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Pillars of Eternity

Свиђа ми се. Не мислим да су ликови мали. Када би били већи, били би предимензионирани у односу на окружење. Вероватно (сигурно) ће моћи да се зумира, тако да то није проблем.
Надам се да ће имати добру причу и добар систем борбе и магија.
 
GameBanshee has posted a newsbit on Project Eternity that's been made available by devs through social networks and their official forums.
 
The Vertical Slice is just that, a cross section (think of it as a slice of bread cut out from the middle of a loaf) of the world of Project Eternity. At the end of this phase the game will be feature complete, and the content building portion of the team, including area designers, environment artists, and character artists can make shippable content now. Our Vertical Slice is eleven maps large; encompassing our village and dungeon from Prototype 2, and the dungeon and wilderness area from Prototype 1 (we call this area "The Valley of Hector" internally).

The content from the prototypes are refactored to fit within the context of the world and overall story of the game. Feature-wise, we are targeting to have the majority of the world building tools complete and all of the character classes playable up to level five.

pe-dungeon-concept.1000.jpg


Here are our current tasks that we are working on right now:

Art

Modeling Hide Armor for Male and Females - Hide armor has been challenging to model and texture with skin tinting because there's a lot of skin shown.
Creating Orlan Heads - This includes modeling differences for the Wild and Hearth ethnicities.
Polishing Prototype 2 Areas to "Beta" - Extra shine is put into the areas to make them feel more alive and varied.

Design

Creating the Vertical Slice Area Design Document - The designers are adding more content to the world and fleshing out the village with additional quests.

Designing and Coding the Class Abilities for the Cipher and Chanter - The Cipher and his "focus" powered spells are working, and now Tim Cain is working out the Chanter phrase system.

Programming

Coding up the Save/Load and the Persistence System - This entails saving and loading games, and making sure the current map state is preserved across area transitions.
Wrapping up the Area Designer Toolbox - Doors, encounters, traps, triggers, loot, NPCs, and creatures can all be placed and manipulated through script.

Spells and Ability Audit

This morning Josh emailed me a list of working class abilities and spells. I'm excited to say that we have 54 abilities and 51 functioning spells as of today! Most of the spells are at the alpha stage, meaning another pass will be done at a later date to add visual effects and sound effects.

UI Version #2

Thanks to everyone who provided feedback on our UI mockups that Rob posted last week in Update #54. We loved everyone's proposed mockups and your discussions sparked some great ideas for the next iteration on the interface. We've already mocked up a new version that takes up less vertical space and is more compact overall. Once we feel it's ready to be critiqued, we will post it in a future update for more discussion.
 
Izgleda bolesno dobro. Ovo je ono sto smo cekali jos od Fallouta, Baldurs gate-a, Tormenta...
 
Je li ovo screensot iz igre?

Jeste. Uradili su i UI ali je bash oldskul, drago mi je da su uzeli u obzir kritike zajednice. Ne ide takav UI uz widescreen monitore, nikako. Evo slike:

pe-hud-wip.1280.jpg
 
Prvi put vidim ovaj UI. Cudi me da niko nije ovo prije postavio?!

Znaci ovakav nece biti UI? Sto jes, jes... Previse je razvucen na wide monitorima.
 
Ja se nadam da ce biti modularan kao sto ima Wasteland (mada njihov mi je ruzan) i da ce moci da se postavi vertikalno. Ljudi su im skrenuli paznju na sve, pa i na cudne boje HP/Mana bar-ova.
 
Odakle ti ova slika sa ui-em? Nikada je do sada nisam video a neke ikonice su iz infinity engine igara. Mislim da to ne bi smeli da koriste ako nemaju ip, a nemaju ga sigurno.
 
Project Eternity: An Extended Interview With Chris Avellone @ Rezzed

http://www.gameranx.com/features/id...xtended-interview-with-chris-avellone-rezzed/

[Geraldo]10 years of Obsidian Entertainment, I noticed the anniversary. So what were your expectations when you founded it, what were you guys looking for?

[Chris] Our expectations were to carry on the type of roleplaying games that were done at Black Isle and sort of break away from the larger studio that was having difficulties at that time. I think Obsidian did a good job with that in terms of being able to do a wide range of RPGs including doing Dungeons & Dragons' games which we'd been doing at Black Isle at any event.

