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StrangeCat

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Everything posted by StrangeCat

  1. If not the Saints War and the God Hammer then something before Pillars. I guess there is enough Lore here for them to create some interesting story in those lands.
  2. It's a good Idea and my Advice is Sound. Create a Pillars of Eternity III that is before Pillars of Eternity taking place during the creation of the God Hammer and the destruction of the a Made up God made Flesh. It would be a darker game set it dark times. Keep going forward doesn't make sense at all.
  3. This is, sadly, pretty much never going to happen. I don't see how Durance could written with out Chris.
  4. It should have the game as the prelude to Pillars of Eternity . It should be about the Saints War and a young Durance and his Party that slayed a God with The God Hammer. The game should be darker, gritter, and more mature. Of course your going to need Chris Avellone back on board to do the writing for characters like Durance. (contract for hire) There could be a young Eder in there too. Just going forward with another location etc isn't that great of an idea. it's time to create the Story that is told in Pillars. Good Luck!
  5. How music would work. Music directing. Theme Flute over strings....Then orchestra arrangement expanding theme between orchestra. Enter over world or town (plays part of the orchestra arrangement. Enter a Main Town(needs it's own theme) Dungeons need dark ambiance. Enter Combat the music needs to fit the scenario of Combat , needs it's own theme but doesn't need to play every time you enter a fight(unless you compose perhaps three or so themes for combat) Combat should have melody to make the theme. Fight major Boss battle it needs it's own theme. Some major event is happening in conversation the music like a film needs to reflect this. *Romance, suspense, Characters theme, etc* The arrangement needs to reflect the theme of the world(Sailing, pirating, or a dark presence in the background?) Music can be expanded more to be more subtle bring up the motifs of theme (so question and answer phrases that were part of the theme play) After Bombastic Orchestra the winds play between the strings as answering phrases on the motif of the Main Theme. Not all areas need to have defined themes. The music needs to contrast it's self with rhythm instead of all ambiance all the time or it's boring. The Majority should be that Orchestra Arrangement of the Main theme of the Game. Major areas always need their own theme. well that's one example as you can see it's all subjective.
  6. That was an interesting Survey! I am glad I played that game again last year or I doubt I would have remembered the many things I did. Does show how deep the game was with it's many characters in the world. Still I found the faults in the "third part of the game" as I did the first time I played it when it first came out. The expansions were done very well! Some day I will play Pillars of Eternity 1 the expansions and go right into Pillars of Eternity 2 Deadfire.
  7. Game was truly amazing! Hats off to you Guys! Your team has created a great Brand to expand with! I look forward to the expansion and Pillars of Eternity 2! I was so invested in this game, the characters the story, the good the bad. Great Experience. Your Music directing could have been a lot better though. I won't go into detail about it. I tired to do everything in the game finishing it with 81 hours I believe.
  8. Which tells us nothing because the Grieving Mother's opinion is influenced by our previous interactions with her. which is wrong because if you unlock her full story you would know what I am talking about .
  9. I never ran into saving after long conversation in the whole game. and it took me two tries to beat the last boss.
  10. After you have had very long conversation with audio, allow people to save right before the fight. That way when you have a tough battle and you die you don't have to go through the whole conversation again. after multiple tries on a tough battle the conversation becomes retort. Good Idea! yes it is!
  11. Iovara looks right! Yea but you get to choose you were lovers. When you have that conversation with her and talk about how you betrayed her there is a little bit about being lovers. She says she will never forget the times you spent together and that memory above all makes her happy. you agree to continue what she believed and you want to save her, but she it trapped and you can't do squat. I just wished there was more! There could have been more at the ending of the game since her story was so important in the game. The developers left it. Other then that I found the Full Game to be quite amazing! I hope they step it up though in Pillars of Eternity 2.
  12. For some reason I forgot her name and I just beat the Game! Yea but I think there should have been more with her being your lover and trusting you. The conversation with her when she responds to you as being her lover wasn't as deep as it could have been and in the end when you agree with her, it's just "well fairwell" I still think there could have been more about that and resolving a few things. It's close but didn't feel close enough. Iorvath was that her name ? Doesn't look right. Why do I think it was Ivonia or something. Damn I can't remember! Call her the Apsotate. That was the only fault I had with the whole game!
  13. I became sick for a whole week so I played Pillars of Eternity. 80 hours did everything on expert mode. This was really great Game! But I would have liked more with the Elf Girl at the end. No matter the dialog choices you don't really resolve your love afair with her that your awaked soul had. It wasn't really the right good bye. I didn't think that was thought out as well as it could be. You should have written something up for an ending after the end, like the charcters and what they did. or you should have been able to save her some how or something. Just felt unfinished. She should have had as much importance as Thaos did. Other then that Pretty Amazing! Look forward to Expansion and Second Game. You also had couple music battle tracks that were half way decent.
