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Jademalo

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About Jademalo

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    Jademalo
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    Video Games

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  • Pillars of Eternity Backer Badge
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  1. Back a while ago during update #36, they were discussed slightly; Is it possible to know how it's being handled now? Obviously there is a zoom feature, but I'm curious what the "correct" level of zoom is so that the background renders are pixel perfect, but also what the "correct size" is, as in which resolution the game was designed around scale wise. Thanks!
  2. Ah! Just figured it out, the phrase I was thinking of is Framework. As in Flixel, it's a framework for flash Also, I'm not really proposing this to be legit for legal reasons, but more of a nickname to keep both the spirit, and the dev name alive.
  3. Incredibly* Eh, I thought it was a decent idea. Doesn't require anything to do, and keeps that little connection there.
  4. I know that the game is being built using the Unity engine, but I have to ask this. I was lying in bed the other night, thinking about what the actual engine could be called (As in the core codebase of the game that is built within unity), since the old games used the Infinity engine and that name was IMHO quite a defining feature. Now, after 20 minutes of sleepy thinking, my brain settled on.. The Eternity Engine! Yeah, I was tired. But regardless, when I woke up, I remembered that and thought it was a pretty neat idea! Since this is a continuation of those types of old games, eternity as a word and concept goes hand in hand with infinity. While infinity means.. well, an infinite amount, eternity to me means an infinite amount of time. What is the one thing that has changed between the old games and this? Time! Because of what unity is, I kind of feel that it works as a concept to have an engine inside an engine. Since unity is so versitile and it's not as specified as a standard engine, having a sort of... sub-engine that runs the aspects important to this game as a concept sort of works. Since technically, other games could easily be made in the same style once the base has been made in unity. While I know that a sub-engine isn't exactly how it works on a technical level, I still think it would be pretty neat to carry on the legacy of that amazing engine. Plus, after the game has a name, this will be a great callback to the original concept and the kickstarter, and hopefully could pave the way for many more games to come!
  5. EDIT 2: After a bit of reading, thinking, and messing around with old IE games, this is my new assumption, please tell me if I'm right; The game will be rendered for two different base resolutions. 2560x1440 and 1280x720. If you are running either of these resolutions, the game area will be exactly the same size, but the backgrounds will have double the definition. If you are running >2560x1440 you will be using the renders designed for 2560x1440 but will have a larger game area, similar to using the resolution hack on old IE games to run at 1920x1080 or higher Now, running at 1920x1080 is complicated, due to conflicting statements; "We will likely downsample these to run at 1920x1080." " We believe that this base resolution will scale well up to 1920x1080" after talking about 1280x720. This can be interpreted one of two ways; For people running 1920x1080, you will have the same game area size as 1280x720 and 2560x1440, and will use backgrounds that are scaled down from the renders designed for 2560x1440 For people running 1920x1080, you will have a larger game area size than 1280x720 and 2560x1440, and will use backgrounds that are from the renders designed for 1280x720 This whole thing is horribly ambiguous due to that conflict - Is it being scaled, or is there going to be more game area? An answer of which is true and which is false to the above statements would be hugely appreciated. (Old Post) This implies that 1920x1080 is using a scaled up 1280x720 render However... This implies the exact opposite. Because of this, I'm thoroughly confused. Will you be showing the same amount of ingame area (screenspace) on all resolution settings, but using different methods of image scaling and a different render depending on your resolution? Will you only show more screenspace by using a wider aspect ratio? (i.e. 16:9 users see more than 4:3 users) Also, with regards to the incredibly high resolutions, will you literally be adding black space to the edges of the screen like inside buildings in the ild IE games? This whole post has left me with more questions than answers, it's not been clear at all =[ (EDIT: And yes, I understand that is not the literal size of the render, and just the targeted screen playing size.)
  6. One of my greatest loves is a properly conducted full orchestral score. A good example is SMG. I sewar, the music changed that game for me from one of the best platformers I'd ever played, to probably the best platformer I'd ever played. Recording the orchestra live adds a layer of depth to the music that you just don't get anywhere else - especially if where it is recorded has spectacular acoustics. People severely seem to underestimate the impact of music in games in my opinion, but you have to look at it as a whole package. You can't have a game that is all gameplay, or all graphics, all music or all story. To make a truly spectacular game, you need to have a balance of all of them, and music is sadly quite often the one that gets left behind. The only place that it doesn't seem to be ignored more often than not (in the sense of its normally nothing special in mainstream gaming) is in the indie game circles, in my experience. Fez for one, the game hit me and left an impression largely due to the music setting a perfect atmosphere. I mentioned Mario Galaxy earler, but another one that sticks out orchestrally for me is SotC. The music for that completely changes the feel of the game, and again, it just brings the whole thing together. What is annoying though is how music is fully appreciated in film, but not in games. I mean, Inception - god, I listen to the soundtrack of that on a day to day basis. Mind you, I'm not saying the entire thing should be fully orchestrated in the sense of every song is an epic, you need to have a balance - as every good sound designer knows. But it shouldn't be passed over for the sake of cost. Both of the other popular poll options very bluntly say "Orchestra or put money elsewhere," and it's worrying me how many people are severely underestimating how much the music does for a game. I'd much rather have better music than an extra two or three levels to a dungeon, because the rest of the game will be all the more memorable. Also damn, I didn't expect to type that much, lol.
  7. Paypal estimates are currently 100-150k, with about 3k-3.5k backers. If it's 3.5k, we get 15 levels, if not, 14. We have comfortably passed 4m however. They simply haven't updated any of the artwork yet, I'd hold your breath until about 10 hours from now.
  8. An I right in thinking that it's 3516 from PayPal for us to get 15 levels? I still thik the 50k likes under the KS video should be used in place of the 40k obsidian likes, just incase we don't actually end up with 15 15 is such a nice number =[
  9. I started at $20, then went up to 140+postage, then 140+postage+xpac, then 140+postage+xpac+cards, and now 250+postage+cards+cd $310/£200 and I'm getting about 3x the swag compared to a £150 collectors edition
  10. I'm in the crowd of people who want extra dungeon levels/100k. We're currently on track to get 13, and obsidian said then initially wanted 15. I also think we should get an extra level for 50k likes underneath the KS video - it's so close, and we'll never make the 40k likes on the obsidian page goal.
  11. Gah! we'll never get 40k, but there are a good 50k likes hidden underneath the video D: Also thanks for the confirmation, just wanted to make sure. Kicktraq is currently estimating about 3.7m at the high end, combine that with paypal and we MIGHT hit 4m! A man can dream..
  12. EDIT: Thought I'd put this at the top - Would getting 50k likes on the KS page be a good goal for an extra level? They said a couple of weeks ago they were looking to get about 15 levels, and 40k on facebook is looking like a gauranteed no. Hey, I've got a few questions that I just want to confirm - Does the paypal total count towards the overall total with regards to stretch goals? Does the paypal backer total count towards the mega dungeon? Do the "Likes" underneath the Kickstarter video have anything to do with an extra level? I just want to make sure I know what's counting and what isn't before I end up getting excited about something that isn't happening, lol. By my estimations, 67.5k will be hit giving us 11, 2.5k PayPal backers will be hit giving us 12, and possibly even 70k giving us 13 depending on how the last few hours go. I'm so excited! :D
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