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Everything posted by BAdler

  1. Also, if the articles and interviews are not live yet, give them a bit of time. We told them the embargo was 2:00 PM and we just gave them the okay to post the articles.
  2. Update by Brandon Adler, Producer After months of hard work we are happy to present to you with Project Eternity's BIG update. We have lots of stuff to go over, so let's get into it. Teaser Trailer Through the hard work of the Project Eternity team we are proud to present our first in-game teaser trailer. Click to view the gameplay teaser. New Name If you've finished the teaser (and you've finished it, haven't you?) then you know we have another big announcement. Project Eternity is now officially known as Pillars of Eternity. In addition to that, we have a nifty new logo courtes
  3. We've always taken your pledges seriously and we remain committed to giving our backers every stretch goal you reached during the Kickstarter campaign. Budgeting a game of this size can be daunting, but we always remember the cornerstones of our pitch and the features you funded. Even so, there are two things we know a lot of you have asked for: more wilderness areas and more companions. Both of these are very time-consuming, but we understand why so many people want them. Because we've seen these requests more than a few times, we would like to ask the community if you would be interested in
  4. We haven't started the project planning on an expansion yet. Once we start getting into the specifics we will probably do an update about it. I don't think that will be for a while, though.
  5. Modding is definitely something that we are considering, but there would need to be some technical hurdles that we would have to solve first. Maybe we can do an update about it in the future.
  6. There are different variations of trolls in the Project Eternity universe. To be completely honest, though, I am not sure how many variations we will get to by the end of development. Some may have to come in an expansion.
  7. Hey, everyone. I just wanted to share a really awesome piece of fan art that we received this morning from Chris Bischoff. It's inspired from the Twin Elms concepts that we released in our last update. If Chris' name sounds familiar it's because he has his own Kickstarter going for the game STASIS. If you haven't checked it out yet you should. What's not to like about a 2D, isometric, sci-fi, horror adventure game? It's in its last few days so lets help him push it over the edge and get it fully funded. Click for a larger image.
  8. Even Character models hunch over at idle. This is incorrect. The trolls are not on the Skuldr rig. The trolls are sharing a rig and animations with other creatures but still need to have their pass for tweaking and creating new anims.
  9. So far we know that (most) Wilderness areas are being handled by outsourcing. Hector did the Vertical Slice ones AFAIK. At 3 weeks per wilderness area that is two wilderness areas per production milestone. However they also may do propping and unique asset creation for existing areas. I meant man weeks, not calendar weeks. Also, multiple areas can be done at the same time.
  10. We have been outsourcing wilderness exteriors. The process is slightly different every time, but we usually do a quick concept, hand it off to our parter for a more fleshed out concept, and then spend lots of time collaborating about the area. We share all of our wilderness props with the partner and anything they create can be used in wilderness areas we make on site.
  11. *mumbles something about expert opinion*Maybe the missing red circles around them makes them seem to blend in with the background. The characters in the other screenshot has their blue circles, making them stand out from the background at a quick glance. I did turn the GUI off when I took the shots.
  12. There is still plenty of work that needs to go into these areas. Keep in mind that you are seeing areas that are currently being worked on in this milestone so you will probably see a few oddball things from time to time.
  13. There is some pretty good variation in our wilderness areas throughout the game. In future weeks we will show off some additional areas that will have more visual variation.
  14. No paintover pass yet. That is usually one of the last steps in the process. These areas are considered at a first pass level. We will still need to go in and rework a few things before it will be at an Alpha level.
  15. The outsourced area? It depends on how complicated the concept is and how much can be reused from previous areas. It took about three weeks for the team to create the area to a first pass quality.
  16. There will definitely be some larger structures. You are just seeing a small portion of one area. It isn't really Machu Picchu or Viking... it is closer to Machu Picchu with Viking layered on top.
  17. Update by Brandon Adler, Producer Hey, everyone. We decided against releasing the Backer Portal right before the holiday break. We wanted to make sure that we had a full staff on board to solve any technical issues that might arise on the site during its launch. We are just as excited as you are for the Backer Portal and we want to make sure it has a smooth release. To keep you sated in Project Eternity goodness we decided to show off some of the artwork we have been putting together this milestone. We are pretty proud of it. Hope you enjoy. Areas Last week on the forums Sensuki,
  18. I can't speak for others, but I usually work on an update over the course of a few days. The breakdown is close to this: Create Update ContentTwo to three hours. Collect ImagesThirty minutes to an hour. Depends on what we are showing. For this one, it didn't take long. ReviewThe leads review the update a day or two before. Usually spend about thirty minutes updating everything. Coding the UpdateI will then take the update and hand code it in HTML. This is because some of our distribution methods (specifically Kickstarter and our newsletters to PayPal backers) require it for proper formatting.
  19. I wouldn't worry about that. These processes aren't something that's specific to Eternity (or Obsidian, for that matter). Also, a little bit of pressure to perform usually draws the best out of everyone.
  20. I have played around with Access years ago, but haven't touched it in relation to work. Although on the topic of mixing Excel and other software, we do have a really cool spreadsheet that makes calls to our SharePoint servers. We use it in our issue tracking. Makes it really easy to pull in the information, analyze it, and send it out to the team.
  21. Every project is different, but there is no specific methodology. Mostly waterfall with heavy amounts of agile thrown in. That said, we are trying to get all of the projects under one set of processes. One thing that I find to be helpful on our larger projects are feature strike teams. As an example, on Alpha Protocol we had strike teams for things like AI, cutscenes, and areas. The strike teams are a collection of people from different disciplines that are trying to create a specific feature. When a strike team is first created a person is designated as the strike team leader and they are
  22. Trust me... it is much better to have this process than to wild west the development. When I was working in mobile software, they fought against this kind of process and it created products of inferior quality that cost WAY more than they should have.
  23. A lot of the earlier areas have been heavily modified. This isn't unusual, though. As the pipelines mature and we figure out better ways to do things we normally have to go through and clean up the older stuff. I am not sure I could give an estimate on that, though. I could figure it out by going through all of the info, but I am feeling lazy right now.
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