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Semper

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Everything posted by Semper

  1. you don't need a special plugin to get the needed render outputs. every renderer included in your 3d app of choice is able to create them. those collision objects and walkmeshes need to be created in 3d. they're basically placed on top of the isometric flat texture which is your underlying map. unity supports custom meshes as those objects, and i bet that they're just imported fbx files. i doubt that obsidian created their own stand alone toolset to create poe. unity is basically a toolset in its own right. if at all they have to create such a tool just for the community - or they could go the mmx route were unity pro is needed to create content.
  2. You almost definitly heard about it. Sawyer Project. March 2012. George Ziets + Co went away? That thing. +xbox one +new ip +project north carolina if that helps to get the bells ringing.
  3. so what? that's a financial risk mother russia has to bear. obsidian is just the contracted developer and will get paid however the outcome. plus it's another shipped game in the company's résumé and adds to the overall prowesses, which helps to get additional contracts in the long run. if obsidian doesn't mess up there's no way they can lose here.
  4. world of tanks generates double digit millions a month. @thread: too much drama involved -.- those 2 mmo projects were signed after obsidian's deal with microsoft crashed. their financial future was "cloudy" and they decided to take every job available. world of tanks' user base in the u.s. ain't that big, and with an american developer as carthorse and a f2p business model the innitial interest will be huge.
  5. it alternates between water, tomato juice with tabasco, dalmore, and tannenzäpfle or radeberger.
  6. as you said it doesn't matter as long as obsidian provides insight into the used formats. we don't know if they used imported meshes or unity's option to bake navmeshes and to create collision meshes. in the end both meshes are among the easier ones to handle if the needed flags are known.
  7. that's a really bad comparison. to create a map you have to create it in a 3d app first because you're in dire need of special render outputs like z-depth and normal map. geting all this stuff done ain't that difficult but it's a show-stopper for the majority, and by no means comparable to very basic things like playing with lego where only your artistic level defines the outcome. you have to have advanced knowledge of the program you're working with before you can even start with creativity. so while it's hard to do the first steps i hope that obsidian doesn't think it's impossible for the community to produce such maps. as long as they give us the correct camera angles blender's everything you'll need. regarding models there shouldn't be any real problems too. unity handles fbx and i doubt that obsidian used any third party implementation to process other file types. we're talking about pre-rendered pictures as backgrounds. while you can spend thousands of dollars for professional apps you could also simply use blender to create the needed render outputs. it's totally free and in no way behind the expensive tools.
  8. it's not only about the controls. you've to redo the entire ui to support couch-tv distance. the bigger the font the longer you've to scroll through tons and tons of text. the same with all the small icons and buttons to click. it simply ain't comfortable to play a crpg while sitting miles away from the screen, no matter how relaxing your position would be.
  9. @Gfted1 - nevermind. i assumed it automatically selected my reward according to the credits available.
  10. i've linked the pledge to my forum profile. is there some other magic i've to do? edit: hmkay. it seems i've to re-select my reward before everything works.
  11. perhaps they hoped to get the backer portal ready. perhaps the art update suffered from bad wording. or perhaps they don't want the fans to get worried because they tend to weight every single word in gold. whatever the case, it doesn't really matter and i doubt that the devs tried to fool us with intent. there was talk about problems with the site and we all know that the big update has to be simply perfect to drive in a ****load of new backers.
  12. adam said that there're still technical issues they're running into. seriously guys, back down. all this talk about lying to the fan base is way overboard. they're doing their jobs and it's done when it's done.
  13. they did admit that they had technical issues back then and that they're hard at work ironing them out. it's just the alarming obsession playing tricks on some of the forumites.
  14. while this is somehow true it doesn't apply to current gen. in 10 years those games will still look awesome - perhaps not that awesome like the games in 10+ years but for sure very good. @topic: since when is neverwinter nights an isometric crpg?!
  15. the picture you see in the update ain't the whole ui but just the dialogue window. the things you suggested wouldn't really fit there.
  16. how can this be of any risk for obsidian? they're hired to help out to bring this to life and to let their name speak for the game, mostly to get more western world's folks playing it.
  17. i don't think that it would be that easy. for the infinity engine it was enough to just paint the areas and use a variety of color filters (lighting, collision, etc). PE uses different render outputs to determine such things, possibly a z-depth for lighting and real 3d collision boxes, walkmeshes and so on. if you want to create custom areas you have to build and render those within a 3d application. at least with the use of blender there's a powerful and free option available.
  18. modding will be possible. the release of a toolset or similar editors is something obsidian looks into. what they definitely promised are localization tools and extensive documentation of the used file-format. further info can be found in update #16.
  19. then i don't understand the part about false promises in your opening post... that's ridiculous. well, you know, before baldur's gate revived crpgs there was no other real contender. back then basically the whole genre was based on ie games.
  20. you're the one-eyed king among the blind followers you're so totally wrong on so many levels. peel the ie games out of their a/dnd shell and look a second time what made those games. perhaps this time you'll find the similarities with project eternity.
  21. imo that's impossible right now. they have not finished both the vertical slice and the production pipeline for the environment art yet, so everything up until now are just wild guesses. they'll keep the estimated date of the kickstarter until everything is set in stone.
  22. afaik together with adam he's the lead designer so it's basically his game. he's responsible for what goes in and out. kickstarting a game doesn't mean that the community has a right to dictate in which direction they've to develop the game they promised. it's nice that they consider our input, but their own (and especially the lead designer's) vision is above everything else.
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