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Osvir

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Everything posted by Osvir

  1. Does anyone know how many titles were showed behind closed doors?
  2. ... this (the tweet) is grammatically correct...? I read it as: - Made for book lovers. (People who love books) - Made for Balders Gate lovers. (People who love Baldur's Gate) Here's another one btw: https://twitter.com/lowellbell/status/477266258413359104 Observation/Theory(?): - Jeff Green (didn't know about him or who he was but seems to be a big name~long industry experience) sitting at the same table as Josh Sawyer. Does it mean anything? Probably not... but it could.... - Jeff works at a company called Hit Detection, and to put it as simple as possible: They detect hits. - There was an instance during the chat where Matt(? the guy next to Josh) says "It's a hit!" whilst Josh says something about Pillars of Eternity and Jeff responds "You're hired!" (possibly implying between the lines "You're absolutely right Matt, Pillars of Eternity is a hit"). - Feargus mentions (Paradox+Obsidian partnership reveal at GDC 2014) that he can get the sales figures for the Baldur's Gate Enhanced Editions by making a phone call. He sounds positive and confident. Conclusion: "It's a hit!" nah, I can't say that until I have seen it... but I am getting a really good vibe.
  3. Well, it isn't exactly new information except hearing from new folks I guess. I don't think publishing an interview like this breaks any embargo? No new screenshots, no spoilers and no demo after all. But it is possibly a pre-E3 interview as well, and it is was published today strategically (Red Bull knows there's gonna be a few Pillars of Eternity fans hunting the internet for E3 information). You're practically doing the marketing and driving traffic to them for them Sensuki
  4. 1. No worries, you're not an asshat I wasn't saying forums in general are influencial. I'm saying we have been (past-tense) influencial on many topics here. We've inspired I'm sure & discussed with the devs, we've suggested ideas, speculated, praised and shouted with both positive and negative attitude. Given feedback and so on and so forth. There's mechanics that have been laid out on the table and then revised based on our discussion here and there's some suggested mechanics and design choices that Obsidian seems to have taken some inspiration from as well. 2. They...? "They", who are "they"? I was never taught this! Blasphemy, forum discussion with a common goal in mind is awesome
  5. That would work if there's no chance of your characters walking behind anything (houses, trees etc) - if there is, you'd need the z-depth occlusion map at least) True, unless some sort of layered cut+paste+transparency solution is possible?
  6. I've never wanted a leak so bad before in my entire life xD I feel dirty for saying that, but it's the truth. With that said... please don't.
  7. Hm, I don't believe it. A) Those who paid to contribute content didn't only pay to contribute content. Didn't they get to bounce ideas directly with Obsidian? Oh and paying for "You get to design a backer item!" is also a sure-shot 100% hit. Not to mention you'll get some renown for it as well I'd imagine. B) What we have been doing here, discussing ideas, thoughts, what's good and bad, analyzing and picking stuff apart... it's been indirect contribution. Who knows... some of JFSOCC's design ideas might've made it into the game but with a different name, different look, but the core inspiration comes from it... I wouldn't say that it is 100% certain that this is the case (don't expect anything), but there might be a chance. - Paying for Backer Content = Direct Influence/Contribution+Obsidian gives feedback to Backer/Designer. 100% chance of getting in. - Posting on Forums, no BC = Indirect Influence/Contribution+We give feedback to Obsidian/Designer. Depending on the idea, has a higher chance of getting in or "inspired by", but for the sake of the example... let's say "Roll 1d100". Well, that's what I believe at least. EDIT: Furthermore, weapons statistics & title is one of the easiest things to mod in most games. I could create like 100 "backer" weapons after the game has released.. but will it get anywhere near as much respect or renown as a backer who paid to be in the official product? Nope. Everyone who plays Pillars of Eternity without mods will be able to find the Backer Content. This is also something that you're paying for.
