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BAdler

Developers
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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 o
  9. 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 who
  10. 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 Obs
  11. 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 hunte
  12. 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.
  13. 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.
  14. Honestly, I am not sure what the next one will be yet. There are a few ideas running around right now.
  15. 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
  16. 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
  17. 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.
  18. 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 co
  19. 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 tempora
  20. That is one of our old entries that has been repurposed. I'll make sure that gets changed out. Thanks,
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