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Adam Brennecke

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Everything posted by Adam Brennecke

  1. It could be as early as today... We will update you on how it's going later this afternoon.
  2. I'm guessing a single player cRPG, there's already a Pathfinder MMORPG project. He is working on The Pathfinder Adventure Card Game that we announced last year.
  3. I discussed this with Darren, and we would like to support it (getting all the goodies off of GOG instead of Obsidians portal). There's an ongoing discussion with Paradox, GOG, and Steam with how all of this is going to work (it's actually needlessly complicated - but isn't everything?). We will let you know when we have more details, and will update when we have more information for you.
  4. Most of the time lighting and ambient maps just need to be tweaked in the level. The area in those screenshots from the stream still needs to be tweaked a bit according to Sean. Also in the second screenshot the party is in stealth, and when stealth is activated the party members become transparent. We are still working on it, so thanks for the feedback.
  5. The issue is that I'd far prefer to have my digital content available from and backed up at from GOG rather than the Backer Portal. Why is it too much work to match up pledge tiers with available editions? I understand if some addons would have to be downloaded manually from the Backer Portal, but why can't the basic pledge packages be matched? That might be the plan. I'm not sure yet - I'll ask Darren about it.
  6. All of the current pre-order versions offer the same digital rewards as the backer tiers, but at a higher price. We want the backers to feel like they got a little discount for helping make all of this possible. If I were a backer, I would be angry if the same tier was offered at a lower price down the road. Point any complainers to the Kickstarter page, and tell them to get in early next time.
  7. The memorial messages were written by our backers. The memorials are the only content that will break the fourth wall, and are purely optional. Thanks for watching the stream. I hope you enjoyed it.
  8. Compiling the game only takes about 20 seconds (this is a nice thing about C# - a C/C++ game with optimizations can take hours). The rest of the build is spent grabbing changed data from perforce, compiling resources, compressing, changing files into different formats, optimizing assets, copying files from different places over the network.
  9. No go for tonight. Sorry folks. Right before Brandon was going to push the build to steam, QA ran into yet another save/load issue that would make characters lose weapons. The leads thought we should resolve it before pushing. It has been resolved, but now we are having issues with the build process. Just so you understand why the turnaround is so slow, a full build takes five hours to make for windows, and extra hour for OSX. After every build we run it through a QA checklist process which can take a few hours. The whole thing can be upwards to a full work day -- I apologize, and I'm disappointed that we can't get a build out today. Roby and I are looking into the build issues, and hopefully tomorrow will be a better day and we can all enjoy a new BB build.
  10. It's way too fast, even faster than 364, because of the armor changes. Josh can speak to it more, imo characters are doing too much damage too quickly. I haven't played around with it enough to make a detailed analysis yet.
  11. It's looking pretty good for Thursday - Tomorrow Josh wants to do a balance pass over the backer beta before we release it. We have made adjustments to how DR and DT work, and combat is feeling too fast right now. He can talk about it when he gets a chance to pop on here. The save/load issue was fixed too. I'll keep this thread updated if things change.
  12. We know the combat log is not ideal in it's current state and have been discussing how to make it better. We are going to meet with QA next week and figure out how to make it better given the time allowed. Thanks for all of the feedback - it is very helpful.
  13. Have you played another Unity game with proper fullscreen on OSX? Our hands might be tied if this is the case unfortunately.
  14. Yeah, it's not going to happen this week folks. We keep running into a recurring save/load issue, which means the current build won't be productive for Backer testing. I apologize for getting your hopes up - I'll be working on getting it resolved, and hopefully early next week we can look at putting a new build up.
  15. I would like to push an update tomorrow if everything looks ok in QA today.
  16. We don't share a door with Riot. Not sure where you got that info. They are about 40 miles to the north. Also game developers discuss zip about the games they are working on. It's purely coincidence.
  17. It looks like the calculations are off when doing the AOE selection on varied terrain. Good catch!
  18. Good news everyone: Today I fixed an issue that prevented creatures from dropping their equipped weapons and secondary weapon set.
  19. We have all platforms building and being tested every day - unfortunately we ran into a Mac specific steam issue that prevented us from releasing the 364 version. We should have this resolved in the next BB patch.
  20. Hey everyone, We don't mind if you look through this stuff on your own machine. I would like to ask if you could please not post any screenshots of content not in the BB until the game ships. Do not post screens here or anywhere else - they tend to get circulated on google and we don't want to spoil anything that we don't want to show yet such as Armor, Weapons, Load Screens, Maps, Strings, Creatures, etc. Thank you!
  21. That's not the map. We have a much more polished version which can be seen in the backer beta. The icons shown on that map are completely randomly placed too so don't speculate on the placement of anything. The source art doesn't look like that - whatever you guys are looking at is compressed. The image is from Josh's presentation from over a year ago, so don't read too much into it.
  22. It looks like we will have an update for you today! Rejoice!!
  23. The build fix didn't work last night. Unfortunately, it looks like it's a larger problem than anticipated, and may take a few days to investigate and fix. We now are shooting for Tuesday.
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