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http://www.youtube.com/watch?v=_LtpG02bZDw The campaign is winding down folks, so it's time to bring out the proverbial big guns. In today's update, I'm going to be talking about a bunch of lore tidbits, a Campaign Almanac we'll be offering as an add-on, new BIG OL' stretch goals, and finally, a work-in-progress screenshot of an environment we're developing. As a quick reminder, we are getting close to 20,000 likes on Obsidian's Facebook page, which unlocks another level of the Mega Dungeon the Endless Paths – if you get the chance, please head on over there. That's a lot of stuff, so
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Update #18: George Ziets, Paladins, Add-Ons, Rewards, and More! http://www.youtube.com/watch?v=9oPKIzyGos8 Hey everyone, there's exactly one more week left in the Kickstarter, and we are going to be kicking it up with bigger and better updates every day! New Add-ons and Rewards We were looking at the $140 tier and thought it needed something more, so we decided to throw a Project Eternity Mouse Pad into the Collector's Edition. The mouse pad features the painting from Kiernan Yanner. You can also add-on additional mouse pads at any physical tier for $15. $140 Reward Tier and
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One of the coolest things I've ever gotten in a boxed copy of a game was by far ... The Age of Empires II: The Age of Kings Civilization Attributes fold-out (4-piece cardboard foldout) It would be cool to get something like this included in the Collector's Edition Box of Project Eternity it could include Race and Class information, Stats information, and Skill trees or something like that (just general race and class foldout of some sort) But yeah just a hint, paper doesn't last like cardboard does.
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With only seven days left on the Project Eternity Kickstarter, we want to start the last week off with some pretty incredible things to announce. You might not know that Brian Fargo is the guy who gave many of us our start in the games industry – myself (Feargus), Josh Sawyer, Chris Avellone, Scott Everts, Brian Menze, Chris Jones, Chris Parker, Darren Monahan – and the list keeps on going from there. He also gave the guys who started a little company called Silicon & Synapse their first few projects – pretty crazy to think that little company is now Blizzard Entertainment.
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I'm doing an email interview with Josh (I think, although others may answer my questions if they're more appropriate) for the Australian website Cybergamer (which has a European sister site). My interview will try to avoid any of the questions that interviews/articles have asked already and things that the devs have answered on the Kickstarter Q&A, the forums or their personal sites (Sawyer's Formspring etc). The planned interview will be split into three sections (Personal, Design, Mechanics). I will ask very specific design and mechanics questions to try and generate better /
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I have a good feeling about this... a very good feeling :D http://soundcloud.co...n-entertainment Yep, pretty much it. Just wanted to share this here, in case anyone has missed it like I did. Liked and following. EDIT: Yep what Canteousent says below, here it is (Update #14): http://forums.obsidian.net/topic/60901-update-14-the-music-of-project-eternity/
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For our weekend update this week (update 16!), we have another Q&A from our reddit readers in the Project Eternity Q&A Subgroup, with all of the questions having to do with the combat system of Project Eternity. Tim answers the top five questions below (as voted up by the community) as well as picking an additional question at random from all of those asked. Also check out the main Project Eternity group if you stop over to reddit. And now, on to the questions! Kaaaboom asks... Hi Tim! I'm curious how the close combat in P:E will turn out. Will the melee of P:E encompass stuff
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Happy Monday! We've reached 50,000 backers, and have a special reward for everyone. Details below. Also coming this week, we have more updates about the development and creation of the game. Tomorrow, Justin Bell will discuss the process for composing the music for our trailer video. On Wednesday, Josh will update with more details about the game's design, and we are going to unveil a awesome art piece that we’ve been working on. Oh, PayPal is also coming on Wednesday! The 50,000 Backer Reward We are very excited to announce a reward to all backers that have helped us come this far. T
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http://www.youtube.com/watch?v=1Uyzap5FcgI This update is going to be a little different. Instead of doing an update on a topic that we chose, we asked readers on reddit to submit questions and vote them up or down, and on Friday we took the five highest scoring questions to answer here. You can visit the Project Eternity reddit group here: http://www.reddit.co...rojecteternity/ and the Q&A subgroup is here: http://www.reddit.co...ns_answered_by/ Let us know if you like these Q&A updates, and we can look into doing more of them. Tim. AtheistBots asks... Cl
