Jump to content

BAdler

Developers
  • Posts

    892
  • Joined

  • Last visited

  • Days Won

    72

Everything posted by BAdler

  1. We haven't had too many nights of crunch just yet. While we never avoid it completely, it's always best to avoid as much crunch as possible. Crunch tends to come in the last few months of the project.
  2. Heh... I love myself some Excel. We use SharePoint (and Asana to a much lesser extent) for task and issue tracking, but nothing beats a good spreadsheet in my opinion.
  3. Psh... all we have to do is get 2-3 dollars from a million people. We'll spread donation links on Facebook, and I bet that many people would click the links before they even read what the money was for. I'll hold you to it.
  4. It's usually not one specific item that gives you a problem. Most of the time it is the combination of lots of things. A real world example is the balancing act of our mega dungeon. A fifteen level dungeon is enormous and, I am not lying here, if the designers were able to design to their hearts content it could easily eat up two to three entire milestones of area work. So we carefully analyze each area in the dungeon to figure out which parts need the most emphasis. Those identified areas will tend to get more work in them (design, programming, art, etc.).
  5. While timing is always a concern, the larger problem is that supporting the Eternity team for an additional year would cost millions of dollars. Even if money was of no concern we would still want to keep a tight schedule. Things are always best when you have a bit of pressure pushing you forward. Makes the team lean and mean. =)
  6. Those numbers are blurred because they list out extremely detailed information about the game's feature set. Since those numbers can change throughout development, I didn't want to show anything that could be misconstrued.
  7. Don't read too much into this. I have never been on a game where we didn't have a tough choice deciding what goes into the game and what gets excluded. Many times the game comes out much stronger because of an increased focus on what is truly core to the game.
  8. Update by Brandon Adler, Literal Task Master Welcome to my world... As a producer, one of my jobs is creating and understanding the game's master schedule. It's a never-ending task that requires constant refinement and adjustment. Anything that is added or changed can cause a cascade of unintended consequences which is why as game developers we have a responsibility to vet everything that goes into the game. Today I'd like to give you a glimpse into how we approach game development from a scheduling perspective and what our typical thought processes are when figuring this stuff out. You will be able to see how each part of our area creation fits into the schedule and why changes and modifications can lead to difficult decisions for the team. Hopefully, it will give a bit more insight into the tough decisions that we make each day when crafting Project Eternity. The Schedule One thing to remember is that when we are in the middle of production the schedule has already been created for just about everything in the game. What I mean by this is that we have identified all of the major tasks that will need to be accomplished and allotted time and resources in our budgets to match those tasks. Depending on the team's familiarity with the type of game we are creating, this can mean anywhere from a tiny bit of guesswork to larger amounts of... estimation. With Eternity we are very familiar with what it takes to make an isometric, Western RPG with branching dialogues and reactivity. It's Obsidian's bread and butter. Because of this our initial estimates are good approximations. Since most of our features and assets are budgeted at the start of the project, any changes to those items have to be accounted for in the schedule. This can mean a few different things - anything from reducing time spent on other tasks, to changing previously scheduled items, to outright cuts - and when changes need to happen project leads consult with each other to try and figure out the best option. Keep this in mind when I start talking about changes to features and assets later on in this update. One Small Interior Dungeon Alright, let's stop talking in generalities and get into the meat of what it takes to create a first pass area in Eternity. I'll discuss a generic small interior dungeon area. This area will have the following characteristics and constraints: Uses an existing "tileset." We don't have tiles in Eternity, but we do have sets of areas that share similar assets. Will have one unique visual feature in the area. This visual feature is something that will make the area stand out a bit. It doesn't have to be incorporated into the design, but we may want to do that to get the most bang for the buck. An Average complexity quest uses this area. "Average" is a flavor of quest in Project Eternity. It refers to the overall complexity of the quest. Quest complexity is determined by the amount of dialogue, branching, and steps a quest has. This is a 3x3 interior. A 3x3 interior is the equivalent of a 5760x3240 render. An easier way to think about it is that a 3x3 area is nine 1920x1080 screens worth of content. You can imagine that making an area even a tiny bit larger can actually lead to enormous amounts of work. As an example, a 3x3 is nine screens of work, where a 4x4 is 16 screens of work... almost double the number of screens. To create our small interior dungeon area, the following has to occur: An area designer (Bobby Null, for example) puts together a paper design for the area. This is usually part of a larger paper design, but for this purpose we can say that it is a separate element. For a small area like this, a paper design wouldn't take more than a quarter of a day. Material concepts for a high wealth interior. After the paper design is constructed, it is passed to the area design team for revisions and approval. For the most part, this goes fairly quickly and normally wouldn't take more than a quarter of a day for a small area. A concept artist (Hi, Polina and Kaz) creates a concept for the unique visual element of this area. Let's say for our purposes the unique element is a cool adra pillar that is holding up a portion of the ceiling. This takes half a day to a day, depending on prop complexity. This may seem like a luxury, but making sure that the areas feel cohesive can save lots of revision time down the road. After the concept work is completed, it is reviewed