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	<title>Project Eternity Announcements</title>
	<description>Project Eternity Announcements and News</description>
	<link>http://forums.obsidian.net</link>
	<pubDate>Wed, 15 May 2013 03:34:06 +0000</pubDate>
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		<title>Update #53: The Man Who Makes Monsters</title>
		<link>http://forums.obsidian.net/topic/63796-update-53-the-man-who-makes-monsters/</link>
		<description><![CDATA[<p><em>Update by Bobby Null, Designer and Beast Master</em><br><br><a href='http://media.obsidian.net/eternity/media/updates/0053/PE-CeanGula.1280x973.jpg' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0053/PE-CeanGula.580x441.jpg" alt="PE-CeanGula.580x441.jpg"></span></a><br><br>
Greetings, everyone! I'm on update duty this week, and while this will be 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.<br><br>
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.</p>
<ul class="bbc"><li><strong>Creature Variety</strong> - 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.</li>
<li><strong>Recognizable is Good</strong> - 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.</li>
<li><strong>Different if Cool</strong> - 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.</li>
</ul><p>So now that I've briefly discussed our high level goals, let's talk about a new creature: The <em>Cean Gúla</em> (KEN GOO-lah, "Blood Woman", Glanfathan), and the pipeline we use to get it through the concept phase.</p>
<p>&nbsp;</p>
<p><a href='http://media.obsidian.net/eternity/media/updates/0053/PE-CeanGulaVariants.1280x821.jpg' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0053/PE-CeanGulaVariants.580x372.jpg" alt="PE-CeanGulaVariants.580x372.jpg"></span></a></p>
<ul class="bbc bbcol decimal"><li>The creature idea is added to our bestiary document.</li>
<li>Members of the team can comment on the document and share their thoughts/concerns on any given creature.</li>
<li>The bestiary is updated based on feedback from the team. Some creatures get the thumbs up, while others get cut.</li>
<li>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.</li>
<li>The concept artist does a first pass, creating a series of thumbnail sketches (image above).</li>
<li>The leads of the project review the thumbnails, choose a favorite, and provide the artist with feedback.</li>
<li>The artist creates a final concept based on the feedback received (image above).</li>
</ul><p>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.</p>
<p>&nbsp;</p>
<p>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.<br>
&nbsp;<br>
<span class='bbc_hr'>&nbsp;</span>&nbsp;<br><span  style="font-size:18px"><span  style="color:rgb(255,255,255)">Kickin' It Forward: Jagged Alliance: Flashback</span></span><br><em>Article by Josh Sawyer, Project Director</em><br><br><a href='http://www.kickstarter.com/projects/2079547763/jagged-alliance-flashback' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="https://s3.amazonaws.com/ksr/projects/493842/photo-little.jpg?1367047349" alt="photo-little.jpg?1367047349"></span></a></p>
<p>&nbsp;</p>
<p>If you're a fan of turn-based tactical RPGs, be sure to check out the Kickstarter project from Full Control, <a href='http://www.kickstarter.com/projects/2079547763/jagged-alliance-flashback' class='bbc_url' title='External link' rel='nofollow external'>Jagged Alliance: Flashback</a>. If you've played the classic Jagged Alliance games, you know they are challenging and incredibly fun. In particular, Jagged Alliance 2 features great freedom to explore the world, a huge array of gear, awesome tactical fights, and a large cast of colorful mercenaries with cool personality mechanics.<br><br>
Full Control have shown a lot of love for what made the Jagged Alliance games so memorable, including elements found in fan tweaks (like JA2's 1.13 community patch). They've got about a week to go in their campaign, so head on over and <a href='http://www.kickstarter.com/projects/2079547763/jagged-alliance-flashback' class='bbc_url' title='External link' rel='nofollow external'>check it out</a>!</p>
]]></description>
		<pubDate>Wed, 15 May 2013 03:34:06 +0000</pubDate>
		<guid>http://forums.obsidian.net/topic/63796-update-53-the-man-who-makes-monsters/</guid>
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		<title>Update #52: Monk!</title>
		<link>http://forums.obsidian.net/topic/63765-update-52-monk/</link>
		<description><![CDATA[<em>Update by Tim Cain, Senior Programmer and Designer</em><br><br><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0052/pe-monk-580x507.jpg" alt="pe-monk-580x507.jpg"></span><br><br>Hello! I'm sorry I haven't done an update in a while. I've been working on classes and everything related to classes: abilities, skills, spells, combat...you know, the good stuff. For the past several months, Josh and I have been refining the designs for the non-core classes, the classes that are most unusual, classes like the chanter and the cipher and one of my favorites, the monk.<br><br>Monks in Eternity are different than you might expect. There are no restrictions on armor and weapons – you could wear plate and use a sword, if you wanted to, and the talent system is flexible enough so you could build a great monk that specialized in that gear. But at the core of this class is a little rule about how monks take damage. You see, when a monk gets hit, only part of the damage is inflicted on him or her immediately. The rest is redirected to a Wound, which is an effect that causes damage over time (called a DoT effect) to the monk. That slowly-ticking Wound would only seem to be delaying the inevitable result except for one thing: the monk can get rid of that Wound by using special attacks.<br><br>The monk gets all kinds of cool special attacks that do extra effects beyond simply damage and, as a side effect, also eliminate his Wounds. Some of their special attacks include:<ul class="bbc"><li><strong>Torment’s Reach</strong> - this ability increases the range of melee attacks by 200% for a short duration. Enemies between the monk and his or her target are also attacked. Costs 1 Wound to activate.</li><li><strong>Turning Wheel</strong> - if the monk suffers from a DoT effect (including Wounds ticking down), he or she adds a proportional fire bonus to his or her melee damage. This is a passive ability which works automatically whenever the monk has any DoT effect.</li><li><strong>Clarity of Agony</strong> - when used, this ability cuts the duration of hostile status effects in half. It lasts for a brief amount of time, halving both incoming effects and ones that are currently on the monk. Costs 2 Wounds.</li></ul>Each of these attacks makes monks stronger in battle, and many also consume their Wounds, hopefully before those Wounds have done the damage the monks were originally supposed to take.