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Pillars of Eternity『Topic Ufficiale』Uscita 26/03/2015
Started By Torment, 14 September 2012 09:10 PM
eternity pillars of eternity project eternity obsidian
#16
Inviato 16 October 2012 - 10:53 PM
http://www.ustream.t...ity-live-stream
$4m Stretch Goal - Enhance the Whole Game
OK! After much team deliberation we have one final ultimate stretch goal. At $4.0m we will be enhancing the whole game. We will use live instrumentation for the soundtrack, add developer in-game commentary, and use every dollar between $3.5m and $4m to enhance the game. Also at $4.0m Chris Avellone will be forced to play Arcanum.
Ma perchè?
#17
Inviato 16 October 2012 - 11:11 PM
E dire che quando vidi il goal per i 3,5 milioni pensavo si fossero bevuti il cervello e non ci saremmo mai arrivati. Poi per scherzo mi è venuto da dire che di questo passo arrivavamo anche a 4 milioni ed effettivamente con paypal mi sa che ci arriveranno sì... A sto punto dico 5, anche se è impossibile son capaci di farcela
#20
Inviato 06 December 2012 - 03:26 PM
Intervista ad Avellone (c'è qualcosa di vago sulle meccaniche di dialogo del gioco). Gli piacerebbe lavorare su Ghost in the Shell, segno evidente che è il migliore di tutti in casa Obsidian.
http://www.gameranx....ct-eternity/#p2
http://www.gameranx....ct-eternity/#p2
#24
Inviato 13 December 2012 - 06:01 PM
In effetti, hai ragione. Quel titolo risale ancora a quando la compagna Kickstarter fu annunciata, con qualche dettaglio assolutamente vago. Ora modifico.
Comunque, credo assomiglierà decisamente di più a Baldur's Gate che a IWD.
Ci saranno molti combattimenti ma hanno detto più volte che comunque si potranno anche evitare se si vuole (non tutti chiaramente ma nemmeno due in croce, altrimenti manco direbbero questa cosa), e il fatto che l'esperienza venga data al completamento di obiettivi invece che all'uccisione dei nemici è un altro punto a favore del trovare soluzioni diverse a uccidere chiunque si trovi davanti.
Alla fine anche nei sondaggi sui loro forum tutti indicano Torment e BG2 (per quanto non siano proprio uguali come impostazione) come i giochi che preferiscono come ispirazione per Eternity, quindi eviteranno di fare un gioco che è per il 90% del tempo combattimenti a non finire come IWD.
Comunque, credo assomiglierà decisamente di più a Baldur's Gate che a IWD.
Ci saranno molti combattimenti ma hanno detto più volte che comunque si potranno anche evitare se si vuole (non tutti chiaramente ma nemmeno due in croce, altrimenti manco direbbero questa cosa), e il fatto che l'esperienza venga data al completamento di obiettivi invece che all'uccisione dei nemici è un altro punto a favore del trovare soluzioni diverse a uccidere chiunque si trovi davanti.
Alla fine anche nei sondaggi sui loro forum tutti indicano Torment e BG2 (per quanto non siano proprio uguali come impostazione) come i giochi che preferiscono come ispirazione per Eternity, quindi eviteranno di fare un gioco che è per il 90% del tempo combattimenti a non finire come IWD.
#25
Inviato 23 January 2013 - 12:20 PM
#26
Inviato 30 January 2013 - 01:17 PM
Un altro update: http://www.kickstart...26cc6269bd0cbb9
#27
Inviato 13 March 2013 - 01:18 PM
Update by Darren Monahan, dinosaur fan
Yep, you've seen this before - but not animating!
In this week’s update, we’re back with me for one more! We’ll cover what the team’s up to currently.
To start, every one of Obsidian’s games goes through a series of phases. Those phases, chronologically, are: Prototype, Vertical Slice, Production, and Finalization. At the end of each phase, the team and owners do an analysis of the progress; we verify that we’ve hit key goals, and (hopefully) officially move the project into the next phase.
Prototype!
So where are we at on Project Eternity?
We’re coming to the end of the Prototype phase. While you might think of a prototype as something you would consider before making a game, in our case, we use the term to mean a demonstration of the game that, when successful, demonstrates the game’s vision (AKA “pillars”) and concept. For Eternity, one of our biggest pillars is to recreate the Infinity Engine experience. To that end, we need to have a number of key things in place to make sure our prototype is a success. Things like:
Eeeert (sound of a record scratching…)! Wait, tilesets, Darren? What?
Believe it or not, a lot of the areas in IE games were actually assembled through tile pieces (granted, outside the game in 3D art packages), and then were beautified by hand to give them a more organic look and feel. This tradition carries on with Eternity.
Work in Progress Concept of an Interior
Our next phase of the project is called the Vertical Slice. At Obsidian, this is the phase right before Production. In Vertical Slice, we try to do two things:
Well, we are absolutely trucking along. We’ve recently added several new concept artists to the team, two longtime Obsidian designers have also come on board (more on them later!), and we are hiring for other positions too. The team all has their heads down pushing forward for our prototype review.
Fear... of the Dark
Periodically throughout the rest of the project, we’ll have a number of weeks where we’ll ‘be dark’ (or rather more succinctly, "won't have an update" ) due to a variety of reasons, and next week is one of those instances. Don’t worry though, we will most certainly be working on the game, but we want to always make sure we’ve got cool stuff lined up for you, and our Prototype final is something we all want to keep focused on.
When we’re back the following week (3/26), we’ll start a series of fresh new updates from Josh, Rob and the Art team, Adam, me, and more Let’s Play Arcanum with Chris Avellone. You might meet a few new team members, and maybe even hear from George again soon too.
Happy St. Paddy’s Day!