by the Art Director (Rob Nesler) and the Project Director (Josh Sawyer). Any necessary changes are then made before being approved. Overall, it probably takes about a quarter of a day for review and any revisions that need to be done. An initial pass on a blockout before it has had a review. After the paper design and concepts, an area designer creates a 3D blockout of the area in Unity. This allows the designer to walk through the area and make sure it flows well. This also helps to give the environment artist assigned to the area an idea of where the various elements should be laid out. A full blockout of a 3x3 area normally wouldn't take more than half a day. This is an extremely important part of the process. Sometimes an area seems great on paper, but in practice it is clunky or frustrating. Once the blockout is finished it's passed along to the area strike team for review. The area strike team includes people from most disciplines. This is the point where revisions are performed and the layout becomes finalized. The changes can be as simple as moving some props around or as complicated as redesigning major portions of the layout. Again, for a small area of this size, we aren't looking at more than half a day for all of the feedback and revisions. With the blockout in place, the area can move to environment art (For example, Hector "Discoteca" Espinoza) for the art pass. This includes putting together existing pieces and creating new assets to make the area. A large portion of time allotted to an area is spent in environment art. A 3x3 area that uses mostly existing assets would typically get three days of environment art work, but, because we want to have a cool, unique piece in the area we will add about a day of environment art time. This gives a total of four days for the initial art pass. Like the blockout, the art pass is usually reviewed by the area strike team. Revisions can vary wildly depending on how everyone feels about the area, but it isn't uncommon for another quarter to half a day to be spent on review and revisions for this size of area. The blockout above with revisions, 2D render, and initial design. Now with the 2D render in place, the area is ready for the real design work to be done. An area designer will typically get about three days to do the first pass on the area. This includes things like a loot pass, encounters, trigger setup, temp dialogs, etc.. Because this area has a quest that is running through it, though, it will get an extra day to work out all of those kinks. That puts us at four days for an initial design pass on the area. Remember the part about this area having a quest? Well, now is when a creative designer (Like Mr. Eric Fenstermaker, for example) comes through to write the dialogs. To be completely honest, this usually comes much later, but it works for our purposes. The narrative designer creates the NPC dialogs, quest dialogs, and companion interjections for the area. Usually an area designer will stub these conversations out and the narrative designer will come in and complete them. Depending on the amount of dialog this should take around a day or two for everything. Finally, a concept artist will take a pass at painting over the final 2D render. This pass is used for "dirtying up" an area and adding in the little details that might be difficult for an environment artist to create. As an example, we can cover up texture seems, add in variation on repeating textures, paint in lighting highlights, and even add things like patina or moss on objects. Due to Photoshop magic from Kaz, we can even propagate those changes into our diffuse maps so they show properly in any dynamic lights. This is a fairly low cost procedure and Kaz can cover a small area like this in about half a day. There are other considerations (Like animation, sound effects and visual effects, for example), but we will stop for now. So, for those keeping count at home, to get a first pass area that is borderline Alpha (as in no bug fixing or polish work) it costs the project about 13 man days. This is little over one half of a man month of time for a small, simple area. Larger areas with more content take significantly longer to develop. Our time estimations used for scheduling are determined in preproduction (prepro) phase. Our vertical slice (the end of prepro) is the culmination of the team identifying what it will take to make the game and then actually doing it. We get these numbers by seeing how long it takes the team to perform those tasks in our prepro, and then we can extrapolate those numbers over the course of the time we have budgeted to understand how much work can get done. Tough Choices A milestone will have 15 to 20 areas of varying complexity going at a time. A minor change in an area can cause a domino effect that starts schedule slippage. Remember that on a small team like Project Eternity we have a limited number of people that can work on any one part of the game so taking someone off of their current task to work on changes can gum up our pipelines and prevent others from completing their tasks. We can get around that by switching up the tasking, but it can quickly get out of hand and lead to inefficiencies. That being said it's the team's responsibility to give our backers what they have paid for. If we are playing though part of the game and something feels off from what we promised to our fans, we need to seriously consider making changes - even if it pushes us off schedule. There have been times where an update leads to some serious discussion on the forums and within the team about a direction change. Ultimately all of that gets added into the equation as well. Taking that into consideration, the team has to make difficult choices every day. Do we go through and do another prop pass on a level? What does that cost us in the long run? Will we lose an entire area in the game? These are questions that the leads struggle with everyday. We are always weighing the cost of assets and features against everything that still needs to get done. Luckily, like I mentioned above, we have a bunch of smart, talented, experienced people working on Eternity. The pitfalls we have experienced in previous games give us a leg up when we are trying to navigate this project's development. I wanted to send out this update to give the fans a little insight into our daily processes and demystify what probably seem like arcane decisions. If you enjoy these types of updates, let me know in the forums and I will try to write more of them for you.