<br><br>And as monks level up, they get more than just these special attacks. They can gain room for more Wounds, so they can have more of them at once to use at the same time for an extraordinarily powerful attack or use them across multiple special attacks. Monks can also change how their Wounds function. For example, they can choose to have their Wounds do less damage at the start and more at the end, so getting rid of them faster is advantageous. Monks can also choose to do their damage sequentially, letting the monk build up a lot of Wounds to fuel a crazy powerful ability and not take much damage for doing so.<br><br>So as a monk, your goal is simple: you want to take damage, so you get Wounds, so you can perform extraordinary attacks. But remember when I mentioned the monk in plate mail using a sword? Sure, you can do that, but that plate armor will inhibit your ability to get Wounds, which means you don't get as many special attacks. And unarmed attacks are among the fastest types of attacks, so a weaponless monk can get rid of his Wounds faster than any armed monk, so he will suffer very little of their damage-over-time effects. That's like having extra hit points for free! FOR FREE! Who wouldn't want that?!<br><br>This is why you see a lot of unarmed and unarmored monks running around. Not because the rules say you can't use those items, but because in most situations it's one of the best ways to play. An unencumbered monk can be a terror on the battlefield, a nightmare that just won't seem to die, no matter how hard he gets hit. Blows that seem like they should kill him only serve to make him stronger.<br><br>Trust me, you are going to love playing a monk. But if you ever feel the need to use a magical sword for its raw damage potential or wear enchanted mail to gain fire resistance for battle with a dragon, you can do that too. Because Project Eternity is all about bending the roles of each class, so you can play how you want, resolve conflicts how you want and solve problems how you want.<br><br>After all, this is *your* game.<br><br><span class='bbc_hr'>&nbsp;</span><br><span  style="color:#ffffff"><strong><span  style="font-size:18px">Culture Concept</span></strong></span><br><a href='http://media.obsidian.net/eternity/media/updates/0052/pe-cultures-1200x657.jpg' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0052/pe-cultures-580x318.jpg" alt="pe-cultures-580x318.jpg"></span></a><br><br>Concept artist Kaz Aruga has been developing the look of some of Project Eternity's various cultures. So far, he's created concepts for people from the Dyrwood, the Vailian Republics, the Aedyr Empire, and the Valley of Ixamitl. We hope you like the range we've come up with. Let us know what you think!]]></description>
		<pubDate>Wed, 08 May 2013 01:09:57 +0000</pubDate>
		<guid>http://forums.obsidian.net/topic/63765-update-52-monk/</guid>
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		<title>Update #51: Prototype 2 Update</title>
		<link>http://forums.obsidian.net/topic/63696-update-51-prototype-2-update/</link>
		<description><![CDATA[<em>Update by Adam Brennecke, Executive Producer and Lead Programmer</em><br>&nbsp;<br><a href='http://media.obsidian.net/eternity/media/updates/0051/pe-village-1280.jpg' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0051/pe-village-580.jpg" alt="pe-village-580.jpg"></span></a><br>&nbsp;<br>Last month we finished our prototype 1 build. In <a href='http://forums.obsidian.net/topic/63557-update-47-odds-and-ends/' class='bbc_url' title=''>Update #47</a>, 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.<br><br>The creature we built for the first prototype is the Skuldr.<br><br><a href='http://media.obsidian.net/eternity/media/updates/0051/pe-skuldr-ingame-1024.jpg' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0051/pe-skuldr-ingame-580.jpg" alt="pe-skuldr-ingame-580.jpg"></span></a><br><span  style="font-size:10px"><em><strong>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.</strong></em></span><br><br>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.<br><br>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.<br><br>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.<br><br><strong><span  style="font-size:18px">Art</span></strong><ul class="bbc"><li><strong>Dynamic Cloth</strong> - We are doing further research into character dynamism, and are creating capes for our characters to equip.</li><li><strong>Dungeon</strong> - 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.</li><li><strong>New Monster</strong> - 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.</li></ul><a href='http://media.obsidian.net/eternity/media/updates/0051/pe-ogre-concept-lg.jpg' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0051/pe-ogre-concept-580.jpg" alt="pe-ogre-concept-580.jpg"></span></a><br>&nbsp;<br><br><strong><span  style="font-size:18px">Design</span></strong><ul class="bbc"><li><strong>Complete Bestiary</strong> - 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!</li><li><strong>Class Abilities for the Monk and Ranger</strong> - 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.</li></ul><strong><span  style="font-size:18px">Programming</span></strong><ul class="bbc"><li><strong>Town Guard A.I.</strong> - 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.</li><li><strong>Fancy Material Shaders</strong> - 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.</li></ul>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!]]></description>
		<pubDate>Wed, 24 Apr 2013 04:31:33 +0000</pubDate>
		<guid>http://forums.obsidian.net/topic/63696-update-51-prototype-2-update/</guid>
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		<title>Update #50: So... Project Eternity!</title>
		<link>http://forums.obsidian.net/topic/63672-update-50-so-project-eternity/</link>
		<description><![CDATA[<p><em>Update by Josh Sawyer, Project Director</em><br>
&nbsp;<br><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0050/pe-update50ns.jpg" alt="pe-update50ns.jpg"></span><br>
&nbsp;<br>
Thanks to everyone who contributed feedback to our visual demo last week.&nbsp; While we are still working out some aspects of our environment art, we appreciate both the kind words and the suggestions for improvement that we received.<br>
&nbsp;<br>
Due to all of the coverage we received, we noticed a lot of new folks asking about the game as well as past backers who may have missed a lot of the updates that have happened since the Kickstarter campaign ended.&nbsp; We thought it would be a good idea to restate what Project Eternity is all about and update our FAQ.<br>
&nbsp;<br>
While much of this has been covered in previous updates, we have also included a few new tidbits of information in the details.<br>
&nbsp;<br><span  style="color:#ffffff"><strong>What is Project Eternity?</strong></span><br>
Project Eternity is a party-based fantasy roleplaying game inspired by the Infinity Engine games (Baldur's Gate 1 and 2, Icewind Dale 1 & 2, and Planescape: Torment) set in an original world created by Obsidian Entertainment.&nbsp; The camera has a fixed axonometric (high angle) perspective (with zoom!).&nbsp; The environments are 2D backgrounds combined with 3D characters and visual effects.<br>
&nbsp;<br>
Project Eternity's team is focusing on three core ideas that will capture the Infinity Engine experiences players loved so much:</p>
