Everything posted by Ieo
- pack animals or beasts of burden
-
Grimoire Speculation and Ideas
Grimoire singular, plural is grimoires, not the possessive apostrophe. Given what little Sawyer has said about how grimoires work, they only function as a tool through which a wizard (not a "mage" ) channels soul power in order to cast the spells within (and their soul must be strong enough to do so). I envision it kinda like pumping electricity through a mechanic's power tool to make it work, so having the tool self-destruct when the owner dies doesn't make much sense to me. In terms of inventory, that's an interesting one. Indeed, if our wizard looted every enemy wizard's grimoires, there would be a problem. But the soul connection--perhaps by virtue of personalizing a "blank" grimoire, it becomes synchonized with the wizard's particular soul, so maybe no one else could use it. In that case, there should be external ways to learn the spells--I'd go with scrolls there, along with NPC trainers/quests...
-
Design Challenge: "Living" Necromancers and Vampires
I hope neither of those end up in the game... (Divinity2:DKS had an interesting take on necromancy...)
-
[Updated] Summary of the Q&A in the Kickstarter Comments page
I asked about it in Cain's first Q&A. They'll consider it, but it's not a priority. They'll see if it works with what they're going for with the classes. Gotcha. I believe the first Q&A was before the class update, so I was just wondering if their stance has solidified at all.
-
About the new concept art piece of Forton the monk......
To be clear, there are many art styles in anime and manga, so one can hardly classify the art styles as a unified whole. Unfortunately, it's usually the extremes that make it into video games. (See Mushishi for some awfully boring style. )
-
Voices in the game
Fair enough. Full VO isn't something Obsidian can or will worry about, so PE isn't going to include full VO; but since we already know modding will be possible, it's best to leave stuff like this up to the modders. We might get some interesting stuff.
-
About the new concept art piece of Forton the monk......
I like that he's old. Sounds strange, I know. The flip-flops, I can see them flying off at high velocity into the face of enemies. Perhaps they have hidden metal teeth in them. Ranged attack!
-
Voices in the game
When, how and where? Are you kidding? This has been known since the very beginning. http://www.gamebanshee.com/news/109462-obsidian-entertainment-announces-project-eternity.html http://www.1up.com/features/interview-chris-avellone-project-eternity http://www.pcgamer.com/2012/10/12/project-eternity-obsidian-live-chat/ And other sources. Man, there has to be a giant highlighted sticky somewhere for all the things Obsidian has stated over and over again.
-
About the new concept art piece of Forton the monk......
I'm guessing that's where he concentrates his soul power... It looks similar but is not the same.
-
DRM-Free Option -- Why not just make all Steam copies DRM free?
^This Forget the DRM discussion for a moment--this thread is moot. The use of Steam DRM has to do with the features Obsidian wants the Steam version to have. So you would only ever get the Steam version if you want those things like cloud saves. Otherwise, get the GOG version. To ask for a "DRM-free" Steam version is both redundant with the GOG option and defeats the purpose of Obsidian using Steam in the first place.
-
Voices in the game
Full VO brings with it significant problems, not just cost. * Amount of dialogic content is stripped because the file size take up too much space compared to text. * Dialogic content development is iterative, which means VO has to be redone and both cost/time go up that way. Much easier to rewrite text too. It can't be a full VO game regardless because Obsidian has stated so. Post-ship mods would work, though. With an initial partial VO, it's very easy and just as immersive for me to "hear" that voice continuing with the rest of the text. The recent games with full-VO are designed for a passive audience who like watching movies rather than using their own imaginations, such as when reading books.
-
About the new concept art piece of Forton the monk......
Yes, of course...but whereever he come from, I wish he can pay more attention on his stature. Maybe you mean 'posture', and that's being discussed in the Update 20 thread...
-
[Updated] Summary of the Q&A in the Kickstarter Comments page
What, did no one ask about multiclassing in these Q&As? I really don't see it happening at this point (class update descriptions, supreme flexibility), but a solid word either way would be nice. Someone go ask! I never seem to catch those Q&As, and the thing goes too fast for my old eyes to keep up.
