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  1. Update by Brandon Adler, Literal Task Master Welcome to my world... As a producer, one of my jobs is creating and understanding the game's master schedule. It's a never-ending task that requires constant refinement and adjustment. Anything that is added or changed can cause a cascade of unintended consequences which is why as game developers we have a responsibility to vet everything that goes into the game. Today I'd like to give you a glimpse into how we approach game development from a scheduling perspective and what our typical thought processes are when figuring this stuff o
  2. I recently asked on the Project Eternity Kick Starters page at the possibility of a Pen and Paper RPG inspired by and set in the world of Project Eternity. what inspired me to ask is two fold, 1) i was watching a show on a youtube channel called Counter Monkey, which sparked my interest in the world of Pen and Paper RPG's. 2) Sine the guys at Obsidian are huge fans of Pen and Paper RPG's as well as CRPG's and WRPG's i thought there was a possibility of this happening. This is the response i received Hello Keichi, Thank you for your interest in Project Eternity. At the moment, we are unable
  3. As promised in Update #30, it's time to meet the people making the game. In today's update, we interview Steve Weatherly, a programmer on Project Eternity. Q:Steve, can you tell us what you do on Project Eternity? A: I'm a gameplay programmer primarily responsible for making combat happen. What that means is that I look at what Josh and Tim design for the game, and tell them it can never be done. After that, they tell me it has to get done, so then I figure out a way to make it happen. I spend most of my day writing code, either for AI (to make the enemies act like they know
  4. 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 y
  5. Update by Tim Cain, Senior Programmer and Designer I have been working on a lot of different gameplay mechanics since my last update about monks (Update #52). All of the classes are in the game now, along with their abilities and spells up to level 5. This should give us a good basis to test encounters in the game's early maps. So I have turned my attention to some of the non-combat skills, including crafting. Crafting Basics Crafting is the skill that you use to make equippable items like armor and weapons, and consumable items like potions and food. To begin crafting, you must find
  6. By Tim Cain, Senior Code Wizard and Systems Designer Hello! I have spent much of my time for the last few weeks devoted to making the game’s stronghold system, which was one of our Kickstarter project’s biggest stretch goals, into one of the best systems in the game. Josh has created an amazing and detailed stronghold design, with lots of upgrades and activities and random events that really make owning a stronghold fun and exciting. I want to spend this update explaining what we have made in the game, but first, let’s talk about the stronghold itself. First, a caveat: I am going
  7. Update by Josh Sawyer, Project Director Welcome. Today's update is a big one, though not by volume of text. Today we’re showing you our game in action. Specifically, we're showing what we've been doing for our exterior environments. The Infinity Engine games were known for their art, and we wanted to hit the high standard of visual quality established by games like the Icewind Dale series. We also wanted to introduce dynamic elements into the environment that were mostly absent from the classic games, like dynamic water, movement in foliage, and dynamic lighting of the scene. In a
  8. We've always taken your pledges seriously and we remain committed to giving our backers every stretch goal you reached during the Kickstarter campaign. Budgeting a game of this size can be daunting, but we always remember the cornerstones of our pitch and the features you funded. Even so, there are two things we know a lot of you have asked for: more wilderness areas and more companions. Both of these are very time-consuming, but we understand why so many people want them. Because we've seen these requests more than a few times, we would like to ask the community if you would be interested in
  9. Update by Josh Sawyer, Project Director and Lead Designer Last week, our art director, Rob, showed you our godlike concepts and dazzled you with an in-depth technical breakdown of how we're doing animation rigging on the project. This week, we'll be talking about a different technical subject, but one that's more connected to gameplay: engagement -- specifically, melee engagement. Melee engagement is a solution to two common problems in the Infinity Engine games: melee characters' inability to control an area and ranged characters' ability to "kite" melee characters. In the Infinit
  10. http://www.youtube.com/watch?v=IbyFqrEYSFw Tim's Q&A This week's Q&A is a little different. I spent some time reading the questions that people were asking in various Project Eternity forums, including our Kickstarter comments, our Project Eternity Facebook page, the RPG Codex forums, the reddit Project Eternity group, and our own Obsidian forums. I have picked five questions to answer, one from each of these forums, and I have answered them below. For each question, I have included the forum poster who asked it, along with his original question text. Let's start with Facebook