<ul class="bbc"><li>Unique, beautiful, dynamic environments that encourage and reward exploration.</li>
<li>A story that is both personal and far-reaching, with believable characters and factions that create compelling dilemmas for players.</li>
<li>Fun and challenging tactical combat that can escalate in difficulty through the use of optional game modes.</li>
</ul><p><span  style="color:#ffffff"><strong>What does "party-based" mean in Project Eternity?</strong></span><br>
At the start of the game, the player can create and customize his or her character, choosing from six races and several ethnicities, eleven classes, and a number of cultural backgrounds.&nbsp; Over the course of the game, the player can expand his or her party up to six total characters.&nbsp; The additional characters include eight companions designed and written by Obsidian as well as any new characters players would like to build at the Adventurer's Hall.<br>
&nbsp;<br><span  style="color:#ffffff"><strong>What is the combat like?</strong></span><br>
Project Eternity's combat will feel very similar to the combat in the Infinity Engine games, which used a "real-time with pause" system.&nbsp; In such a system, events between combatants occur simultaneously, but the player can pause the game at any time.&nbsp; The player selects and commands one or more of his or her party members to issue orders, ranging from continuous activities, like making standard attacks, to the activation of limited-use tactical abilities, such as spells.<br>
&nbsp;<br>
Like the Infinity Engine games, Project Eternity will support auto-pause features that allow players to establish conditions under which the game will automatically pause (e.g., if a party member becomes unconscious).&nbsp; It will also feature a <em>slow combat</em> toggle that can be used with or in lieu of the pause feature.&nbsp; In slow combat, players can manage the flow of combat without needing to halt the game entirely.<br>
&nbsp;<br><span  style="color:#ffffff"><strong>What are the different races we can play?</strong></span><br>
Players can select from six main races found in this part of the world: humans, elves, dwarves, orlans, aumaua, and godlike.&nbsp; Orlans, aumaua, and godlike are unique to the world of Project Eternity, though godlike have similarities to "planetouched" races in other settings.&nbsp; Orlans are small humanoids physically notable for their two-tone skin, extensive body hair, and extremely long ears.&nbsp; Aumaua are large, semiaquatic humanoids with a diverse array of skin patterns, elongated heads, and semi-webbed hands and feet.<br>
&nbsp;<br>
Godlike are not a separate race, but a phenomenon found among all races.&nbsp; They are individuals whom many people believe were transformed by the gods before birth.&nbsp; Godlike have distinctive appearances that invariably make them stand out from other people, with different cultures and individuals holding wildly different biases toward or against them.<br>
&nbsp;<br>
All of the races have different ethnicities from which the player can choose.&nbsp; For elves, Wood and Pale, for dwarves, Mountain and Boreal, for orlans, Hearth and Wild, and for aumaua, Island and Coastal.&nbsp; Humans have three ethnicities: Meadow, Ocean, and Savannah.&nbsp; Godlike can be found among any race and their appearance always sets them apart from their parents.<br>
&nbsp;<br><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0050/pe-aumaua-head-wip.jpg" alt="pe-aumaua-head-wip.jpg"></span></p>
<p><em>This is an Aumaua male and female hi-poly head model. The facial colors and texture will be coming later.</em><br><br><span  style="color:#ffffff"><strong>What about the classes?</strong></span><br>
Characters may be one of eleven classes: barbarian, chanter, cipher, druid, fighter, monk, paladin, priest, ranger, rogue, or wizard.&nbsp; The "core four" classes (fighter, priest, rogue, wizard) are most similar to their traditional tabletop analogues.&nbsp; The non-core classes, barbarians, druids, monks, paladins, and rangers, are somewhat similar to their counterparts but differ more significantly.&nbsp; The two completely new classes are the chanter and the cipher, which are unique to the world of Project Eternity.<br>
&nbsp;<br>
Traditional classes vary in how high- or low-maintenance they are based on their traditional counterparts.&nbsp; E.g. fighters are generally lower maintenance than wizards.&nbsp; However, the advancement system allows players to bend those roles, making higher-maintenance, active-use fighters or more passive wizards (for example).&nbsp; Class balance is important to us, but we also want playing each class to feel distinctive and complementary to other classes.<br>
&nbsp;<br><span  style="color:#ffffff"><strong>What will the art style be like?</strong></span><br>
Our art style is fairly realistic and uses a somewhat subdued, natural color palette, especially in outdoor environments.&nbsp; Character proportions are also fairly realistic.&nbsp; Equipment designs and proportions are based on their earthly historical counterparts, with an overall emphasis on function in their form.&nbsp; However, because this is a fantasy game, many environments will also be fantastic, with unearthly architecture, unusual materials, brilliant colors, and beautiful embellishments when appropriate.<br>
&nbsp;<br><span  style="color:#ffffff"><strong>How about the setting and story?</strong></span><br>
Project Eternity is set in a world created by Obsidian Entertainment, where mortal souls are bound to an eternal, and often mystifying, cycle of life and reincarnation believed to be watched over by the gods.&nbsp; Though cultures and individuals have different beliefs about the nature and purpose of this cycle, it is only recently that mortals have made significant advancements in understanding its fundamental mechanics through the science of <em>animancy</em>.<br>
&nbsp;<br>
The story takes place in a small nation in the world's southern hemisphere called the Dyrwood (<em>DEER-wood</em>).&nbsp; The Dyrwood is a heavily forested, coastal region where colonial powers from across the ocean have settled and formed an uneasy relationship with the local residents, tribes of orlans and elves who are protective of the ancient ruins of Eír Glanfath on the forest's interior.&nbsp; Eír Glanfath was an ancient melting pot of races that built elaborate, often massive, structures out of a living shell-like substance called <em>adra</em>.&nbsp; Though the fate of the ancient Glanfathans is unknown, their dangerous and complex ruins show evidence they possessed extensive knowledge of how souls work.&nbsp; For this reason, all of the surrounding colonial powers aggressively fight for the chance to explore and plunder Glanfathan structures, often bringing the local tribes into conflict with their relatively new neighbors -- and the neighbors into conflict with each other.<br>
&nbsp;<br>