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Something I haven't seen much discussion on is the aspects of Death in Project Eternity. What is your opinion on death mechanisms? Would you prefer a Baldur's Gate style? or a more forgiving style? This is something I'd be interested in hearing about in an update (if Josh and the team have made any decisions on which angle they're going to go for the death system). I'd like to know whether it will be a brutal death system like Baldur's Gate or a more forgiving KotOR-like style. Perhaps they're going to use different systems on different difficulties? For example, on Expert or He
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Thinking about the unanswered question we've been pitched as important to the early lore, the nature of the soul, I run into a conundrum. There are gods. These gods occasionally intervene\fere with mortal affairs according to the devs. Religions and cultures have their own ideas about the cycle of souls and, presumably, worship their own god(s). Why can't a god just tell them how it is? Obviously they're going to want to spin it their way or maybe even outright lie, but wouldn't the cosmic being that came out with "the truth" be the most popular? I can think of lots of ways to write ar
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We are still going strong over here on Kickstarter and we wanted to thank everyone that has been here since the beginning as well as those of you who have come on recently to back us with your pledge. With such great support, we want to thank everyone with a new addition to the $50 and later tiers, a new $110 digital only tier, and a big change to our $2.2M stretch goal. Oh, and what are we doing this week as to updates you might ask? Josh Sawyer, Tim Cain and Chris Avellone will be posting updates and videos all this week starting on Sep 26 with Josh, Sep 27 with Mr. Avellone and a gre
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One thing I miss about the Infinity Engine games is the old AD&D Level Progression tables, you get a much more satisfying feeling earning 1000XP for a quest, instead of 100XP (a la 3rd edition, Star Wars, all other games using that d20 model). i really liked the fighter's progression table Level 2: 2,000 Level 3: 4,000 Level 4: 8,000 Level 5: 16,000 Level 6: 32,000 Level 7: 64,000 Level 8: 125,000 Level 9: 250,000 Level 10+: +250,000 XP But yeah larger numbers feels more rewarding (and more of a monolith to obtain). In conjunction quest/monster XP rewards should be
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Should Obsidian take the route of Skryim and add children in their rpg, but make them unkillable? Should children be present and killable? Or should children be absent from the game? Thoughts?
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One thing I'd like to see in a game like this is a more personal quest journal for tracking quests as opposed to the rather impersonal ones that are usually received in these games that tend to outline quests in a very sedate and to-the-point kind of way. I know there's often the ability to make notes yourself, but I still feel it would be nice if the quest journal actually felt more like an actual journal or diary that your hero is writing themselves and less like an emotionless listing of what you've done and what you need to do. By incorporating the dialogue choices you made into the journa
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I did not like stealing in BG2/PS:T/IWD at all. Nicking 10gp from someone out of dialogue and only being able to steal proper items in stores did not provide as much fun to me as stealing in, for example, Fallout did. What I'd love to see would be the ability to use my Stealing skill via conversation options (with the possibility of failure), and, most importantly, to steal from random NPCs out in the world without initiating dialogue. Of course it wouldn't make sense to steal the armor off someones back, but I'd love it if any item that is not currently worn would provide me with the o
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How do you feel about them? What sorts of factions would you like to see? What are your thoughts on reputation over alignment? Personally, the multitude of factions and the reputation mechanic was one of my favourite features of NV and I'm glad this seems to be something akin to that. I would like to see everything from religious orders/sects, to merchant guilds, to mercenary bands and everything in between.
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Hey. I'm super excited for Obsidian's upcoming game and I've created a fan-page on facebook. The page currently have 40 likes and i'm looking for a person who can be a moderator for the page (Along with me). I might hire more than one person. But there are some conditions: - You must write good english - You must be over the age of 15 years old It is also a big pluss if you have experience with facebook-pages. If you're interested in being a Moderator for the page, message the page a short message why you wanna be a moderator. (The message button is at the top-right.. Above where
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