  9. When it is ready for release, the current site will be updated.
  10. You will be able to access the fulfillment portion of the site just the same.
  11. Hey, everyone! This week we are doubling up on the Project Eternity backer update action. Darren Monahan will be giving a brief glimpse into the Backer Portal and Hector Espinoza will share his work (and some screenshots!) in a developer Q&A. Enjoy. -Brandon It’s Finally Time… Soon Update by Darren Monahan, Chief Intelligence Overlord A year already... Unbelievably, a year has passed by since we launched Project Eternity on Kickstarter, and a lot has happened. We’re almost to seventy project updates; we’ve made lots of levels, characters, classes, monsters, loot, and a whole lot more over the past year with more being made almost every day. November’s right around the corner, and here in the States, we have an upcoming holiday called Thanksgiving near the end of the month. It’s supposed to be a time where we give thanks for the harvest and reflect on the past year. It seemed rather appropriate to have a bigger than normal update coming before this holiday and we’re cooking a big one for you! This turkey dinner is going to be large and in charge... It’ll show a bunch of new stuff we haven’t shown anyone outside the studio yet and one of the side dishes coming with it is the new site. Backer Website: Main and Media Pages All of our previous updates are now easily available in one place, easy to browse through and include futuristic RSS technology! We’ve also got a one-stop shop for all of the screenshots, wallpapers, artwork, and videos that we’ve released and will release. Backer Website: Pledge and Rewards Pages On the left here, you can make sure all of the pledges you made are connected to your account. If you backed the game on Kickstarter and then later added money via PayPal, you can make sure that’s all been confirmed. If it doesn’t show up, you can link it in by providing the e-mail addresses you used if they don’t match. …and then, confirm that your reward is correct, or maybe even upgrade if you like! Did you give maybe give us more money thinking you chose one reward tier but accidentally chose a lower one? No problem, you can fix that up. Oh, and slacker backers… you might have some upgrade opportunities… Onward is the addon screen where you can browse through the available addons and confirm those choices as well. Backer Website: Add-on and Game Info Pages Then finalize everything! Don’t worry, even though you’ll be confirming your pledge selections, if you picked up physical rewards, you’ll be able to change your shipping address up to the point where we need to lock them. You’ve got plenty of time, and we’ll keep that open as long as we possibly can in case you move or want to have your stuff shipped elsewhere. On the right there is our “Game” section of the site, where over the coming months more information and art about the various races, classes, characters, critters, and locations of interest in the game can be found. OK, we’ll be back in a few short weeks… For those of you who have designs as part of your rewards, get your thinking caps on! Developer Q&A with Hector Espinoza Update by Hector Espinoza, Lead Environment Artist Hector in his natural habitat. Hello, Hector. What is your job on the Project Eternity team? I am the Lead Environment Artist on Project Eternity. Along with building assets and doing layouts of some the larger levels of the game, I help my team of artists create a visually exciting world for the players to explore. What are you working on this week? This week I'm working on polishing one of the states of the Stronghold and building a Keep that is contained within. What is your typical work day like on Project Eternity? I come in to work and read a little email. Sometimes I'll have a "breakfast snack" in the form of cheese and peanut butter crackers. This holds me over until lunch time. Upon my return from lunch, I'll continue to work on my current tasks. At times I help critique some of the work that is being created around me or from outsourcing. In the late afternoon I'll head out for a short walk to get my daily coffee, I'm really good about keeping this to one cup a day. Then in the evening as the sun sets I'll hook up the speakers and turn my office into a "discoteca" and work while listening to some of the baddest jams on the planet. One of Hector's work in progress areas, the player's stronghold, in a ruined and restored state. What are you most looking forward to on Project Eternity? I'm looking forward to the day when people get to enjoy our finished product. We are putting in a lot of hard work and effort to deliver something special to our fans and backers, thank you all so much for making this possible! I also want to play it! Our playtests have been really fun. What other projects have you worked on? While at Obsidian I have worked on Dungeon Siege III and after that I have helped out on a number of "unannounced" titles. Before Obsidian the list is pretty big. At Black Isle I worked on Icewind Dale (as QA), Icewind Dale: Heart of Winter (as an Artist, yay!) and Icewind Dale II. The short lived "Van Buren", it was going to be awesome! Oh, and BG III: The Black Hound. The last title I worked on while at Interplay was Baldur's Gate: Dark Alliance 2. Outside of Interplay and Black Isle I worked on Vampire: Bloodlines, Full Spectrum Warrior 2, and Lord of the Rings: Conquest. Of course in between a lot of these titles there are more projects that unfortunately never got to see a release. Hector after 7:00 PM. Which environment that you have done has been your favorite? By far this has to be the first one, which is the original Kickstarter image. I learned a lot when creating that scene and the feeling of nostalgia was awesome. What do you like to do when you aren't leading the environment art crew? Outside of work I choose photography as another creative outlet. I like to go out hiking and shoot landscapes or if I'm lucky some wildlife. Animals can be tough to find and sometimes I don't have the patience. I also enjoy macro photography, this takes patience too but it's a much more controlled environment. I like that. Do you have a favorite artist or game developer? This is a super tough question. I'll start with outside the industry. Favorite artists are Mark Ryden, Audrey Kawasaki, James Jean, and Ashley Wood. Inside the industry it has to be Akihiko Yoshida, Yoji Shinkawa, Robh Ruppel, and Sparth. And where do you draw your inspiration from? I mainly draw inspiration from the places I visit when I go out hiking. There is so much to discover when you can capture nature at a grand scale and at the macro level. The music I discover on the weekend when I visit some of my favorite online music sites. And from the people that work around me every day. What's your favorite Infinity Engine game? Why? This has to be Icewind Dale. I feel so fortunate to have worked on that game. It helped me discover the world of D&D. It also gave me the chance to work with and meet some of the best people in the industry. I'm truly grateful for that. A super close second is Planescape: Torment, I mean, come on. HA! In a Quake deathmatch between you and Adam Brennecke, what would be the final score? I think the first round would be pretty close it could go either way really, haha, but once Adam finds his groove, oh man, this would be a no contest, he's a beast. Final score would be to embarrassing for me to write. HA! Is there anything else we should know? I got that purple, grape, I can bake a cake.