The central character in the story is a newcomer to the Dyrwood, a man or woman who is caught up in a bizarre supernatural phenomenon. &nbsp;This event puts them in a difficult position, where they must explore the new world to solve a series of problems that have been thrust upon them.<br>
&nbsp;<br><span  style="color:#ffffff"><strong>What engine does Project Eternity use?</strong></span><br>
Project Eternity uses the Unity engine in addition to proprietary features developed at Obsidian.<br>
&nbsp;<br><span  style="color:#ffffff"><strong>What platforms will Project Eternity be available on?</strong></span><br>
We will be releasing Project Eternity for Windows, Mac, and Linux PCs.&nbsp; It will be available through Steam and GOG.com.<br>
&nbsp;<br><span  style="color:#ffffff"><strong>Will Project Eternity use any form of DRM (digital rights management)?</strong></span><br>
The GOG version is DRM-free. The Steam version works like any other Steam game and does not have any added DRM. There is no online requirement to play the game nor any additional DRM imposed by us.<br>
&nbsp;<br><span  style="color:#ffffff"><strong>What languages will you be supporting?</strong></span><br>
In addition to English, Project Eternity will be released in French, German, Spanish, Polish, and Russian.<br>
&nbsp;<br><span  style="color:#ffffff"><strong>What resolutions are you supporting?</strong></span><br>
Project Eternity will support resolutions from 1280x720 and up.&nbsp; Our environments are rendered out at a high resolution and support a wide range of scalability.<br>
&nbsp;<br><span  style="color:#ffffff"><strong>What other cool stuff will be in the game?</strong></span><br>
Thanks to our backers, players will have access to both a player house as well as a full stronghold in the game.&nbsp; Also, players will have the chance to explore all fifteen levels of the backer-funded mega-dungeon, the Endless Paths of Od Nua.&nbsp; Players who want a more extreme challenge can enable up to three optional game modes: Expert Mode (turns off "helper" features), Path of the Damned (dramatically increases the difficulty and complexity of encounters), and Trial of Iron (only one save game, party death = game over, save game deleted).<br>
&nbsp;<br>
That's all for this week.&nbsp; Thanks for reading!</p>
<p>&nbsp;</p>
<p><span class='bbc_hr'>&nbsp;</span></p>
<p>&nbsp;</p>
<p><span  style="color:#ffffff"><span  style="font-size:18px">Season 1: Cowardly Cops, Meddling Merchants, and Shrouded Hills. And trash bins.</span></span></p>
<p><em>Article by Chris Avellone, Creative Director</em></p>
<p>&nbsp;</p>
<p><iframe id="ytplayer" class="EmbeddedVideo" type="text/html" width="640" height="390" src="http://youtube.com/embed/wXcJNo9eYsE?html5=1&fs=1" frameborder="0" allowfullscreen webkitallowfullscreen /></iframe></p>
<p>&nbsp;</p>
<p>We’re doing something different with the Arcanum playthroughs with this update – instead of filming a large portion at once and then releasing that one session over several weeks in small 10 min chunks, we’re going to release smaller updates that allow us to respond more quickly to your feedback on the playthrough and then iterate on the next playthrough. In this episode, Avellone explores the small town of Shrouded Hills, deals with cowardly constables, explores trash bins, and finds out more about the cryptic ring from the Zephyr’s zeppelin crash. Virgil guest stars.</p>
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		<pubDate>Wed, 17 Apr 2013 04:09:45 +0000</pubDate>
		<guid>http://forums.obsidian.net/topic/63672-update-50-so-project-eternity/</guid>
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		<title>Update #49: Water, Trees, Day/Night, Lighting... All That Jazz</title>
		<link>http://forums.obsidian.net/topic/63633-update-49-water-trees-daynight-lighting-all-that-jazz/</link>
		<description><![CDATA[<p><em>Update by Josh Sawyer, Project Director</em></p>
<p>&nbsp;</p>
<p><iframe id="ytplayer" class="EmbeddedVideo" type="text/html" width="640" height="390" src="http://youtube.com/embed/AUleDEFkUtE?html5=1&fs=1" frameborder="0" allowfullscreen webkitallowfullscreen /></iframe></p>
<p>&nbsp;</p>
<p>Welcome. Today's update is a big one, though not by volume of text. Today we’re showing you our game in action. Specifically, we're showing what we've been doing for our exterior environments. The Infinity Engine games were known for their art, and we wanted to hit the high standard of visual quality established by games like the <em>Icewind Dale</em> series. We also wanted to introduce dynamic elements into the environment that were mostly absent from the classic games, like dynamic water, movement in foliage, and dynamic lighting of the scene.</p>
<p><br>
In a 2D game, this required our programmers and artists to come up with some creative solutions. What they came up with surprised us initially and it continues to amaze us. While we are still working on refining some of the dynamic elements, we're very happy with the progress we've been able to make and hope you feel the same way. Special thanks to Hector Espinoza, our lead environment artist, and Michael Edwards, our rendering programmer, who did a lot of amazing work to bring this environment to life.</p>
<p><br>
Thanks for reading, thanks for your feedback, and we'll see you next week.</p>
]]></description>
		<pubDate>Wed, 10 Apr 2013 04:34:14 +0000</pubDate>
		<guid>http://forums.obsidian.net/topic/63633-update-49-water-trees-daynight-lighting-all-that-jazz/</guid>
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		<title>Update #48: Documentary News and More Arcanum</title>
		<link>http://forums.obsidian.net/topic/63592-update-48-documentary-news-and-more-arcanum/</link>
		<description><![CDATA[<p><strong><span  style="color:#ffffff"><span  style="font-size:18px">Project Eternity the Documentary Update</span></span></strong><br><em>Article by Adam Brennecke, Executive Producer and Lead Programmer</em><br>&nbsp;<br><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0048/pe-Documentary.580.jpg" alt="pe-Documentary.580.jpg"></span><br><br>In <a href='http://www.kickstarter.com/projects/obsidian/project-eternity/posts/328390' class='bbc_url' title='External link' rel='nofollow external'>Update #23</a> Feargus announced that Obsidian would fund a documentary of the making of Project Eternity without using a dime from the Kickstarter funding. Here's a behind-the-scenes of the behind-the-scenes and some other tidbits about the documentary.<br><br>We've been working with the documentary team, Tony Jacobsen and Michael Mitchell from <a href='http://www.creativelanemedia.com/' class='bbc_url' title='External link' rel='nofollow external'>Creative Lane Media</a>, for some time. Tony and Mike are very professional guys with years of experience making films, and have experience working with the games industry. They will be with following us with their fancy cameras for the entire production of Project Eternity.<br><br>Our documentary will be a full movie and released in its entirety when the game is complete. We are targeting a 45 minute film that covers the entire process of the making of Project Eternity from the early days of the Kickstarter, into preproduction, all the way through production to finishing it up and going gold. There will be footage from our team meetings, informal discussions, scrums, and major milestone events.