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Everything posted by Elerond
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Nice interview but one thing still bothers me, what is your favorite whiskey irish or scotch or woo woo (everything that aren't irish or scotch)
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- Project Eternity
- Steve Weatherly
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Amount of gore should be fit with game's aesthetic style. Lots of gore don't probably fit fairytale styled game, but overtoped game like Fallout it fits like good glove.
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I demand no tutorial.
Elerond replied to anubite's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Agree about manuals today. I used to like the thick paper manuals for RTS/builder games, where they'd give you all kinds of info on unit stats, requirements, and the like. Number crunching kinds of stuff that I could refer to. They don't do that much anymore. I miss those manuals very much -
Monks in Project Eternity
Elerond replied to TheDogProfessor's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I don't see equipment matter so much as every class have different way to access to power that his or her soul offer. So monk in full plate and sword will work differently from fighter with same equipment as they boost themselves differently. As it is somewhat confirmed that every character can use any equipment and PE's rule system tries to it best to make all equipment builds as viable choice, so I think the question with monks (and other classes) is that will their soul power and game mechanics support viable unarmed build. Concepts about Forton somewhat hint that there will be viable unarmed build, but one can't be sure if drug using masochist is good example about subject. -
How about this as look for human female mage (without armour or in light cloth armour)?
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Full Metal Jousting introduce us modern version of tournament full plate, which has very sci-fi look on it http://www.youtube.com/watch?v=wh5tsGQ9KLQ
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Femine looking women in replica full plate armours with mixed style Nice looking replica full plate using late 15th century style And additionally original full plate with very nice pointy shoes And in PE version of this armours I added magical rune that nullifies all spells that wizards and ciphers can cast as magic is always two way street
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16th century bullet proofed infantry half-plate from Majorca, which has nice conquistador feel on it
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I wouldn't say combat was an afterthought, just not necessary to progress through the game (it was basically BG's combat, which was great in and of itself). But I'd be alright with that as long as each companion had a very unique look to them. Also maces and fist weapons are way more bad ass than swords. Avellone has himself said that combat was somewhat after though why it was so painful and if he would make torment now he would put more efort on it. So you dont want actually see another Carsomyr in the game and you would be satisfied for realistic maces and fist weapons. <- it is so nice to put word on others mouths
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If we take PST as design base there should be no armours and swords that player character can wield and generally combat should be only after though. Or you are saying that torment was bad game.
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So when I say that I want armours/cloths to have same/similar design on male and female characters, and not without any explanation transfer to another design when gender of character who wears it changes, I am actually saying that female characters should wear burqas?
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How did I misrepresent you, pray tell? For example you gave impression that I have said that blizzard, dc, bioware and etc. companies that have oversexualised female character have average artist when I argued agaist your point that female characters look butch if they aren't oversexualised, using claim that if artist knows what s/he does s/he can make female characters look femine and male characters to look masculine even if they have same outfit and only average artist must relay on oversexualisation to do same. Of course artist don't decide how games will look, but they only try to follow instructions from producers and publishers that try to make product to sell as much as possible. And when I pledged to this project I hoped that we can avoid such compromises that marketing department wants.
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Dream it is not very nice to attack character of other conversationalists and mispresent what they have said to make your own point look better and make claims in their name what they have not made.
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Highlighting characters gender using oversexualisation. Like making platemail be boobplate on female characters, and actually functional looking on male character or wizard ropes look like good traveling ropes for male characters, but on female characters they look like coctail dresses from 20/21th centry. Is just something that average artists must relay to make female and male characters look differently especially today when you have lots of more pixel to use than 64. And oversexualising male characters is not any better idea or show anymore artistic talent. Real arits can make women look femine and male look masculine in same functional looking outfit. Oversexualisation work in same settings where it work in our world, partys, ball dances, advertaisment, bordels, miss/mister competitions, etc. Where you actually want to highlights your gender and those assests/attributes that our culture sees desireable and sexual. And what is desireable in person has changed lot during ages even in western culture, for example during Renaissance period (where PE will be setting) plump women where seen more desireable and sexy than thin women. Rule of cool, works fine until it starts to destroy basic funtionality of equipment. Of course setting can have overcooled equipment but they should have negative attributes gameplaywise compared to their more functionaly designed counterparts.
