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Everything posted by Osvir
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Secret Fighting Styles
Osvir replied to Neuralshock's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I only have one thing to say, create your own secret style with the outrageous Wall of Text. One of the ideas in there is about there being enough possible "Builds" that you'd be able to build your own style. Of course reading on community forums and similar post-release would quickly find the "best build" depending on playstyle. That's why I love League of Legends, there's very many different builds for just 1 champion.- 39 replies
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*Tilts head* I hope not, that's giving me neck ache. Obviously the background picture would have to be accommodated and authentic to the "idea". Kind of like the Harry Potter staircase. Sorry for the picture, couldn't find a better one (didn't look hard enough).
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Yo! Windows Let me explain, in Baldur's Gate (I)nvetory is its own interface. What I'm curious about is if it could be handled like a Window screen. Statistics as well, perhaps the Journal too. Maybe I could customize it as well and press 1 button and bring up 4-5 windows on the screen. It'd be easier to drag and drop items to my team mates as well if I have Character 1 and Character 2 up on the screen at the same time. Tabs Customizable tabs in the Log, one could be for Dice Rolls in combat, one for purely Dialogue, I know there was a 3rd idea as well... perhaps a "Search" tab for finding traps or other stuff. It'll be easier to relocate what has been said with not having everything in one log. I could scroll up the Dialogue (A quick fix "Journal") to recall what has been said, the Journal would go a little bit more into detail of Quests and such. The combat log would obviously be important for combat, removing any subtitles of Battle Cries and such and mainly be focused on dice rolls. Sorry if I'm posting in the wrong section, thought it'd fit here better than Widgets but yeah, you'll be the judge of that Moderator [EDIT] Here are some links to other threads: Combat Log #1 Combat Log #2 Conversation Log & Combat Log Scrolling text log for dialogue and combat [/EDIT] And of course, what is your thoughts on the matter/topic?
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IF Partial VO (Sound Sets)
Osvir replied to Osvir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Regarding the power of the silent hero: When playing "Dragon Age: Origins" I was thinking "Wouldn't it be cool with the protagonist being able to talk!?" obviously Bioware felt the same thing (Looking at you, DA2 and ME... the Witcher as well). And I was VERY hyped about DA2 having full voice acting, now today with some hindsight I can say I enjoy Dragon Age: Origins more because it is a silent hero. If any Biowarian employees lurking about these forums, learn from this in DA3. -
Fictional Languages & Alphabets
Osvir replied to Barothmuk's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Old Swedish is fun, and inspiration for material as well. "See Also", more "See Also" and finally some Old English "See Also" No problem bro -
http://fallout.wikia...n_Herd_(Fallout) <3 EDIT: I have to say thank you for this one Tim. This is one of the most memorable scenes from Fallout for me I thought I was going to get a difficult mutant encounter, I think it went something like this: "Oh snap, random encounter!" *sees Brahmin, breathe of relief... then...* "Wtf!?" *bursts out laughing into tears*
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Dialog mostly voiced?
Osvir replied to LordsWeapon's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Agreed, though some of them are really good in their amateur acting but the volume is wrong, the microphone is bad (sounds like someone is talking in a can) and it really sounds like something someone has put "into" the game externally. You hear lip smacking and the "Ptt" (breathing into the microphone is bad). It really sounds like it isn't a part of the game and that ruins the entire immersion aspects, so the sound has to be of a certain quality as well. Doesn't matter how good your voice acting is, if I can't hear it, it is pretty much pointless and more of an annoyance. EDIT: If you are going to do any voice acting you need to check your Input levels, check your audio editting skills (which isn't too complicated), work on your own voice level (test test test!!! Trial and error until you get control of your own voice!!). Ask someone for feedback!! You're probably going to have to retake every single line about 10-20 times to get something remotely "good" (often in the professional world you don't "strike Gold" on the first take). If you've ever done some "Bowling" you'll know this (unless you were/are a natural talent of course), you don't get a "Strike" the very first time you try it (acting requires , something I feel that many of the amateur sound sets didn't do before releasing). -
Fictional Languages & Alphabets
Osvir replied to Barothmuk's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
This is one of those ideas that is awesome but it is a demanding task. Start writing up/presenting some prototype language for inspiration/material. I don't remember where but someone did make a post about it in a thread.... *4 minutes later* Here (Racial Speech Skill) and this one (How are languages made?) and accents. This post by PsychoBlonde: EDIT: Underline for highlight (very important to know/think about!). Also want to refer to my post in "Dev Team Sharing the Process" how much are we sharing "the process" of our ideas? How much material do we put out versus how much material do we ask for? A good thread to read over at the Wasteland 2 forums. -