<br><br>The room pictured above is an office at that we transformed into a small film studio. It will be used to shoot one-on-one sit down style interviews.<br><br><strong><span  style="color:#ffffff"><span  style="font-size:14px">Documentary FAQ</span></span></strong><br><strong>When can I get the Documentary?</strong><br>The documentary will be released when Project Eternity is finished. We will have more details when we get closer to the Project Eternity beta.<br><br><strong>How do I get it?</strong><br>If you already backed at the $20/$25 tier level (and Slacker Backers via PayPal thus far) and above you will be able to stream it. At the $35 tier level and above you will be able to download it, and at the $140 tier level (and physical tiers above) we will include a DVD / Blu-ray. You can still get access to the documentary stream if you donate to the project today via the Slacker Backer pledge at the <a href='http://eternity.obsidian.net' class='bbc_url' title='External link' rel='nofollow external'>Eternity website</a>.<br>&nbsp;<br>&nbsp;<span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0048/pe-CreativeLaneDocumentary.300.jpg" alt="pe-CreativeLaneDocumentary.300.jpg"></span><br><span  style="font-size:12px"><em>Tony and Mike from Creative Lanes Media</em></span><br>&nbsp;<br>&nbsp;<br><span  style="color:#ffffff"><span  style="font-size:18px">Season 0: Season of the Wolf (Ghosts), Parts 4, 5, 6</span></span><br><em>Article by Darren Monahan, HTML monkey</em><br>&nbsp;<br>The truth behind Season 0's naming reveals itself in... ghosts. Note that this recording was done at the same time as last season, so any fixes or interface errors will not be fixed again until, uh, the real Season 1. (Ed: Yes, that means Chris is probably not using the world map enough quite yet. <img src='http://content.forums.obsidian.net/public/style_emoticons/default/original.gif' class='bbc_emoticon' alt=':)' />)<br>&nbsp;<br>We'll be recording a new batch soon and I'm passing along feedback from YouTube comments and our forums.<br>&nbsp;<br><strong>PART 4</strong></p><p><a href='http://www.youtube.com/watch?v=2jrG0M_x7yc' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0048/lpa-part4.280.jpg" alt="lpa-part4.280.jpg"></span></a></p><p><br>&nbsp;<br><strong>PART 5</strong></p><p><a href='http://www.youtube.com/watch?v=bDTD7fgcNtY' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0048/lpa-part5.280.jpg" alt="lpa-part5.280.jpg"></span></a><br><br>&nbsp;<br><strong>PART 6</strong></p><p><a href='http://www.youtube.com/watch?v=AIRHwqz9r0Y' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0048/lpa-part6.280.jpg" alt="lpa-part6.280.jpg"></span></a><br>&nbsp;<br>Next week's update we will have a movie showcasing some of the progress we've made on prototype 1! Stay tuned!</p>]]></description>
		<pubDate>Wed, 03 Apr 2013 00:04:54 +0000</pubDate>
		<guid>http://forums.obsidian.net/topic/63592-update-48-documentary-news-and-more-arcanum/</guid>
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		<title>Update #47: Odds and Ends</title>
		<link>http://forums.obsidian.net/topic/63557-update-47-odds-and-ends/</link>
		<description><![CDATA[<em>Update by Josh Sawyer, Project Director</em><br>&nbsp;<br><a href='http://media.obsidian.net/eternity/media/updates/0047/pe-jumpOverBridge.intro.1200.jpg' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0047/pe-jumpOverBridge.intro.580.jpg" alt="pe-jumpOverBridge.intro.580.jpg"></span></a><br>&nbsp;<br>We've got a lot of things in progress on <em>Project Eternity</em> right now.&nbsp; As Darren wrote in the last update, we're winding down our first prototype.&nbsp; We just did an audit of the work that remains from the first prototype and where we will be going with the next prototype.&nbsp; Our first prototype allowed us to prove a lot of the basics of movement, character design, stealth, combat controls, inventory, resting, quests, scripted skill interactions, dialogue, status effects, and the ability and spell systems.&nbsp; There's still a lot of work to do on all of those elements, but by the end of the prototype, it really did have "that IE feel".&nbsp; How I organized and moved my characters, how I used them differently in combat, how I explored areas very much captured the feeling of the Infinity Engine games in gorgeous high-res environments.<br>&nbsp;<br><a href='http://media.obsidian.net/eternity/media/updates/0047/pe-ArsHideFemale.580.jpg' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0047/pe-ArsHideFemale.280.jpg" alt="pe-ArsHideFemale.280.jpg"></span></a> <a href='http://media.obsidian.net/eternity/media/updates/0047/pe-ArsPlateFemale.580.jpg' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0047/pe-ArsPlateFemale.280.jpg" alt="pe-ArsPlateFemale.280.jpg"></span></a><br><br><a href='http://media.obsidian.net/eternity/media/updates/0047/pe-ArsHideMale.580.jpg' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0047/pe-ArsHideMale.280.jpg" alt="pe-ArsHideMale.280.jpg"></span></a> <a href='http://media.obsidian.net/eternity/media/updates/0047/pe-ArsPlateMale.580.jpg' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0047/pe-ArsPlateMale.280.jpg" alt="pe-ArsPlateMale.280.jpg"></span></a><br><br>So where do we go from here?&nbsp; First, we're going to try another approach to building interior environments to make sure we can capture as much of the organic feeling of the classic levels as we can.&nbsp; Second, we're going to continue to build up the dynamic elements of environment to make them feel more alive.&nbsp; We already have dynamic water, but we have more work to do on with elements like trees, grass, ambient visual effects, and our day/night cycle.&nbsp; We'll be showing you the results of those experiments in two weeks.&nbsp; Third, we're going to continue to develop more advanced gameplay features like fog of war, character voice sets, crafting, stores, AI patrols, and the melee engagement system.<br>&nbsp;<br><a href='http://media.obsidian.net/eternity/media/updates/0047/pe-jumpOverBridge.success.1200.jpg' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0047/pe-jumpOverBridge.success.580.jpg" alt="pe-jumpOverBridge.success.580.jpg"></span></a><br><br>In case you're wondering about the story, we've been working on both a lot lately as well.&nbsp; We really want <em>Project Eternity</em> to strike the right balance of elements: to introduce you to this new setting, to make you feel personally invested in your choices, to engage you with the personalities and factions involved in the conflict, and to give you all of the freedom you've come to expect from an Obsidian RPG.&nbsp; It's a long process, but we're feeling very positive and excited about where we're going, which is always a good thing.<br><br>Thanks for reading and, as always, thanks for your continued support. I'll be back in two weeks to show you our exterior environment running with all the bells and whistles in place!