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Bunch of colorful pixels on 640*480 screen is very abstract, that's why it does't stand out as much as 3D models today. Compared to nowadays, these are pretty mundane. Normal-sized weapons and fully-covered body with armor for warriors. So what's your point? That you'd be fine if P:E looked like BG? Me, too. Or that it really don't mater how things look if people can't see difference with two characters . And of course BG had quite used pretty much functional design in all armours in the game. http://mikesrpgcente...gate/armor.html And same goes pretty much for the weapons, with some exceptions like war hammer that look nothing like what they claim to be, strange looking clubs and and throwing axes http://mikesrpgcente...gate/melee.html http://mikesrpgcente...ate/ranged.html Some character models, mostly female ones where quite badly designed in BG and one can see that memory and computing power limited their option quite much. So I must say that I would be greatly disappointed if PE looks like BG, because we have now better technology to use that gives us much more tools to make world look more living and make better character and equipment models. But original equipment design follows those lines that I would like to see PE to follow and keep away of BG2's equipment design.
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In my opinion functional designing don't kill imagination and fantastic looking stuff, but in right hands it adds it and can make stuff much more interesting than plain design by look only here some samples from one renascence master
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Verisimilitude
Elerond replied to Jojobobo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Actually, I distinctly remember first reading it when discussing F3 on the Bethesda forums back in those days - 2007 I think. I think that reason lack of use of word versimilitude before Sawyers post is because majority of people commenting on these topics are not native english speakers so they often use first right sounding word from dictionary and they correct themeselves when someone who have better vocabulary of the subject takes part to conversation, because it is just silly not use words that tell better what you want to say. To me functional and coherent design in enviroment, items and world overall make fantasy and scifi worlds more fun and believable. Deus ex machinas, illogical magic and item design where more ridicilous looking items are better gameplay wise are just plain stupid things that lower funfactor of the games usually for me. -
My opinion is that they should keep randomization in bare minimum. So generic enemies droping random loot is okey, random encounters can work, but no random enviroments and random loot from chests, barrels, etc. In my experience that usually cause too much ridicilous loot, like junk in heavily locked chest in tresure room, or 50 gold pieces in barrel in dock full of beggars. And especially I don't like random epic/high level item loots, special artifacts should be in special places, and I like especially if they have story how they ended in that place.
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I don't think these flags are necessary. They would be if you want to give different xp for different solutions, but only then. Normally the solution to a quest is your personal decision. No single solution should be the "right" one. An exception might be to giv more xp for a solution that is very difficult, but apart from that the game shouldn't judge you. That was one of the principles Avellone (I think) mentioned they want to adhere to. You also don't need the flags to implement world reactions. If you kill a member of a faction you can decrement the faction stat immediately. If you negotiate something with him you can increment immediately. There is the case that you got better with them through bargaining and then killing them afterward. But the penalty for killing them should realistically be much higher than the gain of one bargain success. If you make a bussiness deal with a yakuza and then kill one member of his organisation, guess which action he will value more. Faction meters and etc. world reaction meters are just more complex flags (meaning that they have more than one state). But sometimes you need add objective specific flag variables, for example if faction 1 would like you to do objective without killing anyone and faction 2 would like to you finish objective killing every one, and this kind checks are usually easiest to do with objective specific flags. But of course need of objective specific flags depend on what global flags you have in game and what kind options you want to give player
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Male Chanter (Human or godlike) - named as Väinämöinen - speciality sang enemies to swamp and sword play Female Wizard (Elf) - named Alarielle - speciality long ranged (including missle weapons) damage and heavy armours Male Roque/Ranger (Human/Elf/Godlike) - named Elerond - speciality stealth, wizard killing, light armours, guns, sword play Male Monk (Human) - named Jolker Melchiotto - speciality close ranged combat and enemy distracting Female Cipher (Orlan/Elf/Amuaua) - named Nimue - speciliaty enemy disabling and diplomacy Female Fighter/Paladin/Barbarian (Human/Godlike/Amuaua) - Rachel - speciality pickpocketing, medium armours and exotic weapons
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In objective based system you only need codition that checks when objective is completed Addition to this you need of course need flags for world reactions, but you need these in every system. This flags are things like Did not kill any one when carrying out objective (T/F) Did kill all enemies included objective (T/F) Bargained free pass through area (T/F) Killed people after bargaing (T/F) etc. Every flag is easy to check and then after objective is completed designer can give more or less experience depending what flags are up and what are down. So there is no need for any active tracking scripts to make difference between different approaches to object and to check how world will react to these approaches.
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It did not work perfectly in IWD 2 (my opinion). But you can make game work with both methods work, but in my opinion objective based xp gain gives more flexibility in level design and make balancing xp gain more easier. As you don't need to implement systems that check how relative difficult is in lockpicking, pickpocketting, conversing, combat, etc. things as you can only decide how difficult objective is and possibly relative difficulty between different solutions and give xp by this estimate.