Obsidian's next game: 2d isometric party rpg
#51
Posté 29 septembre 2012 - 06:17
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.
#52
Posté 29 septembre 2012 - 06:25
#53
Posté 01 octobre 2012 - 11:49
Tchos wrote...
Hmm, well, the material I read suggested that the reason that the pope attempted to outlaw crossbows was due to pressure from the nobility (the ones who wore plate), whose fatalities in war dramatically increased due to the crossbow.
I don't think I should speak of this more, though.
The Pope didn't outlaw crossbows. The outlawed the use of crossbow*men* against Christians. Because Robert Guiscard was in the process of bringing thousands of muslim auxiliary crossbowmen up from the south to kick the Pope's @ss.
Side note: actually, it's the wheellock pistol wielded by the reiter that does in the knight. Other weapons could penetrate armor, but their mobility was poor and in order to survive shock combat they had to stay still and in close-ranks.
In case you're geekishly inclined, reference "Weapons and Warfare in Renaissance Europe," by Bert Hall.
I don't want to threadjack, but if you're inclined that way, drop me a PM, and I'll be happy to discuss: medieval warfare is my academic specialty.
Modifié par Happycrow, 01 octobre 2012 - 11:50 .
#54
Posté 04 octobre 2012 - 08:32
Nice, Obsidian. I love it when a plan comes together.
Harumph!
#55
Posté 04 octobre 2012 - 08:43
As for the modding tools, I heard in their interview on the NWN Podcast that modding tools are a definite "no" for this game. He stressed the word "this". Sounds like they're thinking ahead.
#56
Posté 04 octobre 2012 - 08:56
The question about toolsets and the possibility of making persistent worlds is asked about 19 minutes into show 168. This is his answer, with speech-filling phrases edited out.
"Not for this first version of Project Eternity." [He then speaks of some interesting history behind what led up to the NWN toolset, before continuing.] "So, we love the idea of toolsets, and we love the idea of multiplayer, [but] with this first go with Kickstarter and being crowd-funded, we just really want to focus and make sure that we [make] the single-player game awesome. Maybe in the future we want to look at those things, but for right now, it's pretty focused on that."
#57
Posté 04 octobre 2012 - 08:58
Tchos wrote...
A nice wallpaper, too. What are these tweaks? I didn't see anything mentioned on the Kickstarter page about things needing to be worked out with the party creation.
Well, this is just personal speculation from what I have heard so far. It seems they want to restrict the access to the party careation, and make it something the player achieves by the time they make it to the adventuring hall. In other words, not start the game with a full party.
I'm not sure what the specifics are how that will all work. And if the developers are going to make the effort to include party creation, I don't see the need to put up restrictions. Also, there is the question how party members will behave in conversations.
I see this concept getting fleshed out more before the game is actually finished, or there may be modifications to address beginning with a full party.
#58
Posté 04 octobre 2012 - 09:04
Sounds like they're saying that you'll start out only being able to add one new player-created character at first, and have to make some kind of progress before you can add more. And that would be only after you reach the Adventuring Hall, however long that'll take. But that, too, is only speculation on my part based on a short paragraph.
#59
Posté 04 octobre 2012 - 09:35
ahh, i see...a whole party of monks...so maybe similar to what you could do in BG in MP mode.
Modifié par slowdive.fan, 04 octobre 2012 - 09:39 .
#60
Posté 04 octobre 2012 - 10:04
#61
Posté 05 octobre 2012 - 01:17
#62
Posté 05 octobre 2012 - 06:19
#63
Posté 05 octobre 2012 - 06:33
#64
Posté 06 octobre 2012 - 11:57
From Neverwinter Nights 2 to Fallout: New Vegas, we've enjoyed supporting the mod community, and we are continuing that with Project Eternity. It is awesome to see how you extend the worlds we make.To make getting mods easy, we are excited to announce that our friends at the Nexus will be the official spot to download Project Eternity mods once the game is released. They have been a great host for mods for our past games, and we want to continue the trend with the Project Eternity Nexus. Check out the Nexus Network at www.nexusmods.com.
Our plan is to release our file-format information and expose as much of the data in the game as possible for you to extend and edit. We traditionally do not "hard-code" numbers so that our designers, and you,have the power to easily change and iterate on RPG data. We also plan on releasing localization tools to let communities around the world create localized versions for languages we are not translating Project Eternity into.As we get more familiar with Unity during production, we will be extending Project Eternity even more for mod makers. Look forward to announcements in the months ahead as we make further progress and can provide you with more information about tools and mod support.
#65
Posté 06 octobre 2012 - 07:08
#66
Posté 06 octobre 2012 - 10:10
#67
Posté 07 octobre 2012 - 05:32
Modifié par slowdive.fan, 07 octobre 2012 - 05:41 .
#68
Posté 07 octobre 2012 - 11:21
Lugaid of the Red Stripes wrote...
A toolset without custom areas wouldn't make much sense, and designing a toolset that can paint whole areas for the non-artists would be a whole project itself.
those areas are pre-rendered 3d levels and at some places beautified with matte painting techniques. you don't have to use an integrated area editor, just play around with blender and gimp. in the end it's just rendering and traditional art.
in this case their toolset only has to provide an environment where you import your background picture and define trigger areas, spwan points, place some 3d props, etc. much like the dltcep for the infinity engine. if obsidian can't provide such a tool after release and with the help of the financial success of P:E, hopefully a huge modding community with tools programmers will gather around to create something similar.
#69
Posté 14 octobre 2012 - 02:28
#70
Posté 15 octobre 2012 - 06:27
kamal_ wrote...
Mod Support
From Neverwinter Nights 2 to Fallout: New Vegas, we've enjoyed supporting the mod community, and we are continuing that with Project Eternity. It is awesome to see how you extend the worlds we make.To make getting mods easy, we are excited to announce that our friends at the Nexus will be the official spot to download Project Eternity mods once the game is released. They have been a great host for mods for our past games, and we want to continue the trend with the Project Eternity Nexus. Check out the Nexus Network at www.nexusmods.com.
Our plan is to release our file-format information and expose as much of the data in the game as possible for you to extend and edit. We traditionally do not "hard-code" numbers so that our designers, and you,have the power to easily change and iterate on RPG data. We also plan on releasing localization tools to let communities around the world create localized versions for languages we are not translating Project Eternity into.As we get more familiar with Unity during production, we will be extending Project Eternity even more for mod makers. Look forward to announcements in the months ahead as we make further progress and can provide you with more information about tools and mod support.
Without a toolset, PE will only see hard core modders touch it and possibly upload mods to the Nexus. I know that without a toolset, I won't even buy the game, save for a bargin bin sale.
Modifié par MokahTGS, 15 octobre 2012 - 06:28 .
#71
Posté 15 octobre 2012 - 07:16
MokahTGS wrote...
I know that without a toolset, I won't even buy the game, save for a bargin bin sale.
and yet you bought kotor1+2, bg1+2 and planescape torment... none of those had an official toolset and they were still great games worth every penny
#72
Posté 15 octobre 2012 - 11:28
#73
Posté 16 octobre 2012 - 11:47
#74
Posté 16 octobre 2012 - 02:51
#75
Posté 16 octobre 2012 - 04:39





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