<br>&nbsp;<br><span  style="color:#ffffff"><span  style="font-size:18px">Planescape: Torment Retrospective</span></span><br><em>Article by Darren Monahan, the Named One</em><br>&nbsp;<br>Back before Obsidian was a company, many of us worked at Black Isle Studios, the RPG arm of Interplay Entertainment. One of the games a number of us helped create was <em>Planescape: Torment</em>, an <em>Advanced Dungeons & Dragons</em> based RPG set in the Planescape campaign setting.<br>&nbsp;<br><a href='http://www.kickstarter.com/projects/inxile/torment-tides-of-numenera' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0047/torment.jpg" alt="torment.jpg"></span></a><br>&nbsp;<br>As many of you already know, the guys at InXile recently launched the <a href='http://www.kickstarter.com/projects/inxile/torment-tides-of-numenera' class='bbc_url' title='External link' rel='nofollow external'>Torment: Tides of Numenera Kickstarter</a>. They’re getting a lot of the “old band back together” to work on this thematic successor. One cool thing they’re generously offering to all Project Eternity backers (whether or not you back Torment) is a Planescape: Torment Retrospective featuring developer diaries and blogs from many of the original developers, including quite a few former and current Obsidian devs.<br>&nbsp;<br>They’ve got <strong>nine</strong> days left, so if you haven’t checked it out yet, we encourage you to do so quickly! Please join me in thanking Brian, Kevin, and everyone at InXile!<br><br><br><span  style="color:#ffffff"><span  style="font-size:18px">Kickin’ it Forward: Dwarven Forge’s Game Tiles</span></span><br><em>Article by Darren Monahan, level 1 rogue/level 1 swashbuckler</em><br>&nbsp;<br><a href='http://www.kickstarter.com/projects/dwarvenforge/dwarven-forges-game-tiles-revolutionary-miniature' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0047/dwarven-forge.jpg" alt="dwarven-forge.jpg"></span></a><br>&nbsp;<br>So, several of us on the <em>Project Eternity</em> and <em>South Park</em> teams are playing a D&D 3.5E campaign at lunch a few days each week. While they’re short sessions, this is no small production - we’re using a bunch of miniatures and tilesets for the campaign, many of which our DM (and Eternity designer), Bobby Null, has acquired over the years from Dwarven Forge.<br><br>He came into work Monday incredibly geeked up because the folks at Dwarven Forge launched a new Kickstarter, which we got right into and backed. If you’re in to playing D&D and really want to get immersed, they make some incredible tilesets.<br><br>Here’s a few samples from our game! (Note, these aren’t the exact tiles they kickstarted, but rather just some cool examples of their prior work.)<br>&nbsp;<br><a href='http://media.obsidian.net/eternity/media/updates/0047/pe-darkelf.1024.jpg' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0047/pe-darkelf.180.jpg" alt="pe-darkelf.180.jpg"></span></a>&nbsp; <a href='http://media.obsidian.net/eternity/media/updates/0047/pe-eep-darkmantle.1024.jpg' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0047/pe-eep-darkmantle.180.jpg" alt="pe-eep-darkmantle.180.jpg"></span></a>&nbsp; <a href='http://media.obsidian.net/eternity/media/updates/0047/pe-hmmm-skulls.1024.jpg' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0047/pe-hmmm-skulls.180.jpg" alt="pe-hmmm-skulls.180.jpg"></span></a><br><br><a href='http://media.obsidian.net/eternity/media/updates/0047/pe-lizardmen.1024.jpg' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0047/pe-lizardmen.180.jpg" alt="pe-lizardmen.180.jpg"></span></a>&nbsp; <a href='http://media.obsidian.net/eternity/media/updates/0047/pe-mead-please.1024.jpg' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0047/pe-mead-please.180.jpg" alt="pe-mead-please.180.jpg"></span></a>&nbsp; <a href='http://media.obsidian.net/eternity/media/updates/0047/pe-psst.1024.jpg' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0047/pe-psst.180.jpg" alt="pe-psst.180.jpg"></span></a><br><br>Go <a href='http://www.kickstarter.com/projects/dwarvenforge/dwarven-forges-game-tiles-revolutionary-miniature' class='bbc_url' title='External link' rel='nofollow external'>check it out here</a>!<br>&nbsp;<br>Thanks, and we'll see you next week!]]></description>
		<pubDate>Wed, 27 Mar 2013 02:55:01 +0000</pubDate>
		<guid>http://forums.obsidian.net/topic/63557-update-47-odds-and-ends/</guid>
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		<title>Update #46: How (Proto-)Typical</title>
		<link>http://forums.obsidian.net/topic/63491-update-46-how-proto-typical/</link>
		<description><![CDATA[<p><em>Update by Darren Monahan, dinosaur fan</em><br>
&nbsp;</p>
<p  style="text-align:center"><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0046/pe-screenshot.jpg" alt="pe-screenshot.jpg"></span><br><span  style="font-size:10px"><strong>Yep, you've seen this before - but not animating!</strong></span></p>
<p>&nbsp;<br>
In this week’s update, we’re back with me for one more! We’ll cover what the team’s up to currently.<br>
&nbsp;<br>
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.<br><br><span  style="color:#ffffff"><strong><span  style="font-size:18px">Prototype!</span></strong></span><br>
So where are we at on Project Eternity?<br><br>
We’re coming to the end of the Prototype phase. While you might think of a prototype as something you would consider <em>before</em> 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:</p>
<ul class="bbc"><li><span  style="color:#ffffff"><strong>Character movement and combat</strong></span>. 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!</li>
<li><span  style="color:#ffffff"><strong>Basic RPG mechanics</strong></span>. 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.</li>
<li><span  style="color:#ffffff"><strong>Environments</strong></span>. 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...”)</li>
</ul><p>For our outdoor area (see screenshot above), we’re bringing life to it by not only building out the rest of the level, but getting our technological solutions in place. We have a working waterfall now, with moving water, replete with foam around the rocks(!) and more.<br><br><span  style="color:#ffffff"><em>Eeeert (sound of a record scratching…)! Wait, tilesets, Darren? What?</em></span><br>
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.</p>
<p  style="text-align:center"><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0046/pe-interior-concept-wip.jpg" alt="pe-interior-concept-wip.jpg"></span><br><span  style="font-size:10px"><strong>Work in Progress Concept of an Interior</strong></span></p>
<p>&nbsp;<br>
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:</p>
<ul class="bbc"><li><span  style="color:#ffffff"><strong>Get Ready for Production</strong></span>. 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.</li>
<li><span  style="color:#ffffff"><strong>Produce a Final “Slice” of Gameplay</strong></span>. 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.</li>
</ul><p><strong><span  style="color:#ffffff"><span  style="font-size:18px">So, how are we doing?</span></span></strong><br>
