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I'm not sure on how the sales for pillars 2 is currently to this date, but last i heard is that, even though the sequel is amazing and on par if not better then the first, the game flopped financially and sold poorly,with developers stating that if they were to return to pillars, they would need to re-examine the formula of the pillars games and why the second game didn't do as well. If they decide that it was due to the reason that everyone who played the first game had enough of RTSwP type of game play and didn't need/want a sequel, then they may divert from this genre of games entirely, they attempted it with the turn based system in pillars 2 (don't know if the sales are still low or have risen over the years, couldn't find anything about that) which i don't think is a drastic enough change to warrant people buying the game, they may need to do something bigger, bolder but also keeping it somewhat similar to the old battle system. I think that it would be in Obsidian's best interest to have game play similar to FFXV or any other real-time strategy game. i think that this would make sense since it would shy away from the CRPG genre just enough so that it is it's own thing, whilst possibly retaining most of it's aspect and elements of strategy. It could also be of interest of Microsoft and, if they have a say in any of this, 2K since it would bring back old fans because of the story and new fans who seem to enjoy the new style game play. either way, whether they continue with the exact, or extremely similar, game play, with some good marketing and using all of the services Microsoft provides, game pass, there could hope for a a new pillars game. Do you guys like the idea of a FFXV game play style, or maybe something more ambitious like god of war 4 hack and slash style, or even a first person elder scrolls type of game, or the original style game play. I'd just like to see the story of the watcher continue and possibly conclude.
Update by Tim Cain, Senior Programmer and Designer Hello! I'm sorry I haven't done an update in a while. I've been working on classes and everything related to classes: abilities, skills, spells, combat...you know, the good stuff. For the past several months, Josh and I have been refining the designs for the non-core classes, the classes that are most unusual, classes like the chanter and the cipher and one of my favorites, the monk. Monks in Eternity are different than you might expect. There are no restrictions on armor and weapons – you could wear plate and use a sword, if you wanted to, and the talent system is flexible enough so you could build a great monk that specialized in that gear. But at the core of this class is a little rule about how monks take damage. You see, when a monk gets hit, only part of the damage is inflicted on him or her immediately. The rest is redirected to a Wound, which is an effect that causes damage over time (called a DoT effect) to the monk. That slowly-ticking Wound would only seem to be delaying the inevitable result except for one thing: the monk can get rid of that Wound by using special attacks. The monk gets all kinds of cool special attacks that do extra effects beyond simply damage and, as a side effect, also eliminate his Wounds. Some of their special attacks include: Torment’s Reach - this ability increases the range of melee attacks by 200% for a short duration. Enemies between the monk and his or her target are also attacked. Costs 1 Wound to activate. Turning Wheel - if the monk suffers from a DoT effect (including Wounds ticking down), he or she adds a proportional fire bonus to his or her melee damage. This is a passive ability which works automatically whenever the monk has any DoT effect. Clarity of Agony - when used, this ability cuts the duration of hostile status effects in half. It lasts for a brief amount of time, halving both incoming effects and ones that are currently on the monk. Costs 2 Wounds. Each of these attacks makes monks stronger in battle, and many also consume their Wounds, hopefully before those Wounds have done the damage the monks were originally supposed to take. And as monks level up, they get more than just these special attacks. They can gain room for more Wounds, so they can have more of them at once to use at the same time for an extraordinarily powerful attack or use them across multiple special attacks. Monks can also change how their Wounds function. For example, they can choose to have their Wounds do less damage at the start and more at the end, so getting rid of them faster is advantageous. Monks can also choose to do their damage sequentially, letting the monk build up a lot of Wounds to fuel a crazy powerful ability and not take much damage for doing so. So as a monk, your goal is simple: you want to take damage, so you get Wounds, so you can perform extraordinary attacks. But remember when I mentioned the monk in plate mail using a sword? Sure, you can do that, but that plate armor will inhibit your ability to get Wounds, which means you don't get as many special attacks. And unarmed attacks are among the fastest types of attacks, so a weaponless monk can get rid of his Wounds faster than any armed monk, so he will suffer very little of their damage-over-time effects. That's like having extra hit points for free! FOR FREE! Who wouldn't want that?! This is why you see a lot of unarmed and unarmored monks running around. Not because the rules say you can't use those items, but because in most situations it's one of the best ways to play. An unencumbered monk can be a terror on the battlefield, a nightmare that just won't seem to die, no matter how hard he gets hit. Blows that seem like they should kill him only serve to make him stronger. Trust me, you are going to love playing a monk. But if you ever feel the need to use a magical sword for its raw damage potential or wear enchanted mail to gain fire resistance for battle with a dragon, you can do that too. Because Project Eternity is all about bending the roles of each class, so you can play how you want, resolve conflicts how you want and solve problems how you want. After all, this is *your* game. Culture Concept Concept artist Kaz Aruga has been developing the look of some of Project Eternity's various cultures. So far, he's created concepts for people from the Dyrwood, the Vailian Republics, the Aedyr Empire, and the Valley of Ixamitl. We hope you like the range we've come up with. Let us know what you think!
