Vai al contenuto

Pillars of Eternity『Topic Ufficiale』Uscita 26/03/2015

- - - - - eternity pillars of eternity project eternity obsidian

  • Non puoi aprire una nuova discussione
  • Effettua l'accesso per rispondere
Questa discussione ha avuto 725 risposte

#31
rD.Psygnosis

rD.Psygnosis
  • scatolette next gen? Superiori ai Pc di fascia Altissima.

  • StellettaStellettaStellettaStellettaStelletta
  • Gruppo: Bannati
  • Messaggi: : 4798

Update by Adam Brennecke, Executive Producer and Lead Programmer
 

pe-village-580.jpg
 

Larger version of the town concept
 

Last month we finished our prototype 1 build. In Update #47, Josh outlined our goals for the first prototype, which focused on establishing "that IE feel". Not only did we hit that mark with the look of our characters and environments, but we also hit our target with movement, combat, and gameplay systems. Core basics that you all expect from Project Eternity such as party movement, melee and ranged combat attacks, containers (with loot!), doors, using special class abilities and spell casting, area transitions, inventory and equipment are all in the game and functioning.

We also established working character and environment pipelines - the art team is now able to create beautiful rendered areas, and we can model armor sets for all of our uniquely proportioned races. Additionally, we've established that we can efficiently concept, model and animate creatures for our soon to be growing bestiary.

The creature we built for the first prototype is the Skuldr.
 

pe-skuldr-ingame-580.jpg <---- Zomg ! E' un Piprattmannaro ! :asd:
 

Larger version of the Skuldr
 

Skuldr have poor vision, but they use a form of echolocation to perceive the spirit world. This allows them to “see” souls, making it difficult to use stealth to avoid them.
 

After the prototype 1 audit meeting, Josh and I came up with a plan for what we would like to see the team tackle in prototype 2. Josh has previously mentioned a few of the goals for prototype 2 which include fog of war, character voice sets, crafting, stores, AI patrols, and the melee engagement system. Besides the expanded feature implementation, we are going to put our pipelines to the test on another set of new environments and creatures before moving into production.
 

The plan for prototype 2 is to create a small village with a handful of buildings to enter, including a shop and inn. To the east of the village is a medium sized wilderness area with access to a small cave dungeon interior. The prototype also includes a large dungeon (I won't spoil the contents of the dungeon, because some of the ideas in the prototype will eventually make their way into the shipped game). All of these areas are connected by a complex multi-stage quest with several objectives (some optional) and with many different ways of completing it.
 

The team has been working on a second prototype for the past two weeks now. Here's a sample on what each department has been working on.

Art

  • Dynamic Cloth - We are doing further research into character dynamism, and are creating capes for our characters to equip.
     
  • Dungeon - Our goal for the dungeon is to make an interior area that lives up to the IE games. The dungeon has a variety of rooms that are unique and organic.
     
  • New Monster - One of the new monsters we are creating for prototype 2 is an Ogre. He has already gone through the concept and modeling stage and now is off to be animated.
     
pe-ogre-concept-580.jpg
 

Larger version of the ogre concept

Design

  • Complete Bestiary - The bestiary list has been worked over a few times by the area and narrative designers. We are now pretty close to having a complete creature list!
     
  • Class Abilities for the Monk and Ranger - The Monk's "wounds" resource is in, and next up is the mechanics for the Ranger's animal companion. The class progression for the Monk and Ranger has been designed out to level 12.

Programming

  • Town Guard A.I. - How do guards protect the village when you start casting fireballs in the town square? They beat you down... or at least try to. The guards will hook into the reputation and faction mechanics, which tells guards when they turn hostile towards the party.
     
  • Fancy Material Shaders - We now have fancy materials for creating shiny armor and translucent ghost skin. Another set of shaders are "Tint maps" materials that enable the customization of skin and clothing colors just like in the IE games.

In the future we will go into details into the design and implementation of the systems and features. Is there a particular feature that you would like to know more about? Tell us what you would like to see us talk about in future updates on our forums. We will be taking an update break next week so the team can focus on prototype 2 work. Thanks for reading and see you in two weeks!


Modificata da rD.Psygnosis, 24 April 2013 - 11:49 AM.


#32
Raven.