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.<br><br><span  style="font-size:18px"><span  style="color:#ffffff"><strong>Fear... of the Dark</strong></span></span><br>
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" <img src='http://content.forums.obsidian.net/public/style_emoticons/default/original.gif' class='bbc_emoticon' alt=':)' />) 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.<br><br>
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.<br>
&nbsp;<br>
&nbsp;<br>
Happy St. Paddy’s Day!<br><br>
-Darren and the PE Team<br><br><br><span  style="font-size:10px"><span  style="color:#a9a9a9">In case you're not sure who those folks are above:<br><br>
- Josh Sawyer: Project director and lead designer<br>
- Rob Nesler: Art director<br>
- Adam Brennecke: Exec producer and lead programmer<br>
- Me (Darren Monahan): Operations dude and co-founder<br>
- Chris Avellone: Obsidian's creative director<br>
- George Zeits: Narrative writer/designer</span></span></p>
]]></description>
		<pubDate>Wed, 13 Mar 2013 03:12:51 +0000</pubDate>
		<guid>http://forums.obsidian.net/topic/63491-update-46-how-proto-typical/</guid>
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		<title>Update #45: FATE: Fulfillment, Arcanum, Torment, Egads!</title>
		<link>http://forums.obsidian.net/topic/63455-update-45-fate-fulfillment-arcanum-torment-egads/</link>
		<description><![CDATA[<p><em>Update by Darren Monahan, Operations Guy</em></p>
<p>&nbsp;</p>
<p><span  style="color:#ffffff"><span  style="font-size:18px"><strong>Fulfillment</strong></span></span></p>
<p>&nbsp;</p>
<p><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0045/pe-fulfillment.jpg" alt="pe-fulfillment.jpg"></span></p>
<p>&nbsp;</p>
<p>In this week’s update, we go over a lot of different little things going on here at Obsidian. Here’s a quick teaser: I’ll be covering a brief update on fulfillment; we have another three videos of Mr. Avellone’s Let’s Play series in <em>Arcanum: Of Steamworks and Magick Obscura</em>, we’ve got some really great news for fans of <em>Planescape: Torment</em> (along with some sexy fan artwork to share!) and lastly, a project we backed recently that we think is pretty cool that you might too.<br><br>
OK, so on to fulfillment! Let’s do this FAQ style.<br><br><span  style="color:#ffffff"><strong>Q: So, what’s happening with the backer portal?</strong></span><br>
A: I’m personally busy putting together a whole new Project Eternity website, which includes our backer portal, RSS feeds (popular request!), as well as including information and artwork about the universe of Eternity. What we know about classes, races, the gods, and more, and this site will continue to evolve as more and more is designed and released.<br><br>
It is a big job though for just little ol’ me, so it’s still going to be a few weeks as I work everything out, but we’ll keep you in the know. Oh, and backer badges come with this system as well.<br><br>
The backer portal will also be a great resource for those of you in the upper tiers who are submitting item, character, or location designs. Speaking of which...!<br><br><span  style="color:#ffffff"><strong>Q: When will I be able to start submitting my item, character, or location designs?</strong></span><br>
A: The guys have been talking quite a bit about this recently and have already started designing out the forms. Our current plan is to have those of you with those tiers be able to input them directly in our backer portal, and you can revise them at any time up to a certain point down the road (which we’ll let you all know – this point is when we would send out your text for translation, and it becomes expensive from this point to make edits.) But until then, start thinking about the concept for the thing you’d like to add! Adam will have an update on that in the coming weeks with more detail. We’d like to make sure there’s enough backstory and content available for you to draw connections from, and our new website will be the place for that.</p>
<p>&nbsp;</p>
<p><span  style="color:#ffffff"><strong><span  style="font-size:18px">Let's Play Arcanum: Season 0</span></strong></span><br><a href='http://www.youtube.com/watch?v=aO9Qa8KbeMc' class='bbc_url' title='External link' rel='nofollow external'>After the successful pilot</a>, Chris’s playthrough of Arcanum continues, taking your comments to heart with higher resolution, less chair creaking, profanity, Virgil sass, and wolves, wolves, wolves!<br><br><strong>Part I</strong><br><a href='http://www.youtube.com/watch?v=PE5Wyd6XNTM' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0045/arcanum-p1.jpg" alt="arcanum-p1.jpg"></span></a><br><br><strong>Part II</strong><br><a href='http://www.youtube.com/watch?v=MgEgJSfrPj4' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0045/arcanum-p2.jpg" alt="arcanum-p2.jpg"></span></a></p>
<p><br><strong>Part III</strong><br><a href='http://www.youtube.com/watch?v=7USjNHHfb6M' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0045/arcanum-p3.jpg" alt="arcanum-p3.jpg"></span></a></p>
<p><br><strong><span  style="color:#ffffff"><span  style="font-size:18px">InXile Announces Torment: Tides of Numenera!</span></span></strong><br>
If you missed Monday’s announcement by the good folks at InXile, Brian Fargo and crew announced their new Kickstarter project opening tomorrow called <em>Torment: Tides of Numenera</em>. That name may sound oddly familiar, yes! They are making a spiritual successor to the beloved <em>Planescape: Torment</em>. We seriously couldn’t control ourselves here guys, and had to make sure all of you knew about it too as fans of the genre!</p>
<p>&nbsp;</p>
<p><a href='https://torment.inxile-entertainment.com/' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0045/torment-logo.jpg" alt="torment-logo.jpg"></span></a><br><br>
We encourage you to <a href='https://torment.inxile-entertainment.com/' class='bbc_url' title='External link' rel='nofollow external'>check out their website</a> and check in tomorrow to see their new video.<br><br>
...and that’s not all in Torment news. Incredible artist John Crowcroft sent us some beautiful fanart canvases that we had to share with all of you.</p>
<p>&nbsp;</p>
<p><a href='http://media.obsidian.net/eternity/media/updates/0045/torment-fanart-01.jpg' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0045/torment-fanart-01-tn.jpg" alt="torment-fanart-01-tn.jpg"></span></a>&nbsp; <a href='http://media.obsidian.net/eternity/media/updates/0045/torment-fanart-02.jpg' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0045/torment-fanart-02-tn.jpg" alt="torment-fanart-02-tn.jpg"></span></a>&nbsp; <a href='http://media.obsidian.net/eternity/media/updates/0045/torment-fanart-03.jpg' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0045/torment-fanart-03-tn.jpg" alt="torment-fanart-03-tn.jpg"></span></a>&nbsp; <a href='http://media.obsidian.net/eternity/media/updates/0045/torment-fanart-04.jpg' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0045/torment-fanart-04-tn.jpg" alt="torment-fanart-04-tn.jpg"></span></a>&nbsp; <a href='http://media.obsidian.net/eternity/media/updates/0045/torment-fanart-05.jpg' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0045/torment-fanart-05-tn.jpg" alt="torment-fanart-05-tn.jpg"></span></a><br><br><span  style="color:#ffffff"><span  style="font-size:18px"><strong>Egads!</strong></span></span><br>