  14. Hey that damn Cool! One thing with KickStarter, it has to be damn Annoying dealing with all the wannbe developers that not only track you down and try and change your game but also constantly complain about what it is you are doing. That's part of working with all the fans though and I guess you have to deal with that. On the Positive Side KickStarter has breathed new life into your company and it looks like this franchise will continue to be successful for you! Time to break out the Beers again! All The Best!
  15. There Inn and it's history, sounds and looks fantastic! I look forward to checking out some recorded play throughs on youtube.
  16. Yea the guy is really smart. A lot of passion behind what he is doing! Man don't ever Dis Cats Ever! I once paid 2000 dollars to have two cats transferred across the US to make sure they had a new home! Cats Rule!
  17. Of course it will be, it's a two years of development from a studio with the passion to make that kind of game. you can't judge the game on a backer beta! Only the Mechanics, you don't know how the flow of the game will be, how the story will go, and how immersive the world is. I am sure it will get rave reviews! It probably is going to surprise a lot of people.
  18. I would support them! There doing what there passionate about and that is a very good thing! It's nice to see these Rpg's coming back to popularity. I would wait a bit though for announcement of the Kickstarter though. Wait till you have your expansion half way finished. Also I would set up something like Torment Tides of Numenera. I still give them money.
  19. Congrats Guys must have been one hell of ride! Try to find some time to Party when you release!!
  20. Pretty outstanding work Josh! It must have been a dautning task and required a lot of research into a lot of histories.
  21. I am going to be checking one of these out. A play through with no commentary. I won't be able to have time to play the game myself but am interested in it regardless.
  22. Towards the end of the project. It was a fun level to design and was truly a team effort. I'll give you a briefish rundown of how the process worked. It kinda went like this... 1. One day I walked into Josh's office and was like... "Hey Josh, I want to design a big-ass gothic castle level. What do you think?". Josh responds with a silent emphatic head nod. 2. I then go to Jorge Salgado, one of our level designers, and say something along the lines of "Yo, Jorge. I'm gonna come in this weekend and design a big ass gothic castle level. You in?" I'm paraphrasing here, but he replied something like "F%^$ yeah!". 3. So we came in on a Saturday and I explained how I wanted the level flow to work (being vague so I don't spoil it). We then started tossing out story ideas for the quest. After an hour or two, we were both happy with the idea and Jorge drew some layout ideas for the exterior on the whiteboard in our office. 4. We bantered a few times, refined a few things here and there and called it a day. I then assigned block out duties to Jorge. 5. Later, he blocked out the exterior and interior areas. The early blockouts were sick, but needed some refinement. I had Jorge make some level flow adjustments and various tweaks to the blockout. Early on it was a little easy to get lost in this place. 6. Once I approved the blockout revisions, the levels went off to level art. Sean Dunny worked the exterior, while Hector Espinoza and April Giron worked the interiors. 7. Once the first pass art was in, Jorge implemented the first pass of the level content, including quest and dialogue. 8. Once we had a playable level, I played through the level multiple times and wrote notes. 9. Next, Rob Neslor (Art Director) and I got together and reviewed the first pass art. We made dozens of notes (which included new props needed) for a second art pass. 10. At this point, Jorge needed to move on to work on Twin Elms. I assigned Olivia Veras, one of our newer area designers, to take the level home. She and I worked closely to refine the quest content, level flow, dialogue, combat pacing, loot, balance, etc. She did a fantastic job finishing the level and making it shine. She worked closely with Eric Fenstermaker and Carrie Patel, the narrative designers on the project, to make sure the narrative of the area blended well with the critical path elements of Gilded Vale. 11.Then, the finishing touches (like the lit stain glass and scripted interaction art) we're put in and polished. John Lewis handled the various visual effects in the area, while Kaz supplied the SI art. 12. Finally, Justin Bell and the audio guys worked their magic on the music and sound fx of the area. This is obviously an abbreviated rundown of how we make levels, but hopefully it gives you guys a little understanding of how a level can come together. Sometimes there is a ton of planning, writing documents, and waiting months before the work even begins. Raedric's came together quickly. It certainly helps when it is closer to the end of the production cycle and we can more accurately project how long things will take. This is because the developers are used to the workflow and tools their using, we have a library of assets to draw upon and the team is more or less working like a well-oiled machine. Glad you wanted that in the game or decided to create that it looks fantastic! Thanks for giving a run down on how you go about your guys's routines. Gothic Castle or Cathedral is sacred Geomentry. Masons incorperated the School of Mysteries with squaring the circle and using the Tripod. The Tripod is an "in your face symbol against the Religious orders of external God's". Hence you will always see Three windows, three doors, a triangle, etc. Higher Reach to a Higher Mind connecting the Divine with in each of us.
  23. I guess I don't play enough games to understand those type of quests in a game.
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