-Darren and the PE Team
Yep, you've seen this before - but not animating!
In this week’s update, we’re back with me for one more! We’ll cover what the team’s up to currently.
To start, every one of Obsidian’s games goes through a series of phases. Those phases, chronologically, are: Prototype, Vertical Slice, Production, and Finalization. At the end of each phase, the team and owners do an analysis of the progress; we verify that we’ve hit key goals, and (hopefully) officially move the project into the next phase.
Prototype!
So where are we at on Project Eternity?
We’re coming to the end of the Prototype phase. While you might think of a prototype as something you would consider before making a game, in our case, we use the term to mean a demonstration of the game that, when successful, demonstrates the game’s vision (AKA “pillars”) and concept. For Eternity, one of our biggest pillars is to recreate the Infinity Engine experience. To that end, we need to have a number of key things in place to make sure our prototype is a success. Things like:
- Character movement and combat. We want to make sure we have a party of up to six characters, each of whom can be moved independently and/or as a group, which does then imply rudimentary support for formations as well as NPC and basic creature AI. Basic AI meaning to ‘see’ the characters, face them, and then move to them and start attacking. This also means we need character models that have enough animations to demonstrate this convincingly, as well as at least one monster. For our prototype demo, we have one known only as “Chompy” for now. More on him (or her?!) in future updates!
- Basic RPG mechanics. We need to prove that we’re making an RPG here obviously! We need basics like loot management; for instance, inventory and opening containers like chests. We need basic conversations and quest giving, including receiving a quest, tracking its progress, and then providing a reward for it being completed.
- Environments. We want to have a working outdoor area as well as a tileset-based interior that the player can move between and throughout. This makes us prove out area transitions too (I can hear it now, “YOU MUST GATHER YOUR PARTY BEFORE VENTURING FORTH...”)
Eeeert (sound of a record scratching…)! Wait, tilesets, Darren? What?
Believe it or not, a lot of the areas in IE games were actually assembled through tile pieces (granted, outside the game in 3D art packages), and then were beautified by hand to give them a more organic look and feel. This tradition carries on with Eternity.
Work in Progress Concept of an Interior
Our next phase of the project is called the Vertical Slice. At Obsidian, this is the phase right before Production. In Vertical Slice, we try to do two things:
- Get Ready for Production. During Vertical Slice and definitely up into Production is when the team size grows. Early on, we’re getting all of our tools and processes designed, programmed, and with luck, polished up for our designers and artists to hit the ground running. Unity has been a dream for our developers so far, and it’s been easy for us to bring over our latest tools from other games for things like text and conversation management.
- Produce a Final “Slice” of Gameplay. We also try to develop a ‘final slice’ of gameplay. It’s generally a short, maybe 5-15 minute demo that demonstrates all of the core pillars of the game, as well as taken to what we’re aiming for at a final quality level in terms of visuals, audio, and presentation. During our Prototype we try to make stuff look great, but it’s secondary to form and feel.
Well, we are absolutely trucking along. We’ve recently added several new concept artists to the team, two longtime Obsidian designers have also come on board (more on them later!), and we are hiring for other positions too. The team all has their heads down pushing forward for our prototype review.
Fear... of the Dark
Periodically throughout the rest of the project, we’ll have a number of weeks where we’ll ‘be dark’ (or rather more succinctly, "won't have an update" ) due to a variety of reasons, and next week is one of those instances. Don’t worry though, we will most certainly be working on the game, but we want to always make sure we’ve got cool stuff lined up for you, and our Prototype final is something we all want to keep focused on.
When we’re back the following week (3/26), we’ll start a series of fresh new updates from Josh, Rob and the Art team, Adam, me, and more Let’s Play Arcanum with Chris Avellone. You might meet a few new team members, and maybe even hear from George again soon too.
Happy St. Paddy’s Day!
-Darren and the PE Team
#28
Inviato 10 April 2013 - 10:45 AM
#29
Inviato 10 April 2013 - 11:05 AM
lolloso quando gira l'immagine. girerà tipo su ogni pc esistente.
il sistema è valido ma questo preclude ogni cambio di direzione delle ombre in base ai cicli di giorno/notte, che saranno posizionali solo nei confronti delle luci supplementari e dei pg. diciamo che non mi fa impazzire la cosa, è praticamente baldur's gate con un ciclo di passaggio in tempo reale (quando prima avevamo il passaggio diretto giorno-notte) senza però essere completo.
il personaggio motion blurrato stona ma spero sarà disattivabile.
notevole cmq.
anche gli spruzzi della cascata vanno aggiustati, sembra fumo, mi sembra l'unica cosa notevolmente differente dal target render che era la foto iniziale (e qualche leggero dettaglio di vegetazione ma fa niente).
il sistema è valido ma questo preclude ogni cambio di direzione delle ombre in base ai cicli di giorno/notte, che saranno posizionali solo nei confronti delle luci supplementari e dei pg. diciamo che non mi fa impazzire la cosa, è praticamente baldur's gate con un ciclo di passaggio in tempo reale (quando prima avevamo il passaggio diretto giorno-notte) senza però essere completo.
il personaggio motion blurrato stona ma spero sarà disattivabile.
notevole cmq.
anche gli spruzzi della cascata vanno aggiustati, sembra fumo, mi sembra l'unica cosa notevolmente differente dal target render che era la foto iniziale (e qualche leggero dettaglio di vegetazione ma fa niente).
Modificata da six00, 10 April 2013 - 11:12 AM.
#30
Inviato 10 April 2013 - 02:10 PM
http://www.everyeye....fficiale_155064
E' tutto 2d .
hooooooooooly shit !!!! brividi everywhere
want it NAUUUUUUUUUUUUUU !!!
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