Raven.
  • Strong Eye Fan

  • StellettaStellettaStelletta
  • Gruppo: Utente Pro
  • Messaggi: : 1146

Mamma mia quanta roba! tra Project Eternity, il nuovo Torment, Grim Dawn, The Witcher 3, Sui Generis e Wasteland 2 fra un pò mi scoppia seriamente la faccia

 

g1366814546182591984.jpg



#33
the_aki

the_aki
  • One Eye

  • StellettaStellettaStellettaStellettaStelletta
  • Gruppo: Utente Pro
  • Messaggi: : 2538

Mamma mia quanta roba! tra Project Eternity, il nuovo Torment, Grim Dawn, The Witcher 3, Sui Generis e Wasteland 2 fra un pò mi scoppia seriamente la faccia

 

g1366814546182591984.jpg

 

hai dimenticato questo..

 

Cyberpunk-20771.jpg



#34
Raven.

Raven.
  • Strong Eye Fan

  • StellettaStellettaStelletta
  • Gruppo: Utente Pro
  • Messaggi: : 1146

Ah ecco! mi sembrava che mancava qualcosa  XD X____X



#35
Sting87

Sting87
  • Eye Master

  • StellettaStellettaStellettaStellettaStellettaStellettaStellettaStellettaStellettaStellettaStelletta
  • Gruppo: [SMod]SuperMod
  • Messaggi: : 27056

Comunicazione di servizio !

Come avete potuto notare è avvenuto uno split in merito alla questione "Visuale Isometrica" quindi siete pregati di continuare QUI per quel'argomento "Plin Plin"  :shifty: !



#36
rD.Psygnosis

rD.Psygnosis
  • scatolette next gen? Superiori ai Pc di fascia Altissima.

  • StellettaStellettaStellettaStellettaStelletta
  • Gruppo: Bannati
  • Messaggi: : 4798

Altro concept di uno dei tanti mob che si troveranno, questa è tipo una sottospecie di Banshee misto classico Wraith ( qua chiamata Blood Woman ) :

 

Update by Bobby Null, Designer and Beast Master
 


PE-CeanGula.1280x973.jpg
 

Greetings, everyone! I'm on update duty this week, and while this will relatively brief, I'll give you a little insider info I hope you find interesting. Today we will be talking about the bestiary. Yeah, that's right... it's time to talk about monsters.

One of my responsibilities has been creating the bestiary for Project Eternity. I'll admit, it's been a lot of work, but it's also been a lot fun. Like most of the things we do here at Obsidian, the process has been very collaborative. We have a few high-level goals regarding this process on Project Eternity.
 

  • Creature Variety - The goal is to have a large library of creatures to use for the final game. Thus far, we're on track to meet this goal. The concept artists, modelers and animators have been tearing through the bestiary and delivering quality assets at a rapid pace.
     
  • Recognizable is Good - We don't want to try to reinvent the wheel with every single monster. As we've shown in an earlier update, we feel some classic monsters, like the ogre, are essential to capture the adventuring feel we are aiming for. Moving forward, we are committed to including monsters that we feel fans will appreciate, while giving the beasties flavor appropriate to the world of Project Eternity.
     
  • Different if Cool - We've already shown one of the unique creatures for Project Eternity in an earlier update, the skuldr. We will continue to create other unique, and often times bizarre, creatures to populate our world, but unique doesn't always need to feel bizarre. Different because it's cool is the goal.
     

So now that I've briefly discussed our high level goals, let's talk about a new creature: The Cean Gúla (KEN GOO-lah, "Blood Woman", Glanfathan), and the pipeline we use to get it through the concept phase.
 

PE-CeanGulaVariants.1280x821.jpg

 

  • The creature idea is added to our bestiary document.
  • Members of the team can comment on the document and share their thoughts/concerns on any given creature.
  • The bestiary is updated based on feedback from the team. Some creatures get the thumbs up, while others get cut.
  • An approved creature is then assigned to a concept artist. In the case of the cean gúla, Polina Hristova was in charge of this crucial step.
  • The concept artist does a first pass, creating a series of thumbnail sketches (image below).
  • The leads of the project review the thumbnails, choose a favorite, and provide the artist with feedback.
  • The artist creates a final concept based on the feedback received (image below).

Once approved, the creature continues down the pipe as it is now ready to be modeled by one of our character artists. We'll save the rest of the creature pipeline for another update.

That's all for this week. As always, let us know what you think on our forums. See you in two weeks with an update from Rob Nesler. He'll be talking about the entire art team and what they've been up to.



#37
freisar

freisar
  • ^_^

  • StellettaStellettaStellettaStellettaStellettaStellettaStellettaStellettaStellettaStellettaStellettaStelletta
  • Gruppo: Utente Pro
  • Messaggi: : 37932

Bello :o



#38
rD.Psygnosis

rD.Psygnosis
  • scatolette next gen? Superiori ai Pc di fascia Altissima.

