes to explore other cultures, so I bet in the future we might get to other areas of the world with new cultures.

Question: Could you please ask Justin Bell to take a look at how music was implemented in the first Witcher game? I think that it was a brilliant example of combining "mystical", "ancient" and "emotive".
Feargus: I'll send you comment to him right now.

Question: where was my update 16? i am guessing a big update tomorrow?
Feargus: Yep. We decided to not do one on Thursday, since we did one the first three days of the week. There is a fine line between the right amount and too much information.

Question: Will we have a page such as this in the near future so we can see the paypal backers and backing?
http://revolution.co...kstarter/paypal
Feargus: Darren is looking at that very page to see what we can do. We are also working on international pages that mimic the main KS site so we can translate into other languages.

Question: How unique are the classes you mentioned in the update? can we say that every class has different mechanics and game play ? Fighter vs barbarian - is it more then just less armor and resistance, or druid vs wizard ?
Feargus: I would say yes to that. As example, in D&D - I feel that playing a Fighter vs. a Barbarian is different due to how you focus their use.

Question: A class idea I've been thinking of, Alchemist. Uses its soul to isolate and refine element properties such as toxicity and explosiveness. Then uses these to create useful items such as bombs and traps which have a variety of effects and usages, for example using his soul to ignite a specially designed remote detonated bomb. Primarily used for theatre control and support but also capable of inflicting damage.
Perhaps there's a few ideas there you can use. Ohad and I were debating about it before you arrived if you want to know more.
Feargus: I'll send over to Josh.

#1270
A Crusty Knight Of Colour

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RPS interview with Chris Avellone: Project Eternity and Old School Innovation.

I think – after all these years – it might finally be safe to say that a few people kind of liked Baldur’s Gate. Admittedly, there’s not much evidence to support this insane theory of mine, but Obsidian’s Project Eternity is scraping by decently I guess. In light of that, I got in touch with Obsidian creative overlord Chris Avellone to discuss his company’s Kickstarter-fueled overnight success. Among other things, we discussed how different systems (progression, leveling up, choice, etc) will work, why Obsidian picked a fantasy setting, why Project Eternity’s PC-only forever and ever, the potential for something like Fallout 2′s idiot dialogue options, and developers’ ability to innovate in spite of confining themselves to “old-school” rules. Contribute $586 million to the (non-existent) RPS Kickstarter to unlock the “after the break” stretch goal.


Also:

Image IPB

Modifié par CrustyBot, 05 octobre 2012 - 12:50 .


#1271
Cyberarmy

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I cannot tell how happy i am for "stupid dialog" options.

"I go, you go, yes!"

#1272
Dominus

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A bit of insight on PE's themes and narrative undertones:

We want to explore the ideas and perspectives of other cultures, religions, the concept of language and oral tradition in a world where books aren’t commonplace, and the concept of self in a world where souls transfer from being to being. What kind of cultures and religions come into being in a world like that? What does that mean for you and your companions?


Very True:

RPS: Obsidian’s always been a cut above, well, pretty much everyone in terms of writing. And yet, it’s arguable that you haven’t had the success you deserve. Why do you think gamers don’t value great writing in the same way, say, movie viewers do? Or do they? Does modern culture in general discount great writing?

Avellone: Good writing does not make a popular or accessible game. While we value stories and deep character interactions, there are other factors at work that feed into success, and the Kickstarter is proof of our success in the industry. People are willing to back our ideas and stand behind them, and we’re ready to prove ourselves.


----


Too much time is not possible.


In 99.9% of the cases. Just saying:

Image IPB


Modifié par DominusVita, 05 octobre 2012 - 01:05 .


#1273
Yrkoon

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Idiot dialogue is friggin awesome in the games its in. If your intelligence is low, you SHOULD be talking like an Ogre. Not sure why a very select few video games have ever bothered with it.

I is scientistic!

Modifié par Yrkoon, 05 octobre 2012 - 01:15 .


#1274
Cyberarmy

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Yrkoon wrote...

Idiot dialogue is friggin awesome in the games its in. If your intelligence is low, you SHOULD be talking like an Ogre. Not sure why a very select few video games have ever bothered with it.

I is scientistic!


I can only think a few games, Fallout and Arcanum for starters(one Arcanum playthrough i played with an intellectual charismatic half orc such a blast!) and if i remember right in VtmB dialogs change if we are very low on humanity.
Was there idiot dialogue in Torment? I dont recall any.

@Dominus

Half Life 3 will come!

Just after the hells frozen over and Borgs invade earth.

Modifié par Cyberarmy, 05 octobre 2012 - 01:21 .


#1275
Yrkoon

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LOL no.  Torment didn't have the idiot lines.  If your intelligence/Wisdom was low, you just didn't get any of those cool, long-winded dialogue choices.

  But, just about all the Troika RPGs had idiot dialogue. TOEE had it. What's really hilarious in TOEE is when your Intelligence is low but your Charisma/Diplomacy/Bluff/Intimidate is high. You end up getting very "persuasive" idiot lines.lol

it was like:

NPC: No, I cannot tell you where x is.
You: You Talk now, Or  me smash face!
NPC:  Ok! Ok! I'll tell you!

And little known fact:    NWN had Idiot dialogue.  If your intelligence was   8 or less, you talked like a kobold.    And people commented on it.

Modifié par Yrkoon, 05 octobre 2012 - 01:54 .