I think, however, with Eternity and Kickstarter, that's allowed us to return to our absolutely purest roots so I feel that things have come full circle in an absolutely wonderful way.

[Geraldo] For the future, it's Eternity, what do you see beyond Eternity?

[Chris] We'd like to do more games in the Eternity universe. We have the expansion plan, we'd also like to be able to do sequels to the franchise if the initial one sells well enough.

Also we'd like to branch the Eternity world to books and comics and other forms of media as well. That's worked really well for BioWare and a lot of other companies including inXile.

We'd like to, we still talk to publishers, we still do games for publishers, we wouldn't want to necessarily be exclusive to Kickstarter but if we can make our own funding and finance ourselves that's kinda the route we'd like to go down.

[Geraldo] You already touched on this on some of the sessions but how have been the experiences contributing to three different games, more or less at the same time, so Wasteland 2, Torment: Tides of Numenera and Project Eternity?

[Chris] The way it was structured was Wasteland 2 came first and I actually finished the design work for that late last year, so I was able to roll on to Eternity full time for that. And then with Torment the workload is much lighter than it is on either Eternity or Wasteland 2, and I've been able to do that at night and during weekends on my off time.
 
pe-temple-skaen-1660.jpg

Izgleda poznato? :)
 
Heh, pa ovo je ona scena iz Baldur's Gate 2 na bridge district-u gde treba da udjes u onu kucu dok imas rainbow gem (tako nesto se zove) pa te teleportuje do one jake ekipe koju kad ubijes dobijes (izmedju ostalog) staff of the magi (daje permanent invisibility) :)
 
Fino izgleda
 
Sad bi bila fora da vodis ovu drugu ekipu sa slike (koju si morao da pobijes u BG), i to tako da se ispostavi da si napravio veliko s*anje u paralelnom univerzumu kada si ove pobio u BG2 :D
 
AAAAAAAAAAAAAAAAAAAAAAAAAAAAA... ocu to da igram. Jos uvek nisam nasao na bolju igru od BG2 i nije mi jasno kako pored svih ovih silnih izdavaca niko da se seti da napravi nesto u tom fazonu, pa makar i BG3.
 
Heh, pa ovo je ona scena iz Baldur's Gate 2 na bridge district-u gde treba da udjes u onu kucu dok imas rainbow gem (tako nesto se zove) pa te teleportuje do one jake ekipe koju kad ubijes dobijes (izmedju ostalog) staff of the magi (daje permanent invisibility) :)

Jedna od najtežih borbi u igri! :D

Nadam se da igra nativno podržava modovanje. Ako engine bude dobar, mogu da zamislim kakve bi samo priče i scenarije mogli da dopišu nezavisni timovi... Čak možda i rekreacije voljenih nam cRPG-ova...
 
OT: jel ima neka novija igra poput Baldurs Gate-a?
 
Nema nista kao Bg, vec duugo duugo vremena.
Mozda da probas Realms of Arkania Blade of Destiny.
 
:Klanjanje

[YOUTUBE]HKoDTzea79Y[/YOUTUBE]
 
Odlično izgleda ovo. Iskreno se nadam da će Wasteland i Eternity da dovedu do renesanse old school rpgova, stvarno je sramotno koliko nisko se srozao žanr.
 
*Mind blown*





















Ovo je nesto najbolje u gamingu sto sam video u predhodnih 10 godina...
 
Pa da, dugo vam je trebalo da skontate šta prave :)

Edit: Ovo ne izlazi za Paystation 4 :p
 
Pa da, dugo vam je trebalo da skontate šta prave :)

Edit: Ovo ne izlazi za Paystation 4 :p

Pa nije nam dugo trebalo, vec jednostavno ovo je prvi pravi gameplay koji se pojavio. Bio je i pre tech demo, ali ovo izuva...
Kickstarter je fenomenalna stvar koja ce nam omoguciti da igramo igre (Wasteland 2, Pillars of Eternity i Torment) koje u doba Col o djuti-ja i Skyrima ne bi imale sansu da ugledaju svetlsot dana
 
mozda odrade port
 
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