  12. Hello, everyone. We aren't doing an update this week because the team is hard at work on a very special update for the near future. Can't really talk about it right now, but we think it's going to be cool. On our one year anniversary, we really just wanted to thank all of the fans and backers that have allowed us to make the game of our dreams. When we asked for your help in getting Eternity funded, you responded by making it one of the most successful Kickstarters in the site's history. Without your continuous feedback and support this game just wouldn't be possible. So, from the entire Obsidian team we give our most heartfelt thank you to our fans and backers. Stay tuned! -The Project Eternity Crew
  13. Update by Josh Sawyer, Project Director An agent of Dunryd Row attempts to perceive a "housed" soul within a piece of evidence. Hello and welcome to today's class update! We'll be discussing some newcomers to the Dyrwood's "magic" scene, the enigmatic and deadly soul-manipulators known as ciphers. Read on to learn how ciphers went from being an animancer's theoretical possibility, to the feared foes of Dyrwoodan settlers, to an integral part of Defiance Bay's secret police, Dunryd Row. Cipher Mechanics Contemporary ciphers are fighting casters, like the Glanfathan "mind hunters" who invented the discipline. When engaged in physical combat, they use an Ability called Soul Whip to contact and drain the psyches of their targets. Recognizable by the purple flames that engulf a cipher's weapons, Soul Whip generates a Focus resource that ciphers can use to power their abilities. Though ciphers begin combat with a modest amount of Focus, their more advanced techniques demand large expenditures of Focus. Additionally, repeated uses of even minor powers will quickly drain a cipher's Focus, requiring them to dive into physical combat to generate more. Cipher powers are not limited to mental manipulation. They have abilities that allow them to use a target's soul energy to "leak" and burst into flame, to generate a physical shockwave of that knocks down everyone behind the target, or even to bend back toward the cipher, creating a field of protective energy around him or her. With the exception of Soul Whip, all cipher powers require Focus and a nearby target other than themselves, one with a "housed" soul. In practical terms, this means that ciphers must always target a nearby ally or an enemy with their powers. It is impossible for them to target themselves, a distant target, or open ground. Here is a sampling of some of the cipher's abilities: Soul Whip (Modal) - At close range, the cipher's weapons generate fields of parasitic energy that lash out at a target's soul. The Soul Whip mode reduces the amount of damage caused, but each successful hit briefly lowers the target's Psyche defense and generates Focus for the cipher (attacks Psyche). Mind Wave - The cipher violently intrudes into an enemy's mind, Stunning the target (attacks Psyche) and generating a cone of concussive force behind him or her that can knock down anyone in its path (attacks Fortitude). Soul Shock - The cipher causes an ally's soul to "crack" and violently release energy into the physical world. The resulting explosion of electrical (Shock) energy damages everyone nearby except the target (attacks Reflexes). Psychovampiric Shield - The cipher drains Intellect from enemies and uses it to temporarily increase his or her Deflection. The increase in the cipher's Deflection is dependent on how much Intellect he or she successfully drains from victims (attacks Psyche). Mind Blades - The cipher uses the souls of nearby enemies to generate attacks against the subjects themselves. Each target is attacked once by a slashing "mind blade" which then moves on to the next nearest enemy up to a maximum of five targets (attacks Deflection). Recall Agony - The cipher causes the target to re-experience the pain of a wound moments after the target originally suffered it. The damage is a percentage of the original value, but it ignores the armor of the target (attacks Psyche). Ectopsychic Echo - The cipher and an ally generate a bolt of psychic energy that periodically rebounds between them, causing Crush damage to anyone caught in the area (attacks Reflexes). Cipher Lore Many classes have abilities that allow the user to channel the power of their own soul or ambient soul fragments to produce incredible effects. Paladins ignite their souls to produce auras, wizards draw soul fragments into grimoires to shape and cast spells, and monks use personal suffering to focus energy through their bodies. While these classes often develop abilities that allow them to affect the minds and souls of others, the power is always generated by the user. Feared for their mental powers and extreme hostility, the vithrack were once eagerly pursued by animancers for research purposes. In the field of animancy, which focuses on the study of souls, researchers wondered for centuries if they could develop a discipline or technology that would allow people to connect with the soul of another living thing -- not just reach or strike out toward