  8. Hi! So, I've been thinking a bit about some additions I want to add into Pillars of Eternity already and I thought it could be nice to perhaps gather some people together and discuss ideas, form some manuscripts for Custom Quests, Custom NPCs, Custom Companions, Custom Maps etc. etc. to get some concepts going. You might ask: "Why?? This is too early to discuss things like this!!" Because it is wise, I suppose. I have some concepts drawn out in my head that I know won't be in (Items, Quests, Companions) and getting a clear picture before the game is out gives us a bit of a headstart. Here's a bit of a "guidelines" list that I'm following: 1. First: Why? How? - Why do you want to create custom contents? What's the goal? How do you achieve this goal? These are important questions to ask yourself and answer yourself. As a gamer who has been playing lots of Terraria & Starbound, it is easy to get lost if you don't have an idea of what you want to build or how you want to build it. I've started countless worlds of Terraria and Starbound on a whim, I've been excited, I've explored, I've built, but then suddenly I get exhausted and I don't know what else to do and I just drop the games for a while. The same thing has happened when I've created things in WarEdit, StarEdit, Shadowrun: Returns Editor, Shadowgrounds Editor, Baldur's Gate NPC projects, Neverwinter Nights etc. etc. etc. If you don't know what you want to create, how are you going to create it? Well, this hasn't been a problem for me personally. I know what I've wanted and what I want to create, my issue is "how to proceed?", which brings me to the next point rather elegantly: 2. Manuscript - Creating a manuscript is important because it becomes a reference list. I've created a lot of things "on the fly" with a spontaneous attitude, but it is easy to get writer's block, or "creative block" and suddenly you sit with a 10% finished product that you don't know what to do with. Creating a manuscript before creating anything physically will help me and anyone else to get a clear vision of what is to be created. Spontanity is nice and all, it allows for way more creative freedom "You can create anything!!", but therein lies the problem as well. Abundance means it'll never end, it'll never get finished. There's only Point A, but there's no Point B. A manuscript gives a clear view of where it starts, and where it ends. These are just some examples out of the top of my head, I've dumbed them down but it's just to portray a concept of what a manuscript "could" be. Example #1: Custom Class: Soul Gambler [The Gambler is, as the name implies, someone who gambles with souls. It is someone who is cursed to linger in limbo of being an ordinary person and a Wizard. A Wild Mage~ - Abilities/Spell-type: Wild Magic, try to cast a Fireball and you might instead cast polymorph, on yourself. Additionally the Soul Gambler is inspired by "The Gambler" from the Marvel Universe, Enchanting Equipment & Throwing Weapons is a focus. ** NOTE: Work in progress: Need to learn more about the official Wild Magic handling in Pillars of Eternity. If there is Wild Magic builds, how Wild Magic is built in the lore. This will affect how the Soul Gambler will be written and their abilities] Example #2: Custom Quest: Fetch Alpha Wolf Trophy [Part 1: Interior-Talk to Cap'n Concept (NPC is facing a wall/chest) Narration: "Oh! You startled me there! How can I help you?" - Choice 1: "Yes. Who are you?" (NPC Information) - Choice 2: "It seems you are looking for something... could I help you?" (Quest Inquiry) - Choice 3: "Sorry to bother you." (Leave) IF Choice 2 is picked: Narration: "Hmm... yes... yes maybe you can... in fact I have blah blah blah... could you get it for me?" (Yes/No)] I've always known that a Manuscript is a really nice addition to keeping a project going straight, but I've been a bit lazy and it isn't a necessary part. It is 100% optional. Out of the many games with editors I've played around with, many times I've been feature complete 80%-90% but I just don't know how to wrap my custom content and instead of figuring it out I abandon it. This is a problem you won't have if you have a complete manuscript. Some comparison scenarios: Person A does not write a manuscript and starts creating right away. Some bumps on the road. Takes 5 months to finish. Person B does write a manuscript. Takes 1 month to write the manuscript. Takes 3 months to finish. Person C does not write a manuscript. Works on content for 2 months, gets "creative blocked" and gives up. I can't stress enough how valuable a manuscript is and time efficient it is. You might have a clear vision right now, right this minute, or this entire week of what you want to do and you jump into creating stuff without a manuscript because hey, you know exactly what you want to do right? (Oh how I have fallen into this so many times) Well, that week passes, and suddenly that vision is blurred and... what was it you wanted to create now again? All of those details, narration, textures, NPC names, quests, areas, weapons etc. etc. all of that which you had in your mind's eye so clearly a week ago, most of it gone from your