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Frenetic Pony

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About Frenetic Pony

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    (4) Theurgist


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  1. Found an audio bug that will have a kind of "scroll closing sound" that I'm pretty sure is common put on repeat for eternity. To get it to stop requires saving and reloading, and it shows up about every 3 minutes, and I can't quite pin down what causes it. Considering I'm running off a realtek high definition audio built in mobo piece and no one else has reported this yet I suspect either my drivers are out of date and/or this has something to do with running Windows 10. I'll try to update my drivers and see what happens.
  2. I love both ways of going about enchanments, but for a PoE type game I'd prefer more thought out, handmade enchantments. In Diablo or Borderlands I can find a new thing and go "oh cool, whatever, more stuff!" Because those games are all about stuff, stuff stuff stuff, piles of loot reaching to the sky, and numbers that should go ever higher and do the same. For a more story driven game I'd... well I'd personally prefer if the enchantments and magical had more "story" as well. I always read the little descriptions on the unique items in BG2. Always made it feel more special than "Sword +1"
  3. And it's really jarring, to go back a decade or more, to totally static trees. I've suggested before replacing foliage and leaves with lightmapped billboards of the same texture. Little performance hit and you just warp the billboards a little to create the illusion of movement. Otherwise the backgrounds look great, but that one part is just plain jarring.
  4. Yes. Will the beta have Moon Wizards? I hear those are hot right now.
  5. There's actually four layers - final, depth, albedo, and normals - all 32 or 24 bit. They are all compressed, but in a way to preserve as much detail as possible. Decompression is quick, and most of the load time is spent loading the textures off of disk. I don't have the exact size, but the game is going to be average download for today's standards. I honestly wouldn't mind if it took 500GB to have the game uncompressed. so long as the graphics are better. I really hope the compression doesn't take away any really noticeable details. I also noticed in the video, the characters look like they're out of place, they have no realistic shadow at all. Its like they're not really standing on the ground... one guy said it was as if they were floating. I agree then. hope this gets addressed, it literally made me second guess how excited I was for this game. Full sized normal and spec, 4k background render, 32bit BC7 for albedo, Normals in DXT5_NM, compressed losslessly using something like X-Zips. Regardless, drop shadows for low end and SSAO for the high end might be good. Now I understand SSAO will effect other things like the environment, so maybe instead you could do a shape based AO? The Order: 1886 of all things *yes that brilliant looking game, just uses a capsule based ambient occlusion to supplement SSAO. So if SSAO would overdarken things just do something like that. Or better yet. Something like this: http://www.gdcvault.com/play/1015320/Ambient-Occlusion-Fields-and-Decals Attach voxel fields to character limbs via the scene graph to animate, and you've got per character ambient oclussion
  6. We do have dynamic directional light shadow maps. Those are the shadows that are being cast by the spheres and characters. We do not have point light shadows, which can be more complex, and for us is challenging because of our psuedo-2d/3d situation. It's something that I would love to do moving forward! It didn't look like it! It looks like it's only for dynamic objects, while you could easily do a proper shadow map for static objects that's just a static set of of depth maps tiled and streamed like the background. That's just my impression though. As for point light shadows, just create a pre-rendered set of cubemaps for the environment for each shadow casting lightsource, place a shadow casting lightsource in the same spot for the "game" render. Combine the realtime game render of characters/dynamic objects with the static cubemap and it should work.
  7. Well that's really disappointing, all you need for environment shadow maps is a tiled pre-calculated shadow map. That's it, no need for lightmapping or other oldschool stuff. Just create a planar shadow map from your static sun/moon source and output to streaming tiles the same way the background works. Also just turning SSAO on should still work out well with depth information and etc. Unity has a nice enough built in SSAO right off the bat.
  8. A 2d game for the Rift... BRILLIANT! I demand this, DEMAND! I'm a backer so I'm in charge of everything! In fact, this should be like a tabletop simulated 3d. With your characters in 3d and the backgrounds as a 2d tabletop, and then the game should support co-op and you should be able to look around the virtual table to see other players. I demand the entire game be re-written as an Oculus only D&D tabletop simulator.
  9. Sony Conference: "Please welcome, Obsidian's Josh Sawyer." Sawyer (Walking out on stage) "Hey great to be here. You know Obsidian was founded by the same people that created some of the great tactical party based RPGs of the nineties like Fallout, Baldur's Gate, and Icewind Dale. And with our project Pillars of Eternity we aim to bring that feeling of deep tactical combat in an expansive, isometric story based RPG back into the modern day. And we want as many people to come along for the ride with us. So today I am proud to announce that Pillars of Eternity will be coming to the Playstation 4 in two thousand fifteen. For a sneak peek, here's a look out our latest trailer..." Cue trailer.
  10. Considering it's an isometric perspective game where you really need to center around your party, I'm not sure I'd see it as a priority. That being said it would be damned hilarious and I hope it happens, just so someone with like 6 4k 30" monitors can show off their sweet set up with it.
  11. They've said that's yet to be decided, and any editor they've made is there's to distribute. I mean they could NOT distribute it, the SDK for Unity itself is fairly easy to distribute (there's even a free version!) so I'm pretty sure something could be worked out with Unity. Meaning it's basically up to Obsidian to deliver.
  12. Assuming there's a proper editor at some point, or at least the settings they use available, it'll just transform your rendered scene into the proper format for you.
  13. Huh, I'd never seen that before I suggested it. But it's not surprising. Really just a natural progression of pre-rendered background stuff for the times.
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