it. Wizards and priests had developed abilities to overwhelm or inspire the mind, but not to connect with it. Animancers theorized that it could be possible for one soul to reach out and connect to another, but they had no proof. Animancers studied folk legends about figures called Watchers who reportedly were able to see lost souls and perceive an individual's ancestral lives, but claimants to that title were typically charlatans at best or mentally unstable and violent at worst. A few intrepid animancers attempted to communicate with the reclusive spider-like race known as the vithrack. The creatures, obviously of advanced intelligence and extraordinary capabilities, seemed to possess the ability to connect to an individual's soul -- albeit with horrifying consequences. The dangerous nature and rarity of the vithrack combined with their inhuman physiology have still proven to be insurmountable obstacles in understanding how their powers work. Still, the animancers had a few other leads to follow. Over a century ago, during the Broken Stone War, soldiers in the Dyrwood reported wild tales of having their minds invaded, of seeing comrades lose control of themselves, of orlan and elven Glanfathan warriors wielding knives engulfed in purple flames that "cut away" the souls of their victims. The war was a new experience for everyone involved, so many Dyrwoodans dismissed many of the more outlandish tales over time. But over the decades that followed, more settlers reported similar violent encounters with Glanfathan guerilla fighters. In the War of Black Trees, Dyrwoodan animancers confirmed many of these experiences across a wide number of soldiers and settlers. However, with Dyrwoodan settlers in a state of war with the population of Eir Glanfath, the researchers couldn't find many Glanfathans who were willing to talk about it. After the Dyrwoodan revolution for independence, the Dyrwood officially stopped the Aedyr Empire's practice of exploring and plundering Eir Glanfath's sacred ruins -- the practice that had ignited the earlier wars between Dyrwoodan settlers and Glanfathans. In the years that followed, the tribal princes of Eir Glanfath allowed Dyrwoodan animancers to speak with some of their brîshalgwin ("mind hunters"), the elite warriors that had terrorized Aedyrans and Dyrwoodans in past wars. From the brîshalgwin, the animancers learned that Glanfathans had developed mental abilities that allowed them to perceive and contact what animancers categorized as "housed" souls, i.e., souls held within a physical vessel. They initially developed these talents in an attempt to communicate with souls held in the Engwithan ruins they were sworn to protect. When the tribal princes outlawed this practice as disrespectful and dangerous, their councilors advised the princes to turn the efforts of the brîshalgwin towards protecting the ruins and developing new methods of warfare. Standing stones of adra like these were carelessly knocked down by early Dyrwoodan colonists, starting a conflict with the local Glanfathans that erupted into what became known as the Broken Stone War. Excited by these revelations, animancers in Defiance Bay began working with the brîshalgwin, whom the animancers had previously described as "ciphers" due to their mysterious nature. Given Dyrwoodans' general discomfort with the Glanfathan language, the cipher name stuck and continues to be used in everyday conversation. For decades now, the ciphers and animancers have worked together, each generating new ideas and expanding their collective understanding of soul manipulation. Today, Dyrwoodans and foreign visitors from Aedyr, the Vailian Republics -- even distant Rauatai -- have learned and expanded the ciphers' growing field of techniques. Recently, encouraged by the potential the ciphers have shown and dismissive of the superstitious concerns of locals, Lady Webb, a prominent noble and advisor to the duc, petitioned the Dyrwood's erls to create a spy service in Defiance Bay consisting primarily of ciphers. The erls approved, creating what would become known as Dunryd Row, a respected, if somewhat feared and mistrusted, organization that operates out of an old, vine-covered house in the city's Brackenbury District. Though ciphers' powers are still being explored, unlocked, and debated across the civilized world, most people recognize that their abilities hold great potential -- for good or ill -- in the cultures that develop them.
  14. Honestly, I am not sure what the next one will be yet. There are a few ideas running around right now. I'd at least say *something* regarding the fullfillment site. It is close, but we aren't ready to talk about it. Once everything is together we will give a larger update about it. I can't go into all of the details, but once everything is ready we will present to the public fairly quickly.
  15. Honestly, I am not sure what the next one will be yet. There are a few ideas running around right now. I'd at least say *something* regarding the fullfillment site. It is close, but we aren't ready to talk about it. Once everything is together we will give a larger update about it.