mind. But... if only you had had a manuscript, you wouldn't have forgotten Manuscripts FTW. 3. Creation (Mechanical) - With the manuscript done you're prepared mentally, you'll have a way easier time creating the content you want to create (as continuously stated: MANUSCRIPTS OWNZ, ALRIGHT!?). This step is a bit self-explanatory. Though there's another way of doing it as well if you lack skills, patience/time or motivation; that is to write a detailed manuscript, post it on a relative forum and then see if anyone picks it up. Heck, someone might be on the other side than you, they have the skills, they have the motivation, they have patience and time but they just don't have any inspiration... they don't have your manuscript There's also always a chance that someone else would want to join in on the project as well, or give feedback (and you can edit/update your manuscript to more interesting/deeper/detailed levels etc. etc.). We could call a manuscript creator an indirect content creator~ or a theoretical content creator. Anyways, this stage is only meant to create a "rough draft". If you create a Quest, make it simple and dumbed down at first. Make triggers, walk-paths, NPCs etc. etc. all work and spawn right before adding any narration. Hence "Mechanical", you want the cogwheels of your content to work, you can do the paint-job later. 4. Creation (Narrative) - Well, when all of the cogs are turning in just the right way, add dialogue and narration. This is also a mechanical+polish step. There's cogwheels in the narrative as well, and jumping between 3 & 4 is surely going to happen a lot. 5. Beta+Feedback+Bugs - Self-explanatory. Get some friends or people to try out an Alpha/Beta build, get feedback, fix bugs. 6. Publish Final word: With this "guidelines" list written, I'm curious: Who'd be interested in discussing, writing and throwing ideas together with me and attempt to be an early bird custom creator when the game ships? We'd focus on step 1 & 2, and I believe that this is a very ripe time to start thinking about some custom content to aim for and at this stage 1 & 2 are really the only 2 steps we can do as they lean more towards "project planning", "conceptual planning" and the "narrative" side. Well, we can research into Unity much more as well (A step I excluded). We've got several months to create something very interesting, narratively. I'm not going to lie, I am hoping this thread spurrs some friendly creative competition, and I hope you find these guidelines helpful. If you're a lurker or someone who wants to work solo or already have a group to work with *thumbs up* go for it women or men :D the more the merrier. I've already begun with some of my own manuscripts *shots fired*
  9. https://www.youtube.com/watch?v=ak52BLOFyuo#t=93 to about the 2:00 minute mark shows a purple layer which I think is a vector walk "mesh"? If that's the case, making a "map" could be as simple as: 1. Find a top-down isometric jpg on the internet (or paint one yourself) 2. Throw it into Unity 3. Add walk paths 4. Add props/triggers etc. etc. 5. Finalize and publish I doubt (100%) I'd be able to make anything as beautiful as the creative folks over at Obsidian, but if it'd be possible to do something similar to the 5-step above I could contribute with some simple custom map additions :D
  10. Eeeeh what the heck...? This is new to me (when hovering the mouse above it): - "Need to capture game videos? FRAPS!" leads to http://www.fraps.com - "Do you like me?" leads to https://www.facebook.com/obsidian - "KERFLUFFLEUPOGUS awaits... ready to devour the faithful." leads to https://twitter.com/Obsidian/status/258321806916726787 - "Kerfluffles are delicious..." leads to http://kerflufflesmarshmallows.com/ - "The Obsidian Order of Eternity. Those guys and gals are awesome." leads to http://forums.obsidian.net/topic/61817-the-obsidian-order-of-eternity-wants-you-part-6/* - "Come say hi!" leads to http://forums.obsidian.net/forum/88-pillars-of-eternity-general-discussion-no-spoilers/ - "No sleep for the watcher..." leads to http://www.nosleepforthewatcher.com/ I recall most of these though, didn't know about fraps or the Obsidian forum links. * Outdated: Order of Eternity thread is on Part 7 EDIT: Also, if your refresh the page 88 times (8 in numerology represents "infinity") you'll get something very special... Trolololololol lolololol lolololol lolololol lolololol you might not understand it right now but here's an obvious *hint hint wink wink* font color code for you #1a1a1a
  11. I've seen this before. There's this too: "<!-- This world wants to drag us down, it does. It made you a Watcher. No one asks for that. And the weight, that guilt they want to hang around my neck, you don't have to carry it one more step. You think they won't let you rest, but it's not up to them. It never was. -->" To see it you have to "Inspect Element"/"Inspect Component" (don't know if that's the actual , my Chrome is in Swedish). If you use chrome: 1. Simply right-click anywhere on the page (right-click on the "No sleep for the watcher" sentence for example~) 2. Pick the option at the bottom. 3. Expand the HTML code (<Body>) and it should pop up.
