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Everything posted by rjshae
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I wouldn't have a problem with that... Yes, kind of a shocker that. It pays to choose your Kickstarter rewards with care.
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Ahahahahahaha....
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Update #61: In-game Art
rjshae replied to BAdler's topic in Pillars of Eternity: Announcements & News
Picture the room with the glowing tube hidden by FoW; the party enters through the only door into the room and the two nearest creatures immediately turn to face them. In this case it can be more efficient to pre-position the two facing as shown than to put in the code to have them detect the door opening then turn to face the party. Since the room was hidden by FoW, the player sees no difference between the two approaches. There is a difference still. Because entering the room and then getting vision in the Fog of War and then see them turn is quite a different experience from them already looking towards you. Albeit it is a very slight difference, it is still a difference. In example A, which would be as seen in the picture, you imagine them turning towards you. If a dialogue is initated, "text" could symbolize them turning towards you (even if they already are turned towards you). In essence: - "You notice the blood-stained robes, the knifes and axes in hands and the chittering chatter of what seems to be cultists of some kind. Did they sacrifice something? *gulp* Are we the sacrifice? Turning towards your presence, snickering slightly, one of them begins to speak..." In example B, which is what I was trying to picture, they physically turn before the Players eyes. The above example (A) is an indirect presentation, kind of "But lol! He's already facing me!", this example (B) is a direct presentation. - "You notice the blood-stained robes, the knifes and axes in hands and the chittering chatter of what seems to be cultists of some kind. Did they sacrifice something? *gulp* Are we the sacrifice?" [The Cultists turn towards the party] "Turning towards your presence, snickering slightly, one of them begins to speak..." It does set the scene differently. Does it not?, you've inserted an additional element into the scene that wasn't there before: a monologue by the head cultist. Well obviously, since you've inserted an element into the scene that wasn't there before: a monologue by the head cultist. If you want that type of drama, then the additional animation may be warranted. It all depends on how they write up the scene.- 204 replies
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- Rob Nesler
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A few more: Pirates & Dragons, the RPG -- "Pirates Love Gold! Dragons Love Gold! When the terrors of the sea meet the terrors of the sky, there's bound to be trouble!" Treasure seekers journey to the new world, only to discover dragons. Rules based upon Renaissance D100 system. Includes a hardcopy rulebook. Currently £1,205/£12,000 with 31 days to go. Ronin: Chrome & Shadows -- "A post-apocalyptic cyberpunk setting for Savage Worlds. Massive metroplexes, syndicates and megacorps in an irradiated wasteland." The game is licensed and undergoing testing. Includes a PDF core book; no physical copy. Currently at $2,221/$6,000 with 14 days to go. Inscrutable Puzzlements: An Anachronistic Victorian Era RPG -- "An original ruleset accompanied by a Victorian setting with Gothic horror, steampunk, mystery, and fantasy elements." Succeeded at $1,700. Parahuman System Free Superhero Campaign Setting -- "Parahumans have always been with us, though we have not always recognized them as such. In ancient times they were worshiped as gods and demigods. Today, they are worshiped as celebrities." Succeeded at $705.
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Update #61: In-game Art
rjshae replied to BAdler's topic in Pillars of Eternity: Announcements & News
Picture the room with the glowing tube hidden by FoW; the party enters through the only door into the room and the two nearest creatures immediately turn to face them. In this case it can be more efficient to pre-position the two facing as shown than to put in the code to have them detect the door opening then turn to face the party. Since the room was hidden by FoW, the player sees no difference between the two approaches.- 204 replies
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- Rob Nesler
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Are cloaks and horses in?
rjshae replied to poolofpoo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Brain sucking zombie cows with toxin-filled udders... -
Barbarians? I guess you mean Icewind Dale 2 then?
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AOE spells and effects
rjshae replied to 6ttermayn's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I agree with this, I wouldn't like the target area to be an absolute, but rather an approximation of where the AOE will spread to. Maybe one circle shows where the spell will definitely hit, and a less opaque, larger circle to show where the spell might hit. A nice touch would be to create monochrome targeting circles with borders that ripple and shift based upon the type of spell. For example, a fireball spell might have edges that resemble shifting flames, while a fog cloud could show tendrils of mist flowing out from the core. A constantly shifting edge would make targeting more problematic and interesting. -
Update #61: In-game Art
rjshae replied to BAdler's topic in Pillars of Eternity: Announcements & News
It does appear that the character models are being illuminated by directional lighting. If you look at the elves standing around the device, the ones to the lower right have shadowed backs, whereas the ones in the upper right are illuminated by the violet glow. If this was generated by processing of the 3D geometric data, then perhaps some hooks could be left in the code in case an adventurous modder wants to add in some shadow-computing calls? Once that is available, people with sufficient processing power can render the shadows more accurately by adding in the mod.- 204 replies
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- Rob Nesler
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AOE spells and effects
rjshae replied to 6ttermayn's topic in Pillars of Eternity: Stories (Spoiler Warning!)
