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Posts posted by StrangeCat

  1. 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!

    • Like 1
  2. 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.

  3. 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.

  4. 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.

  5. Googled it, the name is actually Iovara. Oops.  :grin:


    Also, you were her former lover. You were not that close for quite a while (actually several years). It's no surprise she is a bit distant, especially since you are the person that she loved and then you are some bloke that happened to become a Watcher. That can make a meeting a bit awkward.


    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.

  6. I'm not sure what you are asking for. Iorvath's soul is the only thing that remained from her. She wouldn't be walking out of there alive this way or the other. You can make her go over into the Berath's Wheel and make her forget it all. 


    And I'm not sure things would have been happier if you put her soul into an amulet and then carried her out of there. Iorvath chose this act of defiance, to stay here and be a monument to the failure of Engwithans and their gods. And if you couldn't offer to carry on her crusade and make people understand that the gods are a lie... then there is not anything else she would really care about.


    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! 

  7. 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.  



  8. 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!


    When abouts was Raedric's Hold implemented during development? The art on the walls makes it look like it was later on.


    I also hope he gets up out of his seat and fights.


    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.

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