  12. Woooo! :D nice update! Two personal observations: - Did you do anything with the sand? I get this "feeling" that the sand texture is moving very subtly at certain times. I might also just be experiencing an optical illlusion due to the fact that I'm focusing my sight on specific areas of the video~ just curious - I am not understanding the shadows from the wooden planks/beams at all. Hmm... Brainstorm/idea: Anslog's Compass, cryptic meaning? Shadows show a way at different times of the day?
  13. Do you have it on Steam? In that case, have you tried validating your files? Here's a giant reddit tutorial/list of all Fallout games and crashes involved~ and finally a YouTube video tutorial that might be of some help? *zzzz* ... but if you're eager to play it I promise you it's worth it EDIT: As for what I'm playing right now. - Xenonauts, I'm having a great time with it. It's going to get out of the Early Access program soon (according to the devs). I'm surprised that it's one of my most played games in my Steam library.
  14. An Assassin's Creed top-down party-based cRPG together with Ubisoft? :D
  15. There's only a couple of games I'm really psyched for: - Kingdom Hearts 3 - Final Fantasy XV - Pillars of Eternity There's lots more I'm looking forward to of course, but these 3 are most exciting for me.
  16. Yes, Sharp_One, because I was clearly saying "Let's copy+paste what BG did!". Just saying that "The IE games had formations, see picture, so PoE might have formations". rjshae is onto something, it's a long time since the IE games came out. Lots of stuff has advanced since then.
  17. I think PoE will have group formations akin to how the Infinity Engine games did it: See that bottom bar with the dots? Those are formations that you can "lock in" and switch around if you want to.
  18. But is it the Player Character who is the Watcher and part of this special organization... or is it the Player himself who is an omnipresent figure in the world who, quite literally, is a "Watcher". A guardian perhaps, a direct influence, if we were to believe that "souls" exist and that we have some ourselves~ or simply in a fantasy imaginative way, wouldn't "our" souls be part of the whole PoE soul-punk-fantasy? The "Watcher" never rests, chronologically if we were to look at the game world... it is only the Characters who rest, but the unseen "presence" that the Player embodies that controls and manipulates the characters in the world never "rests" whilst progressing the game/story. "No rest for the Watcher". The Watcher, in this case, would then truly be a force that manipulates with "fate" and can decide whether the world will go to hell, or to heaven. The Watcher is you! EDIT: I recall there being some organization (I think)~ the above is a bit of a joke. I think the Watcher(s) are somehow figures in the shadows who simply observe the world take shape. Scholars and natural philosophers. Not quite like Grey Wardens who directly takes part in politics, but this is more of "shadow group" that may perhaps not conspire in any way, but guides or illuminates current generations with knowledge and ideas of history and perhaps even having abilities to see into the future or the past. If they had this power, to see into future or the past, it could explain potential "Flashback" moments in the game: If there are going to be any (We had a discussion about "Flashbacks" a long time ago). Basically being able to go into the history of your Companions and play as your Companions only. An example I've used many times before, for anyone who haven't seen it yet: - You meet Minsc in Nashkel, and when you talk with him you get a meta-choice at one point: - A) "Help Minsc save Dynaheir" (Go to the Kobold Fort and save Dynaheir with Minsc in your party) - B) "Ask Minsc how he saved Dynaheir" (Flashback, you are taken instantly to the Kobold Fort and you are Minsc alone by the bridge before meeting the two Ogre's, to save Dynaheir). See C for what happens after Flashback is finished. - C) "Ask Minsc where Dynaheir is right now" (Minsc joins, and Dynaheir can be found/spawns at the inn in Nashkel where you can recruit her as well. Attempting to leave Nashkel with Minsc recruited will make him leave and perhaps say something like "Friend! I can not leave without Dynaheir, perhaps we will see each other again!" or whatever~ Minsc & Dynaheir can be found in Baldur's Gate if you leave Nashkel after this choice has been made and you don't recruit them)
  19. You know, I'm tempted to ask you why you think that, but I'm afraid your answer will be that thing that doesn't deserve any attention whatsoever... Wait what...? All Megaman games have health bars...? http://gamejournalist.files.wordpress.com/2012/11/mega_man_cut_man_stage.png?w=448&h=392 http://www.bluebomber.com/endings/mmfinalscene.gif http://remyvanruiten.files.wordpress.com/2013/01/full-health.png http://i24.photobucket.com/albums/c10/Grey_Sonic/ZeroHealthbars-1.png http://i67.photobucket.com/albums/h312/Zekkass/zero02/megaman_zero_e_16.png http://en.wikipedia.org/wiki/Mega_Man_(video_game)#Gameplay "Enemies also drop energy cells that replenish Mega Man's health gauge."
