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BraveWaters

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About BraveWaters

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    Painting, Reading, Writing,
  1. I have downloaded the unity engine developer platform. I am experimenting with different coding to become a craftsmen with these tools. Is there any way to examine Pillars of Eternity from the C# or Java Script code that it is built from? I would like to do this as a learning experience.
  2. Found it!... Duh... https://eternity.obsidian.net/news/update-67-whats-in-a-game Still any help along the lines of this enthusiasm for producing would be helpful. Thanks Again!
  3. In an early update of the Pillars of Eternity Project, before publication and as the code itself was being developed after the kick start, there was a very generous post relating to the duties of the task master. It described the minute details that are required of someone who manages a project, how small delays or other changes effect the schedule of development. I can't seem to find this in the archives of the forum. I believe it would be in the Developer's Corner section however it was a general link through the home page of the Pillars of eternity. In regard to ambitions relating to development this would be a wonderful resource in researching what it would take to make a project with the unity engine work. This post and any other resource along this intention would be much appreciated. Thank you Obsidian.
  4. What is the math like for programming chance? Are you using any patented formula? What are the strengths and shortcomings in your design of a random event?
  5. I don't think it's abrasive at all. And I understand what you're getting at, methinks. But, I'm just not sure the term is being used quite in the way you're getting at. You're looking it from the context of our real-life society, etc., when really, it's just a piece of lore within the game world. The game world has gods, in its reality, and these "godlike" are either actually influenced/affected in some manner, directly, by a god of the game's reality, or at the very least are seen to be, by the people of the world. Thus, they are referred to as "godlike," much like people who live in/near the mountains might be called "mountainfolk." People associate things with traits, and in a world of much more tangible gods, gods would be much more of an associative thing. Heck, even in reality, we name things after gods. "This military endeavor involves striking ferociously and swiftly from high in the air. Codename: Thor." The only difference is that we know them as mythological, whereas, in the P:E world, they are not. Also, just for what it's worth, the godlike are a sub-race, and not an actual race. Almost like... albino humans. Many people are albino, but there is not a race of albino people. They're just people, from various different races/ethnicities, who happen to possess a common trait/set of traits. Again, the only difference being that, in the game, the godlike set of traits is "divine" in nature, rather than purely biological/physiological in nature. It's not that it's impossible or pointless to analyze how this type of thing in a game affects us and our real-life cultures and beliefs (as real-life players of that game). There's nothing at all wrong with that. It's just that I don't think it's directly clashing with any of it. As a work of fiction, it isn't designed to directly challenge reality. The lore of the game exists completely within its own reality bubble, absolutely separate from our own. We just peek into it, with the knowledge that it is not reality. If it has us thinking about aspects of reality, then more power to it. Basically, if we avoided any game design decisions that were along the lines of why you're suggesting "godlike" might be problematic, we pretty much wouldn't ever make any video games, ever. Or books... or most any works of fiction, for that matter. There is no way your going to change the sub-class title this far into the process is there.
  6. While this is understandable, to a degree, and it would be most unfortunate for the game to alienate someone who otherwise wanted to play it, it's honestly a bit irrational to associate blatant fiction with some kind of realistic God substitute. The game is in no way A) laying claim to the heavens with false deities, or B) expecting any degree of recognition or worship from the player for these false deities...... Granted, people are free to believe what they will. The integrity of the fantasy is important. Suspending disbelief in any entertainment is part of being effected by it. This prospective is another reason to be more creative with the title because for some God is very real. The other reason I object to the word "godlike" is that it is unspecific. With the fictional examination of the role that race plays it is important to recognize that anyone who uses race as a way to identify, is doing it to latch on to a personal sence of controle. So go all the way with it. "Godlike" offers space for that character to be like other things that divine creation designs in. Where as generalization terms protect individuals from inconvenient details that inspire things like emotional involvement. As a gamer I want to control. As a trusting disbeliever, I want to see how what the character actually is, fits into a mould and transcends it through context. It's an adventure. I hope this is being received as helpful rather than abrasive.
  7. The vulnerabilities that are illustrated in the character portraits and captured in the tension of some of the music that has been in games in the past have been part of the satisfaction of the gaming experience. The team work that balances some characters strengths and others shortcomings is another example of the appeal. The word god should be used with respect. Being culturally central, it evokes a both a sense of bliss and also for some pain. Please consider something along the lines of 'Deitem' or 'Alchemic'. This could be over thinking, but from a practical standpoint the error could alienate potential players like the child of a devote christian of some sort. What is cool about this class is the grounding in the traditional sense of elements. Elements are in a constant source of turmoil. So how can a soul live outside of these cycles?
  8. This has the flavor of some mystical occurrences that have happened in recorded history; like fog rolling in during a battle for Scottish independence out gunned and out manned, the feudal disputes that cropped up when Japan opened up to the colonial world, and ghost dance traditions that were part of some Native American uprisings.
  9. It's so cool that you took the time to write all this down for the public! I'm interested to see what the ground beneath cloud city looks like.
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