  16. Honestly, I am not sure what the next one will be yet. There are a few ideas running around right now.
  17. Update by Kazunori Aruga, Concept Artist, and Brandon Adler, you-know-what-I-do Hello, backers. This week we are profiling another talented Concept Artist on Eternity, Kaz Aruga. While Kaz wears many artist hats his largest contributions are area and UI concepts. Enjoy. Q: Hello, Kaz. What is your job on the Project Eternity team? Before I start I want to quickly thank all you awesome peeps who backed our game. I wouldn't be here working on my dream project if it weren't for you all, so thank you for making this a reality! I have two responsibilities on Project Eternity. The first is supplying the asset and environment teams with concept art. The second is producing art for the game's UI. I'm occasionally tasked with scripted interaction art and will start producing character portraits further down the road. Q: What are you working on this week? I've been tasked with inventory and character creation UI. *leaps away as a massive fireball of community UI rage engulfs the land* But seriously, I appreciated the feedback you all gave us for the action bar and conversation UI. I've taken notes and been implementing ideas that are in alignment with our design goals. As a side note, being a fan of the IE games and having a lot of experience playing them has proven very useful as it helps me identify what worked and what didn’t. I'm sure we all have fond memories of shuffling piles of arrows between characters. Q: What is your typical work day like on Project Eternity? My day usually starts by fighting off Robs and Polinas to get to the Keurig coffee machine in our room. Consuming the glorious bean drink allows me access to all two neurons in my head, which I then rub together as hard as I can to start making artwork. My day varies a lot from this point based on the task I'm on. For character and environment work a good chunk of time will be devoted to gathering reference and inspiration, or doing homework on a specific subject. I'll then do a rough sketch pass which gets reviewed by the leads and other artists. When I'm on scripted interaction art I work closely with our designers Bobby and Jorge, and for UI I interface with our project lead Josh and Brian who is our programming intern. Q: What are you most looking forward to on Project Eternity? Just the fact that we can put an IE inspired game on the market is enough to get me excited. It's been long overdue. I'm looking forward to seeing all the hard work we are putting in coming together as one complete package, and seeing reactions of people playing the game! Q: Which concept that you have done has been your favorite? Artists are typically never happy with their own work. Next question! I've enjoyed working on art for scripted interactions, and been pretty happy with the results. I've also been putting a lot of work into inventory UI recently and am happy with the results coming out of that. Q: What other projects have you worked on? Before this job I was up in San Francisco working as a texture artist on a television series called Star Wars: The Clone Wars. I've also done some matte painting work in the film industry. Q: What do you like to do when you aren't chained to your desk by your producer? My off time often includes episodes of Breaking Bad, Game of Thrones, a cold beer, and dual wielding our two resident cats Puddy Tat and Lil'Babs. They are the best. I also have an unhealthy and destructive relationship with Ramen. (No, not the vile instant noodles. How dare you call that Ramen!) Thankfully LA has an abundance of good shops to satisfying my craving. Q: Do you have a favorite concept artist? Here's a few that popped into my head. I'll link to their site and save you all a google search. Sergey Kolesov Thomas Pringle Daisuke “dice” Tsutsumi On the painting and illustration side.. Ashley Wood Jeremy Lipking Yanick "dusso" Dusseault Joseph Zbukvic Zdzislaw Beksinski And of course the greats from the past... John Singer Sargent Jean-Léon Gérôme The Wyeths Norman Rockwell J. C. Leyendecker Isaac Levitan Q: And where do you draw your inspiration from? Nature is a big one of course. I also think back on how blessed we are with powerful tools like Google image search. We don’t neglect traditional resources, but I honestly can't imagine working at our current pace without it. Q: What's your favorite Infinity Engine game? Why? BG1 for exploring the vast wilderness. I can still recall the music and hear the birds chirping in the distance. BG2 is a close 2nd for its story and companions. The only title I haven't finished is IWD2 which I am playing through currently, and I will say I'm enjoying the combat. Q: Existential question of the day: Who are we and why are we? We're just here, man. There's no why, everything just IS. You feel me? Q: Anything else you would like to share? Long live the glorious PC gaming master race. *lets out a nerdy war cry and bangs mouse and keyboard together* That's it for this week. Hope you guys enjoyed getting closer look into what Kaz does for us. See you guys in a couple weeks.
  18. By Tim Cain, Senior Code Wizard and Systems Designer Hello! I have spent much of my time for the last few weeks devoted to making the game’s stronghold system, which was one of our Kickstarter project’s biggest stretch goals, into one of the best systems in the game. Josh has created an amazing and detailed stronghold design, with lots of upgrades and activities and random events that really make owning a stronghold fun and exciting. I want to spend this update explaining what we have made in the game, but first, let’s talk about the stronghold itself. First, a caveat: I am going to describe the stronghold as it is currently designed. This design is mostly programmed already too, but as with all development, it might change as we finish the art and audio, fix any bugs, and tune the game play. So please view this as a snapshot of the stronghold development as it exists today. You will be offered the stronghold early in the game, before you finish Act 1. But the stronghold itself is old and dilapidated, and you will want to upgrade it as soon as you can. These upgrades will, in turn, open up new activities and events that can happen, which will make the stronghold a dynamic and fun place to own. So let’s go through the many reasons why you will want to have a stronghold. Bonuses There are five bonuses you will receive for getting and upgrading your stronghold. Resting bonuses. Some of the upgrades to your stronghold will grant temporary bonuses to your attributes or non-combat skills when you rest there. As