Everything posted by ryukenden
- Update #69: Pillars of Eternity
- Update #68: ART!
- To all of our backers and fans...
- To all of our backers and fans...
- To all of our backers and fans...
- To all of our backers and fans...
- To all of our backers and fans...
- To all of our backers and fans...
- Update #65: Ciphers
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Update #62: Production 01 - State of the Project
Conversations While we have been getting more and more Alpha UI into the game, I was particularly happy with how the conversation UI came out. Take a look for yourself, though. Even though this is still a work in progress, I think everyone did a great job. Let us know what you think of the conversation UI in our forums. I'm looking forward to a screenshot with ui and character. Or better yet, a video similar to Update#49. I know the ui is work in progress and it hard to say without seeing the whole picture but maybe it feels TOO old fashion. I would like to see it be more slick, less bulkier, and definitely needs some warm vibrant colors into it. It currently looks dull. Well at least its functional. I would suggest you have a place for combat logs (if its useful for the game, like attack/ dice rolls, spellcasting). Maybe a tab or button. Since this game does have day/night interactions (like vampires shows up at night in BG2), It might be a good idea to have a clock somewhere.
- Update #60: Camaraderie
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Update #60: Camaraderie
I like the cartoons. Anyway, while we on topic about character development, I want to point out a lot of games have problems with the ending. Towards the end, those games usually have one quest, a main quest, very short. A big reveal and the main character rush to beat the boss. The big problem is that it doesn't give the PC a chance to do anything like exploration or use their newly obtain power. For example: In NWN: vanilla, chapter 4 (last chapter), most player are near lvl 20. This is where we get the most powerful spells in the game... Wierd, timestop, Meteor Swarm,,, etc. and best weapon like hammer of thunderbolts. Sadly when the chapter starts all roads are closed. There is nowhere to go but the only road. There are few enemies and one final boss. The chapter was very short. It would be a lot more satisfying that we obtain those legendary items and spells a little earlier before the game about to end. I did like how the infinity games ended but many other games seem end so sudden...
- Update #58: Crafting with Tim Cain!
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High Resolution Map + Chris Avellone Interview
I would imagine if one were to use stealth, I hope there is a way to recover the loot like say... [Just avoid enemy] There is a rumor about [powerful enemy] and how many fail to stop him *you meet a thief that help you distract the [powerful enemy] while you sneak into his house and steal the Sword of Godlyness* Something like that...
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High Resolution Map + Chris Avellone Interview
I can't believe I nearly missed this but if you guys like carefully, The Bottom Logo is just "Eternity". This means that Eternity might likely be the final name. I suppose its a bit confusing on how the castle icon is separate form the dark house icon. The dark symbols look like houses, small village, and town but possibly not a city. In medieval times, castle and fortress are at the center of a city. The castle symbol is the largest icon on this map. Plus the location and dirt-like patches nearby suggest this might be a place of importance.
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High Resolution Map + Chris Avellone Interview
Thanks A lot. I was looking for that. I know for a fact defiance bay is also in the game. Now I wonder what city would be the main city that have the endless dungeon. I would guess Raedric Hold
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Update #54: Art Update - Work IS in Progress!
I love the dialog design that Rahelron made. Its very modern but still feels like a great successor to infinity engine game. With that said, maybe we can reach a compromise that other design members made. Although one thing in mind to not to copy from IE but to improve upon it. I would like to see more design with less bulky, clutter, less cartonish, and more gothic?
- Update #55: Vertical Slice Update
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Update #54: Art Update - Work IS in Progress!
Hey guys, I originally started drawing in design by digitally but it didn't work out because we still don't know what the game should have. Anyway I hope you like my design here. There's some free space on the left side. I couldn't figure out what to put there. I like the idea of khango and Lephys. You can Hide the combat log you don't want to look at it when doing stuff. It can also be Expanded to half the screen when entering a important dialog like the one in Baldur's gate. And In honor to Chris Avellone, I made him appear in this mockup! See if you can spot it!
- Update #54: Art Update - Work IS in Progress!
- Update #52: Monk!
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Update #51: Prototype 2 Update
I have a questions about items. One of the things that I really want was the way items are presented in Baldur's gate 2. I know you will have history on items but my question is... Will items information be more.... traditional like having sketched artwork of the items and information? seen below. I played IWD and other Infinity games but they are missing that minor detail. It made some of the items soulless and boring.
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Update #49: Water, Trees, Day/Night, Lighting... All That Jazz
I would hope that the ui is clean and appears minimal (like google website, appears but not simple). This way you can observe the art and detail very well. I would even dare say that BG and IWD have clunky/bulky ui. Also I would add i hope there is a zoom button similar to how BG: enhanced edition work. That way you can preserve the art, mood, and gameplay if you choose that route. When I have time, I'll try to make a fan-made ui.
- Update #49: Water, Trees, Day/Night, Lighting... All That Jazz
- Update #49: Water, Trees, Day/Night, Lighting... All That Jazz