  20. @Keyrock: Oh, I didn't know you posted it there. I linked to your post in the Kickstarter Thread (maybe it was moved or you posted there as well? I dunno~ I haven't checked the Random Video Game News Thread). The 3D art style isn't bad... it's just that I think 2D would've looked cooler. 2D styled sprites probably take much more time to make nice and stylish and I suspect the funding they got isn't even near enough to get this sort of quality (Starts at around 9:30 in the video and be prepared to "Mute", there's commentary): ^I wasn't expecting King of Fighters XII or XIII detail (2D animation takes much more time/money than 3D animation I imagine), but something somewhat towards it. I was given the feeling that "2D" was the vision. @Humanoid: I really don't have anything against the gameplay itself, it's looking to be a great game and I am still looking forward to more of it. I got unnerved by the "Combo" stuff and needed to vent. It removes a lot of "cool" and "charm". It doesn't look as pleasing with the score feedback taking up so much presence on the screen, and I believe it affects the game how it will be recieved. I've read up on several articles on the internet (Joystiq, IGN, Polygon, Kotaku, to name a few), Mighty No. 9 reddit etc. and I don't seem to be alone about the "Combo" worry. There's a lot of well deserved praise as well of course
  21. Searched around for a topic about the game on the forums but couldn't find it, was pretty sure there was one (might be mixing up "post" with "topic" though). This post ("The Kickstarter Thread") by Keyrock sparked a lot of thoughts about Mighty No. 9, and I thought it'd be better to start a thread about it instead of starting a discussion in "The Kickstarter Thread". An Alpha Gameplay Teaser has been revealed. Alpha gameplay footage, as seen in Keyrock's post: Mighty No. 9 is sort of Megaman spiritual successor. I enjoyed Megaman 8 a lot, played some of the earlier ones on NES, but Megaman Legends is probably the one I hold most dear and spent most time with. First of all, I think it looks great! This post is going to be a bit on the negative side, but I am looking forward to see how it shapes up in the future... to be honest I kind of went from "I must have this game!" to "I... I think I'm gonna distance myself a little bit from this"... I am a bit disappointed about several things: 1) Why is it so arcadey? What's up with the 100% combo stuff? Why is it taking up so much screen presence? I believe it might be part of one of the many (Kickstarter page) "Modes" that Comcept managed to get into the game through the Stretch Goals. I really hope it is. Personally I find it off-putting and the game loses a lot of appeal for me. Okay, to be frank, I find it "immersion" breaking and the aesthetics loses a lot of it's "cool"~ it's too gamey. Modes: - New Game Plus - Turbo Mode - Boss Rush Mode - Challenge Mode - Online Battle Race Mode For some comparison (YouTube links) on the combo-system as well as the feels: - Megaman X - Megaman NES, sure, here's a "score system". It's an old game though, and most games on the Nintendo 8-bit system had a "score bar". - Megaman 8 And so on and so forth. So why is Mighty No. 9 so arcadey? I don't know, but I guess we'll have to wait and see if that's going to be part of the core mechanics or if it's "[X] Mode-Only". 2) Speaking of art style. What happened to this 2D beauty? I know it's only concept art, I.E. it's not in-engine or gameplay, this is something they just drew. It's a painting and nothing else. But why did it have to go full 3D? I know it's a perception thing going on here but I also liked the closer camera feel you get from the concept art, in the 3D Alpha you're suddenly all zoomed out, of course to get a better look at the stage but the zoomed in style just looks superior. In the 3D it almost feels as if there's a too big of a "field of view". Compare the gameplay teaser with Megaman 8 (YouTube), compare it with Megaman 6 (YouTube) even. The rooms are HUGE in Mighty No. 9 and the characters are small. That's what's messing with me (Left-Megaman 8 Longplay, Right-Mighty No. 9 Gameplay Teaser): Albeit the 3D artistic style and the gameplay doesn't really bother me as much as the "Combo System" that seems to be in place (out of place if you ask me, I don't think it belongs), I can't lie and say it's getting me "turned on".. am a bit disappointed they didn't go the 2D route. 