  • StellettaStellettaStellettaStellettaStelletta
  • Gruppo: Bannati
  • Messaggi: : 4798

Altro update con dei Mockup per la UI e anche un primo screen della parte ruolistica con diverse opzioni da scegliere :

 

Update by Rob Nesler, Art Director
 

pe-hud-wip.580.jpg
 

Larger version - Above is a UI mockup that Kaz has put over the original Kickstarter image. What do you think?
 

I know what you are thinking. What the hell have the artists been doing?? The art in this game should be half done by now! Right?
 

That's what I want to know! Why isn't the game half-done already?
 

Well, as I've said before we're "professionals." We proceed in a highly-complex collaboration/iteration loop of blending design wants and dos, programming cans, think-they-cans and dos and artist wants, cans, can-but-don't-know-how-longs and dos. As you can see - and please don't get angry - this is all very technical. Know that: work is progressing.
 

Yeeeargh! Enough with your silly stupid words, Rob!! What the hell does that mean??
 

Uhh... not sure, but I'll tell you what I think it means:
 

You've read about Prototype 1 and then Prototype 2. Those were efforts to implement features that represent the functional and playable standard of our goal: an Infinity Engine style of game. Those efforts were focused collaborations of designing, programming and art-ing things, trying them out, addressing problems as they came up (visual, functional or otherwise failing to live up to our standard) and repeating. The art goals were held to an 80-90% complete (aka: unpolished). The remaining 10-20% of work will be left toward the end of the "next phase," as always there will be edits and modifications after initial implementation of art. The basic truth of this interactive artistic endeavor that we are involved in is that you can't know it's a worthwhile experience, until you make it, people play it, and then provide feedback. We adjust our work to that feedback - a feedback loop. Boom! Consider yourself educated.
 

The "next phase" is a Vertical Slice. This is a goal in which we focus on one part of the game within a shell of what is essentially the fully-featured game - relying on the things developed in the prototypes, as well as implementing a fully-functional UI, attempting to finalize all art and gameplay to a more polished standard, and accommodate design changes that are required to make the player experience more complete - as if this part were a finalized, short game in itself.
 

Environment Artists

Hector - Wilderness Areas

Our Lead Environment Artist has been developing a couple of our larger external landscapes. He's doing this on the basis of a designer's block-out: a crude-but-playable space. This includes the sculpting of terrain geometry in ZBrush, application of grass and dirt via mesh painting and masking in Maya, placement of objects such as structures, trees, and rocks, etc., lighting and rendering the scene, which generates our super-cool depth info. He imports all those results into the game, and then Design says: "Hey, something has come up and we need a temple in the village." So, Hector moves and massages the scene around to accommodate the change and steps through the process again. In the prototype, iteration of the village, a temple wasn't required. For the Vertical Slice, having a place where one can get quests and learn some spiritual-magicky stuff, is an important feature to include. So, we find a way to happily put it in.
 

Sean - Dungeon/Crypt and village interiors

Our other Environment Artist has been working on interiors of village structures and dungeons! He uses ZBrush less for his environments as a whole, and more as a means of creating smaller natural-looking rocky things and dungeon walls. Beyond that the techniques for implementing his work are the same. The feedback and iteration with design usually yields similar tweaks and modifications. Changes like: "Uhh...we can't have a door here, anymore. Can we make it a pile of collapsed rocks, instead?" Of course the answer is "Yes!"
 

The answer has to be "yes," because the game is worthless if the gameplay isn't worthwhile. It could be that an important critical path encounter needs to occur, maybe because the story evolved or it’s just too good an experience to allow an alternate route to exist. Ultimately, we trust our designers to wrestle with these issues and come to us with changes that matter. So if they come to us with a change, and the adjustment is reasonable and the time exists to make it, we will do it.
 

Animators

Mark - Principle Animation of All Things with Arms and Legs

Our Lead Animator has been handling much of the animation requirements for the playable races. This process is also an iterative one. Design has ideas about how they want playable characters to interact with the world and enemies, and Mark then creates a set of individual animations that then blend into each other as needed, in Unity. In addition, he has created essential animations for the Skuldr and the Ogre. Essential animations are typically basic locomotion (including: walk, run and at least one idle) attacks (melee and ranged, if applicable) getting hit and dying. There are others. He blocks them in (a term for making things functional fast), puts them in the game, then he refines them. As team members playtest the game, they provide feedback. Mark continues refining until everybody is happy or the game ships - whichever comes first. No, no, no, just kidding! Mark will work tirelessly through endless nights to make certain everybody is happy with the animation.
 