[EDIT]Here's a cookie for you when this post is being hard on you because of wall of text [/EDIT] Magic & the Economy for city lights. Of course that'd be normal light as well (lanterns). Guards walking around with torches at night. If there were 2-3 maintenance Wizards in a town, I want to advocate for Wizards with Lanterns again. Make Day and Night actually MATTER and be FUNCTIONAL there is also a link in that thread to another Day/Night thread (2nd post by none other than...). The TotalBiscuit interview is good to watch as well (here is a thread about the interview). Why would I need a campfire if it's not going to be dark? (Left side of the picture across the river) Even Enemy Unknown (can't we just split them like that? UFO & EnemU) has important Day/Night sequences. Hrm, but 1994 was first... *shrug* It is alright, I do it too. Post first, read after (because I might have a thought or an idea right NAOW but reading makes me "forget" the entire idea). I value this as counter-productive because often someone else has already said what I want to say (with different words). But it gets you into the conversation/discussion. I call it "Entering Discussion"-post. So how do you do it instead? I don't want a backpack full of firewood either, in LoG you don't need to have 33 Torches in your backpack but the OCD in me just picks up everything I find. You need perhaps 4-5 to cycle between, you get 33 because you don't know or you expect that you won't find torches later on and you want to be sure you have as many as possible when wall torches start to run out. Could a Torch be an upgradeable off-hand item? I really need to update this Wall of Text in a Word document with navigation pane and clean/polish it. Coming soon! Could a Torch simply be an ability for a Utility character? Why does the torch have to be a wooden one? It is a magical setting so perhaps I could have a Torch Maul or a Torch Mace for the Fighter, thanks to the Wizard lighting it up or whatnot. Perhaps the Paladin could have an "Aura of Light" which makes it easier to see through the Darkness (could the Fog of War be an enemy by itself? "The Darkness" is a popular theme in many Good/Evil settings. I can only think of the Heartless in Kingdom Hearts as a pre-dominant "Shadow; Part of the Darkness" enemy). There are so many ways to be innovative with it. Thus far we've taken our torches down in this dungeon thread and we've been looking at "Pros/Cons" with having torches in a game. What's the solution for these problems? What are the problems with the pros? What can be done better? What can be done worse? How innovative, and how forgiving are you about "realism"? If torches are going to be in, they're obviously going to have to last more than 2 minutes, could 1 torch last forever? I refer back to my Wall of Text post about "Growth" and "Armor"+"Resources". I also want to bring up this point again: Torches being an early level/early game item which gets thrown away/unused after a point because your party grows beyond having a torch. You might be asking "Why should they be in if they are useless?", and I'll answer you "Why should every single shop keeper have the Leather Armor and every single Bandit dropping it? It is pretty much useless.". The fun thread, about the leather armor and the Bandit camp. That was hilarious (referring to being recruited by the Bandits "Here is your long sword and leather armor. Standard Bandit-ware" or something like that). Take down a Bandit = Get resources = Upgrade Armor/Weapons/Items P.S. and unrelated cryptic message to someone~ (go figure): Pirate's always have a navigator or a cartographer, he's the creative/odd one of the bunch, hence why he's burning the edges. A creative person tends to be artsy for a purpose, that's why it is never tedious.
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Dialog mostly voiced?
Osvir replied to LordsWeapon's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
The general idea seems to be: Well known actors are good. Not so known actors are good. An actor you've never heard before but is an actor by profession. Works. Some nobody, not so good at all. There has to be something in the portfolio. "I'm the king of the world!" doesn't really say too much if I don't have any proof to back it up with, and it has to be good proof too that someone else thinks is good too. The internet is a cruel place, so many people don't think its worth trying (the really good unknown voice actors) because of confidence, which rules many actions in life. I'll be back later in this thread when or if I've done a sound set for BGEE. -
IF Partial VO (Sound Sets)
Osvir replied to Osvir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
"None" should totally be an option for the main character! In Baldur's Gate, specifically, I kind of wanted a silent hero, the only way to get this is to put "Never" on all of the options regarding "Sound Feedback", but that turns off all of your companions sound set as well. Realizing now that I forgot to add that into the poll as a 3rd Question: 1. * Companions has sound sets, main character has none 2. * Companions has sound sets, main character can be modded/fan-made 3. * Sound sets for all 4. * Sound sets for none I'd vote for 2 in this case. -
A Fog of War God. You can't fight the darkness of the Fog
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IF Partial VO (Sound Sets)
Osvir replied to Osvir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I just want to set some sort of temperature on this topic. -
Dialog mostly voiced?
Osvir replied to LordsWeapon's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
??? EDIT: I don't know how to answer this question because I don't know how you came to the conclusion of asking that question. Where did I say anything about hiring anyone any time soon? -
I like all 4 of these. Specially number 1. Prone stance is going be a part of the game mechanics as well (crawling through dungeon holes). Just search "Prone Project Eternity" in Google and you should find it. Nvm I got it, Reddit Q&A and Update #16 with Tim Cain. So swimming could possibly be in for some specific occasions where it would not be awkward (prone/swimming.. pretty much the same animation). Also, prone and crawling through some hole in a cave, are you telling me you won't need a trusty torch? Here is a thread and thoughts on realism.
