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Found 11 results

  1. Hi all, I have started studying Godot (doing the 3D tutorial project from the official documentation), and would like to know if there are accessible (free and understandable for a beginner) tutorials for isometric RTwP CRPGs or action-RPGs for the Godot game engine? Also, if I am aiming for a RTwP CRPG, like PoE or Pathfinder, would 3D with fixed camera or 2D be more appropriate? Thank you.
  2. What is Brigador? Brigador is a fast-paced isometric game where you control a vehicle and virtually blast your way through enemies and towns in a futuristic post-apocalyptic/cyberpunk setting. Everything is destructable in Brigador, thanks to a unique custom engine. The game uses sprites and projects a never-before-seen lighting system that is sure to impress. There are currently over 80 vehicles to pilot. *Fallout type power suits *Akira style bikes *Gyros *Killdozers *Soccermom minivans because why not? *Old school and futuristic tanks *Hovercrafts to killdozers *Mini mechs with cloaking *Giant mech-warriors too! *Many more vehicles BRIGADOR IS SET TO RE-LAUNCH IN JUNE 2017! Why is it relaunching? It's not because it's a bad game, it's actually a phenomenal one but there was a lot of mistakes that were made in marketing and that hurt the game to be the success it should have. Ratings on Steam are at 97% if that says anything. What will the relaunch consist of? Of course you're going to see this game on the front store page of Steam (again) but also the game will be recieving a huge content update. New pilots, new missions, new lore, new pilots, new everything! For those who already own Brigador, you'll be getting this HUGE content update for free http://store.steampowered.com/app/274500
  3. A new RPG from a group of developers who worked on The Witcher 3: Wild Hunt.
  4. I am curious if the 2D backgrounds will be finalised (pre-rendered + touched + post-processed) in a single high resolution and then downscaled either by the engine or come pre-downscaled by Obsidian for lower resolutions OR, finalised in several for a range of resolutions. Surely, this being 2012 and the limitations of IE games being apparent now (namely the resolution inflexibility), I thought perhaps they would opt for a more compatible and maybe even future-proof method than locking the scenes to a single resolution for everyone, regardless of their choice of (or their monitors') resolutions, kind of as though the game were entirely 3D. It would only be common sense at this age. For those wondering, some of the theoretical differences between various methods would be: (0) 2D backgrounds or scenes are made in 3D and then pre-rendered to 2D with best lighting and other effects, then the 2D image is shopped and likely post-processed (in-game effects) for the best result. This is how the backgrounds in all Infinity Engine games were made. They are not 2D artworks as in hand-painted but 3D scenes pre-rendered to 2D images and processed. (1) 2D scenes finalised in a single high resolution and then downscaled by the engine for lower resolutions. + Least amount of work for Obsidian + Smaller file size to download / to ship in discs - High resolution images potential (and very likely) memory hogs, especially for older or low end systems - Quality of downscaling dependent on a number of things (system configuration, drivers) - Loss of detail due to downscaling (2) 2D scenes finalised in a single high resolution and then downscaled by Obsidian for a range of resolutions. + Still reasonably low amount of work for Obsidian + Consistent image quality per resolution across systems + Theoretically the best performance per resolution - Much larger file size to download / to ship in discs - Loss of detail due to downscaling (3) 2D scenes finalised for a range of resolutions + Best image quality per resolution possible + Theoretically the best performance per resolution - Much larger file size to download / to ship in discs - More work for Obsidian (though I'm not certain just how much more: it might be as simple as using presets to do all the adjustments, except several times per resolution, or maybe not) I would just like to know what Obsidian has planned regarding this. And onto my second related subject: I was wondering how feasible it would be for Obsidian to give us an option to rotate the scenes by 90°, essentially meaning that every scene or location would have to be pre-rendered and post-processed four times to get four 2D images of it which we could then quickly switch between to get the best view to our liking. Apart from the budget/time cost of the procedure itself, I believe that the actual scene data itself would be pretty easy to adapt because essentially, they will already be creating 3D scenes (Unity 3D Engine + 3D models for characters) with just the 2D backgrounds and the necessary graphical features to blend the two aesthetically. So basically, I'm just asking: is this something you at Obsidian have ever considered or are still considering? It would only enhance the game, you know, freeing you of the limitations of locked-view and after all, anyone who has played any IE game has to have, at some point, bitched about obstructions. They did this in Commandos 2 & 3 (both 2D games) to great effect. See it in practice: More: As for the toll it would take on Obsidian; take everything I said above about resolutions and multiply it by four. But it would be swell if they did this.
  5. Shadowrun Returns is on sale for the price of a beer. Should I buy the game, or a beer?
  6. Hey everyone, I just stumbled across this article and wanted to bring it to the attention of Obsidian and their supporters. Its a detailed, four part essay on why Bethesda should license Obsidian to make an Isometric Fallout game. Would love to hear some comments from the developers! Part 1 Part 2 Part 3 Part 4 Enjoy!
  7. Define immersive and don't forget to explain why that should be a goal of every role-playing game, then maybe I'll be able to see the logic. [above quote taken from "Obsidian why you stop?] This exchange struck a chord with me because I'd been pondering similar in my local tabletop group. It seems to me that what they are actually debated is computer-assisted immersion versus human-generated immersion. The former is unlikely to ever completely replace the latter. Game design, dialogue, plot, tropes, all of these are equally important. So that's one question: is artificial reality a chimaera? My second question is the old social one: is the drive for augmentation producing 'flabby' minds? That is, children derive a healthy benefit from using their imaginations, and heavy computer-augmentation of fantasy is weakening development?
  8. Hi! Wanted to first say what an amazing piece of art. Good job. It is very beautiful. I've looked at it with a zooming glass, just because I appreciate the detail you managed to capture half a face in the waterfall as well, an angry God perhaps? Maybe even a statue in the waterfall which the water runs off from? No matter. The rock just next to the boat looks like a bearded man's head as well. Has the thought struck you about one big world? One giant canvas? How intriguing does it seem versus the workload it naturally presents? Out of the scope or possibly a reality? A sandbox painting. There'd be prestige in it, no doubt. But is it something anyone would like to touch or even work with? Is it easier to create split areas instead of having a large painting?
  9. Only a couple of days in and looks like a really passionate project by two guys - check it out:
  10. Sorry if this has been asked before, but one of the main things I'm curious about is the visual functionality and presentation of the game. I'm very curious as to whether this is going to be a purely isometric, top-down affair like BG, Icewind Dale, PlanetScape: Torment, Fallout, etc. or whether it's going to have a more dynamic camera that allows you to play isometric, but also zoom in closer, such as Dragon Age: Origins PC, NWN2, The Witcher, etc.? Personally, I'm hoping for the latter. While I mostly play with the camera pulled out during combat in the likes of DAO and NWN2, it's nice to pull it in for more personal matters and nice to have the more cinematic angles during conversations. I think DAO and NWN2 got the perfect mix of classic RPG and the more cinematic nature of modern games, and I hope this is what Project Eternity employs. I feel my character becomes more personal when I can get a good look at them up close and see them interacting more directly. I'm curious as to what other people feel about this? Has there been any direct indication as to what Obsidian are going for here?
  11. 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.
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