Antonio - Technical Problem Solving of Physical Things and Process Improvement

I told you all you needed to know about Antonio in my last update. I showed you the rigs and rigs in rigs. These things take a while to refine, as he makes them and then people (Dimitri and Mark) have to use them. As they use the tools, they discover issues and then Antonio has to fix the issues and the process repeats itself until there are fewer and fewer issues to fix. Lately he has been working on a means of batch processing all the animations that Mark creates and efficiently exports them into the game. Mark says it's "awesome." (This is making Dimitri mad. I'll tell you why in a bit.) In addition, he has been developing some cool experiments with cloth and hair. Hopefully, in some near-future update we can show you how great it looks.
 

Character Artists

Dimitri - Skaen and Visual Differences Between Playable Characters (Races, Males and Females)

Dimitri has been modeling and texturing the dirty, bloody and villainous Skaen Cultists. In-between that he has been re-exporting our characters, as new attachments, bones, weapon attachments, etc. are added to the skeletons. This is a manual process hell that eats at his soul and to see Mark enjoying the fruits of batch process heaven that Antonio has provided him, makes him think of terrible things. One of two things will happen: Dimitri will get over it, or Antonio will help him out soon. He has also been working with our graphics programmer in developing the masking system for how we can increase variety in our characters via color changes on various elements of each. We intend this ability to be passed on to the player, so that they can customize their party's colors.

James - Creatures And Colors

James has been focusing on modeling and texturing a ton of critters, including wurms! - not: worms, nor wyrms, or wirms, but WURMs! That is what we call our baby dragons! He's also been tasked with making certain, that via the tinting and masking that Dimitri worked on, we can generate an infinite variety of People and Monsters, and nobody will know better. Shhhhhh...Wink Wink!
 

Concept Artists
 

pe-lizardlikecreature-wip.580.jpg
 

Larger version - Polina's concept of lizard-creature-to-be-named-later.
 

Polina - Drawerings And More Drawerings

Polina has been all over the place since the presentation of the God-like Concept. She's done a bunch of interior concepts, some really cool malevolent spirit-like concepts, the lizard-like creature (below) and more! Polina takes concept development and collaboration very seriously. If I'm not paying attention, or give her a specific number, she will draw variants upon variants of thumbnails and roughs until...I think...forever. So we've restricted her to a certain number of thumbnails before a review. Otherwise we'll have to buy her a new tablet, and that is NOT in the budget!

Kaz - Drawerings And User Experience

As you've seen in recent updates Kaz has been tasked with coming up with cultural differences in in terms of skin color and style of clothing for the various cultural groups that we find in Project Eternity. With this and other concept-y things, he also has been tasked with developing and implementing the look of the UI and the presentation for "scripted events."
 

Note: Regarding the image with the menubar at the start of the update, as well as the image below. You will notice that they state: "Work In Progress." In fact, the images are screen caps of the source art file for the UI that is being developed for P.E. It represents stylistic choices meant to feel very Infinity Engine-ish. We're a little curious what you might think about it. Let us know.
 

pe-scriptedevent-wip.580.jpg
 

Larger version - Scripted event image by Kaz.


Modificata da rD.Psygnosis, 29 May 2013 - 04:20 PM.


#39
Torment

Torment
  • VI: Hammerfell

  • StellettaStellettaStellettaStellettaStellettaStellettaStellettaStelletta
  • Gruppo: Utente Pro
  • Messaggi: : 9184
Esplorazione text based :rocker:

#40
six00

six00
  • Scott ci porti su

  • StellettaStellettaStellettaStellettaStellettaStellettaStellettaStellettaStelletta
  • Gruppo: Bannati
  • Messaggi: : 15830

prende forma :sisi:  e la prende bene :sisi: molto stile libro game.



#41
Celtics

Celtics
  • Strong Eye Fan

  • StellettaStellettaStelletta
  • Gruppo: Utente Pro
  • Messaggi: : 1162

Mi conviene pre-ordinarlo ora o prenderlo all'uscita?
Lo so, sono uno stolto che non li ho finanziati prima ma me ne sono accorto troppo tardi.



#42
rD.Psygnosis

rD.Psygnosis
  • scatolette next gen? Superiori ai Pc di fascia Altissima.

