Everything posted by Karranthain
-
Update #6: Choosing the Best Tool for the Job [Linux Confirmed]
I don't know much about engines, but aren't graphics basically a completely seperate matter? I.e. engine doesn't directly dictate the graphics style.
-
Armour and weapon designs - a plea.
Doesn't that fit the bill?
-
Armour and weapon designs - a plea.
Yes, yes, yes. Well, actually I would care a lot more if this was a third person/action RPG. For an isometric/axonometric game it isn't *that* important. Still, it would be a nice touch to see people extracting their weapons/changing their stance when a combat starts and reversing to a more relaxed pose at the end of it. Running through peaceful villages with greatsword raised is how the heroes roll. Yeah, a relaxed stance would be great if that isn't possible. Though that certainly isn't a priority.
-
Armour and weapon designs - a plea.
I would also like to see weapons sheathed when not in combat. Scabbards would be great to have as well. That said, I'm aware it's probably too much work to have that. But all the same...
-
Stretch Goal - hire Justin Sweet to make portraits.
It could be a new reward tier (8k perhaps?). I'd image there'd be a lot of people interested in having a custom portrait in the game. All the same, I think hiring Justin as a stretch goal would mean a serious funding increase.
-
DLC vs Expansion Packs
Karranthain replied to Intoxicated_Ant's topic in Pillars of Eternity: General Discussion (NO SPOILERS)Expansion packs please. They usually expanded the story and introduced new mechanics at a scope far bigger than what DLCs can offer.
-
Project Eternity Composer: In-house or External
Nice choice, bunia. I'd like to add two more atmospheric pieces :
-
Armour and weapon designs - a plea.
I like that idea. Plate armour wearers usually wore some leather underneath it.
-
Narrated sequences instead of cutscenes (let's use our imagination again).
Expanding on the idea of small narrated sequences for every (major) area, I prepared this small example (excuse my poor writing skills, but it's just for the sake of a presentation) : Each sequence would feature concept art of the area and just a few sentences describing its general feel, while plays in the background. It could also be used as a vehicle for sneaking in some lore bits. What do you think?
-
Armour and weapon designs - a plea.
And that is the essence of the matter, I think.
-
Armour and weapon designs - a plea.
Thank you all for your support of the idea
-
Project Eternity Composer: In-house or External
Glad you liked it! Since we're discussing orchestral music, I thought I'd link this marvelous classical piece (which you probably know, but it's always worth listening to :
-
Character generation processes should be fun.
Character backgrounds in Arcanum were great, I'd love to have them back in Project Eternity.
- 59 replies
-
-
- 3
-
-
- fun
- rolling-up
- generation
- stats
-
Tagged with:
-
Stretch goal thoughts
The funding has now slowed down to a crawl We need a big jolt!
-
Stretch Goal - hire Justin Sweet to make portraits.
Yeah, wasn't a big fan either.
-
Armour and weapon designs - a plea.
As long as there are three-bladed swords.
-
Magic vs. Firearms
That always livens up the party.
-
Magic vs. Firearms
Lightning bolt! Lightning bolt! Lightning bolt! Sorry, had to. I'd guess something that'd cause the gun to misfire - summon rain perhaps?
-
Update #5 - Souls, Technology, and Adventuring Companies
That was a nice update (they're getting better and better). Also, enemy adventuring companies? Great! I've always thought that it's a wasted opportunity to not include them. On that note, I've always wanted to play an cRPG in which you'd directly compete with another adventuring party throughout the whole game (I think Wizardry games had those). Maybe for the sequel? P.S. Looks like the firearms will be really interesting to use. P.S. II Is that a rapier behind you, Josh?
-
Weapon mechanics
Attack chains are a pretty good idea, I like it. Fighters are usually fairly boring to play, so this would definitely spice things up. I'd avoid making them mechanics too "gamey" though - the chains, I feel, should feel like a natural progression - like in your example, riposte could only be used after a successful parry for an instance.
-
Armour and weapon designs - a plea.
Moving this discussion here : http://forums.obsidi...cs/page__st__20 to not derail the topic
-
Stretch Goal - hire Justin Sweet to make portraits.
Found some more wallpapers, those portraits do look great up-close!
-
Narrated sequences instead of cutscenes (let's use our imagination again).
I think we can expect a few cutscenes, but probably of the in-game engine variety.
-
Game Mechanics Thread
Some thoughts on weapon mechanics here : http://forums.obsidian.net/topic/60205-weapon-mechanics/?do=findComment&comment=1190501
- A thought on PE's graphics