-
About the new concept art piece of Forton the monk......
Forton isn't from China. It's been mentioned in the update thread.
-
Large Paper Dolls and Rotation
I'm not asking for specific work to be done i.e. large 3D renderings. What I'm asking is just to make what's available in-game and let us see a close up of the sprites in the inventory/biography section. Why would there be a waste of resources and effort? Okay, perhaps I misunderstood. I was picturing something along the lines of DA2. But I'd guess you'd need models with at least a few thousand polygons to make them respectably presentable; that's probably a lot more than you'd need for the isometric view. It's a trade off really. Perhaps they already have models they can use that would make the task reasonably do-able under the budget they have? It really depends on how Obsidian built the models of the PC and companion in the first place. If they started with a highly detailed model and rendered it into a small sprite, I think what I'm asking would be quite easily done. However, I am aware of your concerns. If they built a small scale sprite to begin with, then it would be a waste of resources trying to "blow it up", (so to speak) to see a detailed paper doll. I don't know how the 3D modeling would work, but in 2D art, it's usually best to start with as high a resolution/size/density as possible and resample downwards... It could work. I wonder if Obsidian will post GUI samples in the future for players to discuss--that would be tremendous in terms of both aesthetic and usability.
- About the Companions: Encouraging Some Variety
-
Screenshot... what ya'll think
So technical! Thanks for the explanations. I'm sure whatever it ends up in game I'll just get used to it again. Most likely I'll just be distracted by everything else, too. p.s. nice sig :>
-
Large Paper Dolls and Rotation
I'm not asking for specific work to be done i.e. large 3D renderings. What I'm asking is just to make what's available in-game and let us see a close up of the sprites in the inventory/biography section. Why would there be a waste of resources and effort? You mean like the way the IE games did it? Those were just closeups of the sprites, I think. I would like a paper doll that properly reflects gear appearance on the sprite, at least, as opposed to the generic paper dolls....
-
Screenshot... what ya'll think
I do love it too... Gorgeous detailing.... But there is something about it that did bother me. I couldn't put my finger on it for a while, though--it's the surface angles or perspective, not related to camera angle perhaps? The disconnect felt most noticeable to me between the entryway and the waterfall base, and the closest bridge seemed a little "bent" to my eyes. Not sure if that makes sense: I dunno. :sweat: I don't remember this feeling in the IE games, but it's been a while since I've replayed them (soon!). It's still super pretty though!
- About the Companions: Encouraging Some Variety
- I'm not Evil I'm just thorough... well OK maybe I'm a little evil
- Update #21: 5 days left!
-
Camera
You'll be happy to know there'll be no such thing as camera angles. Possibly limited zooming (for a better strategical overview of a battlefield), but that's it. Actually, from my experience across different game genres, zooming OUT is always favorable for a tactical view of the field. Zooming in is only useful for either precise aiming or LOS. And ego shots. (Of course, I'm assuming that the default PE camera view is fully zoomed out with the option to zoom in a bit. That's not confirmed, though.)
-
Inventory system
Ieo replied to Ieo's topic in Pillars of Eternity: Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)"Inventory mechanic" was not mentioned in any of the Obsidian interviews for what the major IE homage points are. In case you missed that--isometric view, partial VO with lots of reactive dialogic content, full big party control, big exploration, fun combat. Nope, "inventory mechanics" was never mentioned. Looking at the actual available inventory items is one way to look at it. However, given that we'll have crafting, the inventory mechanism cannot be the original IE style anyway, and Obs already confirmed that they're tweaking inventory together with crafting to be manageable.
-
Music, one of the most important issues?
Thanks for posting this Papylon. I designed and implemented the majority of all ambient sound effects for Fallout New Vegas. Ambience is a big deal for us in the Obsidian audio department, and we agree that they are critical to an engrossing RPG experience. I feel confident in saying that I think you will be disapointed! Will--you mean WON'T.