examples, you can build Training Grounds to improve your Strength or a Library to improve your Lore skill. Some of these upgrades are expensive, but you’re worth it. Adventures for idle companions. You will eventually have more companions than will fit in your party, so you will have leave some of them behind. While they are idling away at the stronghold, they can take part in their own adventures, earning additional experience for themselves and extra money, items and reputation bonuses for you! Ingredients. Many of the stronghold upgrades will generate ingredients used by non-combat skills. For example, Botanical Gardens create Survival ingredients over time, and a Curio Shop produces ingredients for use by both Lore and Mechanics. Special offers. Sometimes visitors to your stronghold will have rare items for sale, or perhaps they will offer you items in return for something else. Pay attention to these visitors. Some of these items may be nearly impossible to find any other way! Wealth. Don’t forget that by owning a stronghold, you also own all of the surrounding lands and impose a tax on all of the inhabitants. It will feel nice for a change to have someone recognize your high standing and give you the money that you so richly deserve. These bonuses all sound great, right? Well, they are great, but they are just the passive benefits from owning and upgrading a stronghold. There are a lot of activities you can do too, once you take possession of your stronghold. Tim in his typical Stronghold creation attire. Activities First and foremost, when you get your stronghold, you are going to want to upgrade it. Upgrades are improvements to various parts of the castle, usually to add to the security or prestige of the place. Security affects how much taxes you collect as well as helps reduce the number of “bad” random events, while prestige increases the number of “good” random events as well as increasing tax collections, too. Upgrades can also serve as prerequisites for other upgrades. For example, you cannot build your Training Grounds (and get your Strength bonus after resting at the stronghold) until you have repaired the inner bailey of the stronghold. Every upgrade costs money and takes time to build, but as long as you have the prerequisites completed, you can have as many upgrades building simultaneously as you can afford. And you don’t have to wait at the stronghold while they are built, either. You can continue adventuring, and you will be notified when they are built. You can begin collecting taxes from your populace as soon as you gain the stronghold. The amount of taxes you collect increases with your prestige (because people know of you and like you), but the amount also increases with higher security, since some taxes are lost to banditry. You will want to keep both of those values high. You can also employ hirelings to stay at your stronghold. These people will provide bonuses to your prestige and security, but they cost money to employ. Some will leave your castle if you stop paying them, but others will wait around to get paid again (but not provide any bonuses until they are). If you have cleared the dungeon and built a prison under your stronghold, then when you are fighting some of the named NPC’s in the game, you will be given an option to take them prisoner instead of killing them. Prisoners are kept in a cell in your prison, where you can visit them and talk to them, and occasionally use them as leverage later in the game. But you will need to keep your security level high, or you might suffer from a prison break! Finally, several upgrades will produce ingredients used by non-combat skills. This feature, along with upgrades that can improve your skills, makes your stronghold a great place to craft and store items. You can stop by your castle occasionally and make food, potions, scrolls, armors and weapons, and any that you don’t need immediately can be stored in chests and other containers in a variety of places around the stronghold. You know, in case of an emergency. Which brings us to random stronghold events. Random Events As you play the game after getting the stronghold, whether or not you are physically there, you will be told if a random event happens at the stronghold. Sometimes, you will need to deal with the event immediately, but usually you are given some time to decide what to do. The most common event at your stronghold is having a visitor arrive. There are all kinds of visitors, but they all share one thing. They can adjust your prestige and/or security just by being at your stronghold. Some visitors are wonderful and give good bonuses, and you will want them to stay as long as possible. Some of these visitors can even be employed as hirelings and will stay on as long as you pay them. Others are not so great, and you will want to offer them one of your companions to act as an escort to their next location, or perhaps simply pay them to leave. Some visitors will offer rare items for sale, and some might even offer a very rare item in exchange for one of the prisoners in your dungeon. As you can see, visitors require some decision making on your part. As mentioned above, your idle companions can take part in adventures as those events arise. You will be informed of what adventures are available, how long they will last, and what the rewards will be (in general terms). If you send a companion on an adventure, he or she is unavailable until they complete it and return with the rewards. You can recall any companions early, but then they earn nothing. Why would you ever want to recall them then? Because your stronghold can get attacked! Attacks are the most potentially dangerous of all stronghold events. Occasionally troublemakers (of various sorts) will decide to attack your castle. You will be warned ahead of time of any such attack, so you can return to the stronghold and take part in it directly, if you want. Otherwise, the attack is simulated and you are told the results. A well-defended stronghold can repel any but the most concerted attacks, but there is always a chance of damage which can destroy upgrades, kill hirelings, and cost money. The threat of attacks is the most important reason to keep your security level as high as you can afford. I hope you have enjoyed this sneak peek into the world of Project Eternity and the role your stronghold will play in the game. No matter how you play the game, your stronghold is certain to provide many benefits and also be a lot fun too!
  19. Going well. The crew stops by every few weeks to capture more footage. I think it is going to be a cool insight into how the game is being developed.
