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  1. So I was thinking back to classic Civilization which had customizable 'throne rooms' or in the case of Overlord, a customizable stronghold. With certain achievements unlocked or sections of the game passed, you were able to add on to your trophy room or castle with a selection of pre-set styles that best fit your vision. This gave you a sense of accomplishment at seeing how your personal rooms have grown and changed and it also gave you a portion of control to make it entirely suitable to your style of gameplay and reward. I was thinking such an option for player houses and the eventual stronghold would be a nice way to allow the player the freedom to customize without going against world theme or style. You create a new section of Keep or build your house, and all the decor is loaded based on your preference of style. It's pre-set so you can't change the drape color or move the animal head from one wall to the other - but it gives you a personalized style. I had 5 ideas in mind to suit every taste. 1. Martial - Military style. Maps of campaigns, heavy stone, heavy wood, suits of armor, weapons on the wall, spikes, torture devices. Your classic dungeon theme. 2. Mystical - Mage based. Glowing light sources, skulls with candles, ravens, arcane tomes on heavy bookshelves, alchemy tables, arcane diagrams on the walls. Your high magic theme 3. Romantic - Softer and gentler - flowers in vases, paintings of forest landscapes, flowing drapes, light pine tables, woven rugs, lighter pallet, canopy beds. Gentle without being "girly" 4. Rustic - Hunting lodge style - Tudor style walls, antlers & animal heads on the walls, hunting horns and crossbows, roaring fireplaces, bear-skin rugs. "I use antlers in all of my DECORATING!" 5. Regal - Palace style decor - statues, paintings of ancestors, marble floors, velvet curtains, gilded accessories, suits of armor, coats of arms... Your classic "Royal Palace" look. I think these would basically suit every player style and give the designers a chance to give us some creative control without turning it into the Sims and letting people place every stick of furniture.
  2. Here's a short overview of the graphics style and technology used in some of the existing cPRG's that are often mentioned on the forum, followed by what we know (or can assume) so far about what Project Eternity will use. Maybe this can help clear up some confusion... BG, BG2, IWD, IWD2, PS:T, Fallout, ToEE, ... camera: projection/viewpoint: isometric (diagonal top-down) rotating: no zooming: no graphics: background (terrain/structures): 2D images (pre-rendered from high-quality 3D, and retouched by hand) animated objects (fountains/machines/...): 2D animations (pre-rendered "flipbooks") environmental effects (light & shadows, rain, ...): 2D effects (using various tricks like blending pre-rendered light-maps) spells: 2D animations (pre-rendered "flipbooks") characters: 2D animations (pre-rendered "flipbooks") NWN, DA:O, KotOR, ME, Fallout:NV, ... camera: projection/viewpoint: perspective (one or more of: first-person, follow, diagonal top-down, manual, ...) rotating: yes zooming: yes graphics: everything: 3D terrain & models & animations/effects (real-time rendered on the user's graphics card) Project Eternity camera: projection/viewpoint: isometric (diagonal top-down) rotating: no zooming: ? graphics: background (terrain/structures): 2D images (pre-rendered from high-quality 3D, and retouched by hand) animated objects (fountains/machines/...): 2D (pre-rendered "flipbooks") and/or 3D animations (case-by-case decision) environmental effects (light & shadows, rain, ...): 3D effects (blended together with the 2D graphics) spells: 3D animations/effects characters: 3D models Note that this is merely based on what I have heard so far from developer posts & interviews, so no warranty on the correctness of the above information. If you see a mistake or have something to add, post a reply. A comment from one of the developers, as to whether I interpreted their statements correctly, would of course be appreciated as well.
  3. It would be amazing if you could bring back these two awesome artists to do the character portraits and other graphics: Justin Sweet Vance Kovacs They did a fantastic job on the previous Black Isle games and their art contributed A LOT to the general mood and immersion of the setting. Eventually you can create a stretch goal to get these two guys involved in the project. Thank you! some examples of their artwork: Vance Kovacs: Justin Sweet:
  4. Finding out about Project Eternity and pledging for the Kickstarter on day one really got me back in the mood to go back and replay the old Infinity engine games. Now, my original 4 CD version of Planescape: Torment was no longer up to the task, but thankfully there's GOG.com. Reinstalling it and the conveniently linked mods to beef up the game's resolution I soon came to a somewhat surprising conclusion: Even though the game is now almost thirteen years old it still looks stunning. Really, get your copy on GOG.com and load it up with the mod for higher resolutions. It's beautiful. Quite frankly, even though so much time has passed and graphics engines are so much powerful today I really wouldn't mind a game that looks like Torment because the art quality is astonishing. All it needs are tweaks to the character models and the inclusion of animations to the 2D background itself: licking flames, curtains moving in the wind, stuff like that. But other than that? Give me game that looks like the 13 year old Torment and I'll be happy!
  5. i still dont catch if the game will be 2D like BD2 or 3D like neverwinter nights 1 or 3D like neverwinter nights 2 this is very important, i like the way nwn2 works cus we can get nice isometric look and we can close up the camera to the companions to see in details how they are
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