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You can zoom in BGEE and it's cool, but when you zoom in too close it gets pixelated (due to paperdoll resolution no doubt). P:E will obviously be more high-tech. It's like zooming in on a picture in "Picture Viewer", scroll up zooms in, scroll down zooms out. Angles are a bit more tricky with a 2D image, you'd have to draw the image from several different views. EDIT: Some areas could even be oddly angled (like the picture in the attachment) as an illusion, or a magical area where you walk on walls or walk upside down on the roof~
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IF Partial VO (Sound Sets)
Osvir replied to Osvir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I vote "Yes" and then I vote on everything in the second poll. The only one I want to address is "Other", and in my opinion it could be 12 Sound Sets for simplicity: I'm ambivalent. -
At Chosen of Mystra they've got a guide on how to make a sound set (It is very easy, I made 2 in a weekend, I'll have to redo some, probably in the coming week for BGEE). I don't know how many sound files there was for Planescape: Torment but there is quite a few. Inspired by this thread ("Dialog mostly voiced?"). Making a double post/second post on what I'm voting. Don't forget to tell if the Poll is bad (with suggestions/feedback) so I can make it better before Edit time runs out!
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What is that veil of light that seems to surround and light up the party in the 2nd picture? (Apart from Aloth obviously doing something) Whatever it is, I like it. There is also an ominous dark tentacle beast in the darkness~Fog of War.
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Dialog mostly voiced?
Osvir replied to LordsWeapon's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
A voice is still something tangible, even if it is only a grunt. I'd like to see myself as a good reader, the voice is just as much an instrument as the written word is. I'd prefer something like Baldur's Gate sound sets and for more important important characters but I'd really be fine with only text. *Thunders and sparkles of light erupted from his mouth as he spoke, his voice echoing across the vale as the ominous cloud drew closer engulfing the giant looking down upon you, then for you* <- sounds pretty awesome in my head, does it for you as well? If not, an actual beaming voice would make it easier to project the setting and atmosphere, the tone, I wish to put on the situation. I'd like to see a mix and match but I think that Sylvanpyxie and KaineParker are right on point. Gorion: "We are in an ambush" wouldn't have been the same with only text. -
Gold as an item, that weighs. So you'd have to switch around between your party members. The very first Might & Magic has a simple method. Press "G" to "Gather Gold" at shops, this gives the person selected/up front all the gold in your party. Could I trade gold with my companions, and depending on how much gold they get (depending on their personalities) their Morale gets better.
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If the Fog of War is an "enemy" (Or a Nasty Darkness God playing tricks) early game, could the shadows themselves spawn some sort of enemy or damage during this period? This could be a resource to get better at "Hiding in Shadows" in more ways than just physical, magically as well. As if Siphoning the darkness semi-off topic I know that Cipher and Siphon are two different things, but with something similar (a Cipher capable of drawing the "Soul of the Shadow") this also makes the Cipher even more of an Assassin type (Leaving the Rogue for the Thief type). How nasty are Dungeons going to be and what adversaries will we face other than the enemies? Traps? How visible should they be? And could their locations be slightly more pronounced with more light in hand? Maybe your Rogue gets +1 to Trap Finding because of a Torch. You could always throw the Torch on the ground somewhere as well, and if it'd be a physical object that can get kicked around (when walking over it) you'd be in for some pretty hectic epic battles in the dark with only a torch on the ground lighting it up. Not recommended in swamps. You could throw a torch down a hallway just to get vision of all of those creepers from the other post and this way, as a Rogue or Cipher, you could now be "Hiding in Shadows" which would be a strategy for a scout as well. If the Rogue will have a Support/Utility role, could the Torch be a tool to shoot faster Fire Arrows? It gets easier if you have someone holding up the torch for you (Party based game). Scenario: I go down a hallway, solo, with my Rogue. He's holding a torch to see around him better, specially traps. I enter a fork, but I also notice something reacting in the shadows up north (think modern/classic X-Com, where vision is super important), I throw the torch in that direction and I catch a glimpse of the horde of Goblins advancing on my position. The Rogue will be hiding in shadows automatically and can quickly escape the first wave and I'll have time to prepare the fight, switch some spells around real quick, weapons, positioning(!). Of course there could have been just 1 or 2 Goblins, but that torch should have alerted them to attack (as in rushing forward), dumb as they are they'd forget to call reinforcements. If there are patrols of enemies in dungeons they'd be alerted when finding the torch and the dungeon/fortress/cave might go high alert (or dumb goblins would hold on to it as a weapon before attacking). Perhaps give a quick "stutter" if it hits a moving target but no damage.
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I agree, but at the same time I want to challenge it. If Forton is a Monk and strongly believes in being a Monk, perhaps the game takes a turn where you make him physically ready/equipped to be a Fighter. This could also change his personality. Wall of text could possibly be something? (15-16th Nov) If you are a Cipher, could you dominate your companions? Could you force companions, and your own character, into different roles and thus also altering not only their abilities but subtly and elegantly altering their personalities, in a purposeful way. The purpose, simplified, is to give immersion that the character grunts originally one way and grunts differently the other way.
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Torches could make enemies further down the tunnel or hallway notice you and creep up on you. Rogues could definitely have a nightvision ability. If "Hide in Shadows" was really "Hide in Shadows" it would be awesome. Perhaps even being able to draw on the soul of the shadows to camouflage himself for short distances/duration (making you able to go from shadow to shadow unseen/invisible).