OK, so I’m not entirely sure how "egads" fits into this update exactly other than to fill the "E" slot in this update title’s FATE acronym, but I digress. One last quick item we wanted to tell you about was a project we "Kicked it Forward" on that we think looks fun and interesting for those of you who like table top dice games. It’s called <a href='http://www.kickstarter.com/projects/michaelmindes/dungeon-roll-a-dicey-dungeon-delve' class='bbc_url' title='External link' rel='nofollow external'>Dungeon Roll – A Dicey Dungeon Delve</a>. Check it out!</p>
<p>&nbsp;</p>
<p><a href='http://www.kickstarter.com/projects/michaelmindes/dungeon-roll-a-dicey-dungeon-delve' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0045/dungeonroll-logo.jpg" alt="dungeonroll-logo.jpg"></span></a><br><br>
Until next week,<br><br>
-Darren, seeker of Kerfluffleupogus.</p>
]]></description>
		<pubDate>Wed, 06 Mar 2013 03:29:49 +0000</pubDate>
		<guid>http://forums.obsidian.net/topic/63455-update-45-fate-fulfillment-arcanum-torment-egads/</guid>
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		<title>Update #44: The Rules of (Melee) Engagement</title>
		<link>http://forums.obsidian.net/topic/63432-update-44-the-rules-of-melee-engagement/</link>
		<description><![CDATA[<p><em>Update by Josh Sawyer, Project Director and Lead Designer</em></p>
<p>&nbsp;</p>
<p><iframe id="ytplayer" class="EmbeddedVideo" type="text/html" width="640" height="390" src="http://youtube.com/embed/4AYp3q_N7pw?html5=1&fs=1" frameborder="0" allowfullscreen webkitallowfullscreen /></iframe></p>
<p>&nbsp;</p>
<p>Last week, our art director, Rob, showed you our godlike concepts and dazzled you with an in-depth technical breakdown of how we're doing animation rigging on the project. This week, we'll be talking about a different technical subject, but one that's more connected to gameplay: <strong>engagement</strong> -- specifically, melee engagement.<br><br>
Melee engagement is a solution to two common problems in the Infinity Engine games: melee characters' inability to control an area and ranged characters' ability to "kite" melee characters. In the Infinity Engine games, melee characters could be quite powerful in toe-to-toe combat, but many opponents found ways to foil those characters with little difficulty. Fast characters could easily rush around a slower melee character with impunity and ranged characters could backpedal perpetually out of reach.<br><br>
If you're familiar with D&D 3E/3.5/4E/Pathfinder's attack of opportunity mechanics, Project Eternity's melee engagement fills a similar role by making melee combatants "sticky". Coming near a melee combatant means being drawn into Engagement with him or her, a state that can be risky to get out of.<br><br>
Here's how it works: when two opposed combatants come near each other and one of them a) has a melee weapon equipped b) is not moving and c) is not currently at his or her maximum limit of engagement targets (the standard is 1), the other character will be <strong>Engaged</strong>.<br><br>
When an opponent is Engaged by an attacker, moving any significant distance away from the attacker will provoke a Disengagement Attack. A Disengagement Attack has an inherent Accuracy bonus, does significantly more damage than a standard attack, and will call a hit reaction animation while momentarily stopping the character's movement.<br><br>
When it's initiated, a Disengagement Attack automatically breaks Engagement on the target, but if the target is also the attacker's current melee target, the attacker will typically be able to re-establish Engagement before the target can move farther away. In this manner, melee combatants, especially ones that have high Accuracy and damage per hit, have a solid mechanic for keeping enemies close to them -- or making the cost of escape extremely expensive.<br><br>
Of course, there are other ways to end Engagement. If the attacker switches to a non-melee weapon or performs a non-melee-based action, Engagement immediately ends. If the attacker moves away from their Engagement targets, is paralyzed, knocked down, or otherwise prevented from maintaining a threat, Engagement will also immediately end. If the attacker has a limited number of Engagement targets (as most do) and switches his or her attack focus to a different character, Engagement immediately ends.<br><br>
We believe that Engagement can give AI a clear "decision point" where they can evaluate the threat of their new status and choose the appropriate course of action. For player-controlled characters, it makes melee enemies more potent threats and presents players with tactical challenges to solve.<br><br>
We want Engagement to be a mechanic that players and enemies can mess with using a variety of class Abilities and general Talents, so we will be experimenting with a variety of elements to that end:</p>
<ul><li>Fighters' <strong>Defender</strong> mode allows them to engage two additional targets and increases the range at which they engage targets. This gives fighters much greater capability to control the area around them.</li>
<li>The limited-use <strong>Escape</strong> ability lets rogues break Engagement without provoking a Disengagement Attack. It is generally best used when the rogue's enemy is preoccupied with another target.</li>
<li>Barbarians can use <strong>Wild Rush</strong> to temporarily ignore the movement stop and hit reactions from Engagement and Disengagement Attacks, respectively -- though they can still suffer massive damage while powering through.</li>
<li>The wizards' <strong>Grimoire Slam</strong> allows them to attack an enemy in melee with their magically-charged grimoires, unleashing a concussive wave of energy on contact. If it hits, the attack knocks the target back, usually far enough to break Engagement in the process.</li>
</ul><p>&nbsp;</p>
<p>Additionally, creatures may have their own special abilities related to Engagement and Disengagement Attacks. We hope that the system itself is easy to understand but allows for increasingly complex tactical considerations over the course of the game.</p>
<p>&nbsp;</p>
<p><span rel='lightbox'><img class='bbc_img' src="http://media.obsidian.net/eternity/media/updates/0044/pe-josh-two-weapon-fighting.jpg" alt="pe-josh-two-weapon-fighting.jpg"></span></p>
<p>&nbsp;</p>
<p>That's all for this week! Let us know what you think of the mechanic on our forums. Your feedback, as always, is appreciated. In our next update, in addition to our usual weekly content, we'll also be continuing our thrilling coverage of Chris Avellone's playthrough of <em>Arcanum: Of Steamworks and Magick Obscura</em>.<br><br>
&nbsp;</p>
]]></description>
		<pubDate>Wed, 27 Feb 2013 02:08:37 +0000</pubDate>
		<guid>http://forums.obsidian.net/topic/63432-update-44-the-rules-of-melee-engagement/</guid>
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