  • StellettaStellettaStellettaStellettaStelletta
  • Gruppo: Bannati
  • Messaggi: : 4798

Mi conviene pre-ordinarlo ora o prenderlo all'uscita?
Lo so, sono uno stolto che non li ho finanziati prima ma me ne sono accorto troppo tardi.

 

Se è ancora aperto il crowd funding, lo puoi fare tramite paypal... penso che il prezzo dei vari tier sia il solito... Comunque si, conviene pre-ordinarlo ora :sisi:



#43
rD.Psygnosis

rD.Psygnosis
  • scatolette next gen? Superiori ai Pc di fascia Altissima.

  • StellettaStellettaStellettaStellettaStelletta
  • Gruppo: Bannati
  • Messaggi: : 4798

Update con un primo Vertical Slice Concept :

 

 

This month we are knee-deep in the Vertical Slice phase and this will be the team's focus for the month of June. It's our way of proving that we are ready to jump forward into production and start making shippable content.
 

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.580.jpg
 

Larger version - The above image is a vertical slice dungeon concept by Polina. Her paint-over will be used as reference for the polish pass.

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.



#44
rD.Psygnosis

rD.Psygnosis
  • scatolette next gen? Superiori ai Pc di fascia Altissima.

  • StellettaStellettaStellettaStellettaStelletta
  • Gruppo: Bannati
  • Messaggi: : 4798

Update :

 

Hello, everyone. I'm Brandon Adler - Project Eternity's newest Producer and general schedule wrangler. I'm the dude that helps make sure the game's product is on time, on budget, and totally kickass.
 
I worked at Obsidian previously for over six years on projects like Neverwinter Nights 2 (base game, Mask of the Betrayer, and Storm of Zehir), Alpha Protocol, Dungeon Siege 3, and South Park. I came back to help make Project Eternity (which is about as close to my dream project as you can get) and I look forward to interacting with all of Project Eternity's passionate fanbase.

Rezzed

One new development is our very own Chris Avellone presented Project Eternity at Rezzed in Birmingham, UK. He showed off the approaches we’re taking with Project Eternity for the vertical slice and pipelines, and showcasing new concepts like the animat and Defiance Bay.

 

pe-animat-01.jpg
 

Concepting process for one of our creatures, the bronze-armored animats (Larger Version)

 

Animats are animated by the souls of ancient warriors that were extracted, purified, and bound into the armor.  Copper is an especially strong binder for soul energy, which is why bronze is used for the animats.  Copper is also often used in Engwythan (ancient residents of Eir Glanfath) architecture and magical items, including "skein steel", a fantastic alloy created with sinister soul magic.

 

pe-animat-02.jpg
 

Color concept and reanimation sequence of the animat. (Larger Version)

 

If you are interested in watching Chris' full presentation at Rezzed you can see it here (some language mildly NSFW).
 

Vine

For those of you that are Obsidian fanatics, or Project Eternity fanatics, or just developer fanatics, some of our staff will be creating Vines (you know, those short looping videos that you can make with the Vine app?) and posting them on their personal Twitter accounts. Take a look.
 
Here are some examples:
 
What's in a name? - https://vine.co/v/hzmXvdr57VA
 
Office 360 - https://vine.co/v/hzmabYV2mlP
 
Around the Office - https://vine.co/v/hzA9pUt97de
 
Stronghold Fun - https://vine.co/v/hznBYZi37dV
 
WARNING: IF YOU ARE OFFENDED BY POTENTIALLY RIDICULOUS VIDEOS DO NOT VISIT THESE TWITTER ACCOUNTS.
 
Josh Sawyer: https://twitter.com/jesawyer
 
Adam Brennecke: https://twitter.com/adam_brennecke
 
Brandon Adler: https://twitter.com/badler07

Avellone's Arcanum Playthrough

Chris has been prepping (and presenting) Eternity at Rezzed, once he’s back, you’ll get a new playthrough video in a future update.
 
Well, that's it for now. Over the next few weeks we will be talking about the vertical slice, the fulfillment system, and other goodies. So, stay tuned. As always, we love your feedback on our updates and game direction, so head over to the Project Eternity forums and let us know what you are thinking. Thanks for reading



#45
eike

eike
  • Beppista

  • StellettaStellettaStellettaStellettaStellettaStellettaStellettaStellettaStelletta
  • Gruppo: [Mod]Moderatore
  • Messaggi: : 17542

pe-temple-skaen-1660.jpg

 

http://www.kickstart...ty/posts/561940

 

Mi piace :sisi:






Leggono questa discussione 0 utenti

0 utenti, 0 ospiti, 0 utenti anonimi

Logo