  20. By Brandon Adler, Producer Hey, everyone. As you know, over the past six weeks we have been working on our first production milestone - the cleverly titled Production 01 milestone. Our first target has been Defiance Bay (our first BIG city) and the team has been busting their collective butts to get as much fantasy roleplaying goodness as possible into the city. In George Ziets' own words, "Defiance Bay is the capital and largest city in the Dyrwood, gateway to the riches of Glanfath, teeming with adventurers and explorers from all over the region. Defiance Bay is a city of the common people, where the most prominent and respected citizens are self-made men. It stands at the forefront of experimentation in soul magic and exemplifies the age of discovery." A ton has been accomplished in a pretty short amount of time and we would like to share some of it with you. New Hires April Giron April is our new Art Intern. She has been doing an amazing job in creating the interiors that populate Defiance Bay. Holly Prado Holly is an Environment Artist that joined us about a week ago. She has already made a large contribution in filling out the existing areas with new props. Matt Perez Matt is a new Design Intern. Along with creating NPCs, quests, and blockouts, he also does maintenance work on areas (hooking up transitions, loot passes, encounters, etc.). Ryan Torres Like Matt, Ryan is one of our new Design Interns. He also creates dialogues, quests, and blockouts. Brian Macintosh Brian is Project Eternity's Programming Intern. While he has been implementing many features, he most closely works with the Concept Artists to get our UI to Alpha. Areas Art The Environment Artists have wasted no time in constructing an expansive Defiance Bay. For this first milestone our target was to get three of Defiance Bay's districts to Alpha level quality. It was a little ambitious, but the team did really well. The city feels full of life and character. I am pretty impressed with the speed that the team is able to get all of this together. Design While the Environment Art team is busy filling out the visuals, the Area Design team is meticulously planning and executing quests, NPC dialogs, and other goodies throughout the city. They were able to get three of the city's districts completely blocked out in under a week. Considering the size of the city, it is a pretty good accomplishment. Two of those districts are now at an Alpha level and even at an early stage, are a lot of fun to play. In addition to that, our two new Design Interns - Matt and Ryan - have been filling in the areas with smaller quests and NPCs. It is really starting to make the city feel alive. Characters Creatures The Concept Artists, Animators, and Character Artists have been burning through our creatures. We are taking a different approach in Project Eternity than we have on other projects. Instead of taking a creature from concept to a final, polished product, we have been taking creatures to a blockout stage before moving to the next. This allows us to get creatures into the game much more quickly. It also lets us be more flexible with how we spend our polish time. Overall, we think it will lead to a better experience. Even with this short amount of time, we have been able to get about eight different creatures into the game. Since it would be pretty mean of me to talk about the creatures without showing one, here is a small taste of one of my "favorites" - the wicht. I think Josh's description says it best: "Wichts are the bodies of children that were born without souls, grew to adolescence, and were then possessed by a malevolent lost soul or soul fragment that has been artificially inserted through animancy. This process arrests their physical development and transforms their outward appearance, leaving no doubt as to what they are." Items In addition to the creatures, our Character Artists have been filling out the remaining armor sets that are left. We have all of our basic armors in place for all of our races. This is a pretty significant feat this early in the project. Now that we are done with the base item and armor sets, we can focus on making magic and unique variants. Features Journal We now have a fully functional quest journal in place that allows players to see their quest progress. The UI is currently being implemented, but it is looking great. Conversations While we have been getting more and more Alpha UI into the game, I was particularly happy with how the conversation UI came out. Take a look for yourself, though. Even though this is still a work in progress, I think everyone did a great job. Let us know what you think of the conversation UI in our forums. Stronghold Tim went on a tear and got most of the backend systems for the player stronghold in place. There are a ton of really fun things you can do with your stronghold like sending companions on missions, buying rare loot off of merchants, building upgrades, and even purchasing hirelings to defend your keep from attack. Watching Tim's stronghold get robbed blind because he has low security and high prestige never gets old. World Map Eternity now has a fully functional world map. When the party enters a qualifying transition, the world map appears. Players can then select to travel to a location by selecting that icon on the map. Fog of War One focus for this milestone was to get our Fog of War system in place. Beyond a few tweaks, Adam is pretty close to slaying that beast. It's a really robust system he created that takes some inspiration from rogue-like games. Using Adam's tool, designers can quickly create a fog map, edit it, and set locations that should only be revealed at specific times. AI Steve, our AI Programmer, has been putting work into spellcasting AI this milestone and it is coming out nicely. Enemies are more crafty than they were now that they are casting spells intelligently. There's going to be even more AI work - roles for our enemy AIs, for example - put into our next milestone. 10k Backer We had our first $10,000 backer, Timothy, come for a visit. We all had a blast and it was great to meet one of our fans and show him the game. We even have a picture of Timothy preparing for Josh Sawyer's inevitable betrayal. Josh Sawyer on Game Design Lastly, I will leave you with a video that Josh put together about the importance of real-world knowledge in game design. Take a look. Well, that's it for now. See you guys again in a couple of weeks.
  21. Although the screenshot looks really good, I'm a bit let down by the frequency of the updates lately. Is it going to stay at a 2 weeks cycle now? I really don't want to be negative here, but I feel like the art updates were also meatier during the more frequent time, that is, when we had weekly updates. For example, there was more text describing the artistic process when we were shown some new eye-candy. I know we're not entitled to those updates so I'm still glad we have them, but it'd be nice to know if this is supposed to stay biweekly short updates now or if this is only a temporary thing. This is going to be a regular occurrence. The team is shifting close to 100% of their efforts into creating the content for the game, so we have to space the updates out a bit more.
  22. That is one of our old entries that has been repurposed. I'll make sure that gets changed out. Thanks,
×
×
  • Create New...