The ToEE PC game showed the impact area via an overlay that moved around with the cursor. It was fairly effective and allowed precise placement. However, the game engine was implemented so as to still allow some friendly fire to characters adjacent to the selected area, which I thought was a pretty nice touch. It might be interesting if they gave us a locatable target areas with fuzzy borders, thereby indicating some likelihood of friendly fire. -
Update #61: In-game Art
rjshae replied to BAdler's topic in Pillars of Eternity: Announcements & News
The reason for the comments is that the OP specifically asked for feedback. For some people that detail stands out more than for others. But I think it's the type of feature that most players will quickly grow used to... as long as the diffuse lighting of the character matches the local lighting level.- 204 replies
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- Rob Nesler
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Update #61: In-game Art
rjshae replied to BAdler's topic in Pillars of Eternity: Announcements & News
The level of the detail in the scene is very nice, especially for the creatures. There's a good mix of toned-down hues and it looks like an actual place rather than feeling contrived. Bravo! The shadows... well they're not perfect. But it's enough to provide depth to the scene, so I can live with it. Also four of the creatures around the glowing light look a little cookie-cutter; they're nice, but appear cloned (apart from the weapons). A little size variation would help, as would slightly different garb. Thanks for the update!- 204 replies
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- Rob Nesler
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Obsidian underestimated how long it would take to make a video game? Say it isn't so. Now we get to know how Sega felt. Apart from this being really dumb.... They underestimated nothing, as the old date was still with the original goal in mind + them saying they will release it as bugfree as possible even if it takes a bit more time. It's not "really dumb" because they (Obsidian) gave an estimated schedule of 18 months after the Kickstarter was closed. I think we all pretty much expected it would take longer, but it's the management prerogative to push the schedule to the left in order to encourage efficiency. Where it would become a concern is if they have budgeted for 18 months and it ends up taking two years, leading to a cost overrun.
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Mechanic Revision - Pickpocketing
rjshae replied to HunterOG's topic in Pillars of Eternity: Stories (Spoiler Warning!)
That's easy to implement by pre-generating a key for each possible action and Xor-ing that with a key generated for the game; the modified key is used to generate the random result, so that you always get the same outcome. -
Mechanic Revision - Pickpocketing
rjshae replied to HunterOG's topic in Pillars of Eternity: Stories (Spoiler Warning!)
The OP makes some good points. Rather than a success/fail, I'd like to see something more akin to a recursive partial success: You receive a pop-up showing a set of items you can nab. It only shows those items that you can access based upon your skill rank versus the opponent's save rank, with modifiers for the item placement. I.e. body armor should get a massive save bonus; items hanging from the belt get no modifier. You only get a general impression about what's available to pinch, so you only see things like armor, weapon, garb, trinket, &c. Items can be better identified once you exit the dialogue. You can get synergy bonuses when another member of the party has a comparable pick-pocket skill. Each time you take an item from the pop-up, the list is regenerated with the opponent gaining a cumulative bonus to their save. This repeatedly shortens the list of remaining items, and at some point there is nothing left to take. -
Although at first your faithful pet seems like an ordinary animal, in time you discover that it is actually a natal soul. That is, it is a newly formed soul that has never before seen the mortal realm. Instinctively, natal souls seek out a patron with an unbroken soul in order to find its balance and true purpose. The natal soul begins to acquire characteristics of the patron, and in time becomes more than an ordinary creature: they may gain special, unique powers that depend on the nature of the bond. When reborn, such a natal soul may have acquire sufficient identity to achieve a higher form, such as a human. Natal souls that fail to bond with an unbroken soul become cast adrift, turning into animal spirits that linger in the wilderness, acquiring unusual traits and powers. Some natal souls are wracked by forbidden magic to become twisted, malign spirits. At some point in the game, the player may be offered a sizable sum for their pet by a secret practitioner of dark magic; if he accepts, the pet is later encountered having been turned into such a warped creature. Refusing to sell the pet would instead reveal the true nature of the creature's soul.
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Loot collection radius
rjshae replied to Cultist's topic in Pillars of Eternity: Stories (Spoiler Warning!)
If you're going to pool the loot, then some type of gathering animation would be nice. For example, upon clicking the loot button, streaky blurs move from the source creatures to a single pile. A drawback to pooling the loot in this manner is that notable finds may get lost in the mix. Stuff that is interesting should move to the top of the pile.