3) Music. Not disappointing at all. Loving it :D Anyone got any uplifting news from the Mighty No. 9 forums? All of this 3D is just placeholders for the 2D stuff to come? What are your thoughts?
  22. *shrug* It wasn't meant as encouragement Hiro. What I meant was "How would it feel? How would it play? What would the experience be like?", those are things I don't know. It'd be an odd Multiplayer experience I think. But I can't say for sure. One could play Baldur's Gate Multiplayer and fight 3 vs 3 and play with some made up "pause rules" just to see what would work and what wouldn't. And yes Stun, it does sound horrible, it was a bit of a joke too. But is it horrible? Two different things. All I'm saying is that I don't know a game that has tried it~ i.e. possibly an unexplored area?
  23. You can't. And that's why this entire discussion is banal. The thread starter is basically asking for a game of a different Genre to be made carrying the POE name. Hey, Why stop there? Why don't we go to the Blizzard forums and ask for a party based isometric, single player, real time with pause, story-heavy RPG called WOW. Then later we can float our proposal to Activision to make a fantasy RPG version of call of duty with swords and magic. A) "You can't". Never say never. Just wild ideas below I know but w/e~ - PvP Zones: You take turns with the pause. If I have initiative, I have first pause within a time window (10 seconds). I can pause on second number 1, or 2, you get the idea. When I pause I have another 20 seconds window to issue a new command. So basically.... 1. I get a 10 seconds window to pause (if I choose to). 2. Pause, where I have 20 seconds to make a move. 3. You get a window of 10 seconds to pause (if you choose to). 4. Pause, you get 20 seconds to make a move. - PvE Zones: Same thing pretty much, except you take turns with people instead of against them. Real Time-with-Turn-Based Pause, a.k.a. RTwTBP xD I don't know how or if it would work. I am pretty much with you in spirit, I don't think it would translate well to an MMO. But hey~ you don't know what you don't know *shrug* B) A WarCraft isometric single-player party cRPG, that's a dream *nod* <3 (Not World of Warcraft please, I hope Blizzard retcons the **** out of that and makes a proper WarCraft 4 RTS... heck any WarCraft RTS game would be awesome)
  24. @OP: My opinion is that I sincerely hope PoE does not tread into MMO land, but I would gladly accept some sort of Multiplayer elements. Co-operative play. 2-6 Players kind of deal. Though, something that would be most interesting I think is a sort of Multiplayer experience but with a DM (Dungeon Master) to simulate a PnP (Pen & Paper) experience. That, I think, would be most awesome. Imagine having an empty canvas, one area or two where the Players spawn that expands when the Player travels. The Players then decide where to go, what they want to do, and they consult the DM in dice rolls and the DM can also place monster spawns, areas, NPC's who confront the Players and also respond directly in dialogue windows. The Players could write their own choices, instead of having "1, 2, 3" and the DM would respond directly to whatever the Player writes. Granted, there'd have to be tons of more features. A sort of interactive Level Editor for a DM, and for the Players it'd be an Infinity Engine experience. Why hasn't a game like this spawned yet?
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