Update by Brandon Adler, Producer Hello, everyone. Like everyone here at Obsidian, I hope you had a great holiday season and were able to gorge on lots of treats and good food. This week I am going to go over a bit about the new Backer Portal (please log in if you haven't already), give a general update about where we are in our production, and show off some of the cool things that are happening in the game. In our next update we will be taking a more detailed look at some of the classes in Eternity. Backer Info Just a reminder to all of our backers, if you have not done so already, please head to the Backer Portal and complete your order. All backers need to go through the process so they can receive their rewards - even those that only have digital goods. To start the process, click on "Manage My Pledge Now" and click on the "Select Reward" button on the pledge management screen. From here, you may select the tier you backed (or upgrade to a new tier), select additional add-ons, fill out any shipping information, and file your surveys. Also, please make sure you fill out your surveys as soon as you can. If you have an NPC, item, inn, or portrait the sooner you get the information to us, the sooner we can make sure it gets into the game. If you are having any issues, e-mail us at firstname.lastname@example.org and we'll help you out quickly. Areas As most of you know, we finished up Od Nua (our mega-dungeon) in our last milestone. I have to say, I think it looks pretty amazing. Currently, the area team is working on our second big city, Twin Elms, and it is looking just as good. Here, take a look for yourself. Ancient Engwithan ruins near Twin Elms. Without getting into too much detail, the Area Designers are fleshing out the end of the game right now and everything is really coming together. The area in the screenshot above looks like the perfect place for a big fight, huh? Characters Our character team has been cranking out new creatures and equipment. We are almost completely through all of our A priority creatures. Soon we will be working on our B priority creatures and lots of equipment variations. One of the creatures that was just finished to Alpha quality is the Cean Gŵla. These banshee-like undead are the spirits of women who died under particularly tragic or traumatic circumstances. Take a look at the comparison images below. In-engine and concept comparison of the Cean Gŵla. UI Most of our UI has either been implemented or mocked up to an Alpha level. The interface that we would like to show you today is the character sheet, which shows character and party information. You can find lots of useful info on the sheet including various party statistics, your reputations with Eternity factions, and character stats. The character sheet has many useful player and party statistics. Features Features have been going into the game pretty regularly. We just recently moved to Unity 4.3 and, while this might not seem like a big deal, 4.3 has ushered in some long awaited features. Animation annotations, for example, were added to Unity. We can now call sound effects based on specific frames of animation. This makes things like footsteps possible. A majority of our spells and abilities are in-game and usable. Josh has started auditing them and requesting changes for gameplay balance purposes. Tim has been quite busy with all of the small edits. Strangely, one of our more minor features has gotten me the most excited. Just recently we have gotten the ability to set custom party formations and I am having a blast testing it out. Concepts Have you been wondering what some of the Pillars of Eternity gods look like? Wonder no more. Representations of the gods Galawain and Woedica. Above you will see the representations of Galawain and Woedica, gods in the Eternity pantheon. Woedica is known by many names including "The Exiled Queen," "The Burned Queen," "Oathbinder," and "The Strangler." Her domains include law, justice, oaths and promises, (rightful) rulership, hierarchies, memory, and vengeance. Priestesses of the Exiled Queen serve as lawyers and judges in towns and urban centers, and the most prominent among them are advisers to kings and lords. They are of particular importance in the Empire of Aedyr, where by tradition, business contracts always require their endorsement. Her devotees are typically found in the upper classes, but any conservative person who longs for a vanished past will find a place in her faith. “When Woedica takes back her throne” is a common saying amongst her followers, signifying a utopian future when society will be properly ordered once again, and she will take her rightful place as ruler of the gods. Galawain is patron of the hunt in all its forms, and he is honored by those whose occupations are concerned with pursuit and discovery. His faithful include frontiersmen, constables, treasure-seekers, explorers, and even scholars, many of whom wear his carved symbol – a dog’s head – around their wrist or neck. He is also protector of wild places and untamed wilderness, where the hunt manifests in its purest form as a daily struggle for survival. That's it for this update. Make sure you head over to our forums to let us know what you think of anything you see here.