  11. Update by Josh Sawyer, Project Director Thanks to everyone who contributed feedback to our visual demo last week. While we are still working out some aspects of our environment art, we appreciate both the kind words and the suggestions for improvement that we received. Due to all of the coverage we received, we noticed a lot of new folks asking about the game as well as past backers who may have missed a lot of the updates that have happened since the Kickstarter campaign ended. We thought it would be a good idea to restate what Project Eternity is all about and update our FAQ. Whil
  12. D&D: Dwarves and Doors Adam Brennecke We are another month into preproduction and have been making awesome progress on all fronts. This update covers dwarves and doors, two of the many accomplishments in the month of January, and gets into the finer details of development on Project Eternity. The Creation of the Dwarf One of the goals in preproduction was to figure out how we could make character modeling pipeline be as efficient as possible. The problem is fairly complex: All of the six playable races, human, elf, dwarf, aumaua, orlan, and the god-like can wear armor, boots, gloves, h
  13. Update by Brandon Adler, Producer After months of hard work we are happy to present to you with Project Eternity's BIG update. We have lots of stuff to go over, so let's get into it. Teaser Trailer Through the hard work of the Project Eternity team we are proud to present our first in-game teaser trailer. Click to view the gameplay teaser. New Name If you've finished the teaser (and you've finished it, haven't you?) then you know we have another big announcement. Project Eternity is now officially known as Pillars of Eternity. In addition to that, we have a nifty new logo courtes
  14. Update by Josh Sawyer, Project Director An agent of Dunryd Row attempts to perceive a "housed" soul within a piece of evidence. Hello and welcome to today's class update! We'll be discussing some newcomers to the Dyrwood's "magic" scene, the enigmatic and deadly soul-manipulators known as ciphers. Read on to learn how ciphers went from being an animancer's theoretical possibility, to the feared foes of Dyrwoodan settlers, to an integral part of Defiance Bay's secret police, Dunryd Row. Cipher Mechanics Contemporary ciphers are fighting casters, like the Glanfathan "mind hunte
  15. We love giving players options: character build options, personality options, story options -- all the options you might want to play around with. We recognize that many players also want to play the game their way and have an experience that matches their particular RPG tastes. RPG fans share a lot of common ground, but on matters of visible mechanical feedback, complexity, and the overall level of punitive face-punching a game provides, there's a big spectrum of opinions. In a lot of cases, it's not too hard for us to provide options to turn an individual feature on or off, so we want to
  16. While the gameplay trailer looked just as gorgeous as I had hoped given the decision to go with 2D backgrounds. One thing that I'm not sure about yet is the look of the water though. Maybe it's all pre-alpha and I just should stop worrying but let's take a look at the three scenes where water is most prominently featured in the trailer. The water looks very different in all three of these scenes and I definitely like the first one the least while the second one looks pretty good actually. Of course the hard pixely edges of the foreground columns contributes its share to make the water
  17. Hey, everyone! This week we are doubling up on the Project Eternity backer update action. Darren Monahan will be giving a brief glimpse into the Backer Portal and Hector Espinoza will share his work (and some screenshots!) in a developer Q&A. Enjoy. -Brandon It’s Finally Time… Soon Update by Darren Monahan, Chief Intelligence Overlord A year already... Unbelievably, a year has passed by since we launched Project Eternity on Kickstarter, and a lot has happened. We’re almost to seventy project updates; we’ve made lots of levels, characters, classes, monsters, loot, and a who
  18. Hey, everyone. I just wanted to share a really awesome piece of fan art that we received this morning from Chris Bischoff. It's inspired from the Twin Elms concepts that we released in our last update. If Chris' name sounds familiar it's because he has his own Kickstarter going for the game STASIS. If you haven't checked it out yet you should. What's not to like about a 2D, isometric, sci-fi, horror adventure game? It's in its last few days so lets help him push it over the edge and get it fully funded. Click for a larger image.
  19. Update by Rob Nesler, Art Director and Brandon Adler, Producer We showed you this concept that Polina Hristova had developed, back in Update #55: And here is the in-game level--about to get violent--as developed by environment artist Sean Dunny: We think it looks pretty good. Thoughts? -R Arcanum Playthrough This week, we have the second part of Avellone's two hour playthrough. Chris explores the Shrouded Hills Mines and dies to bandits along the road... multiple times. Obsidian Jobs Obsidian is putting the call out to enthusiastic game developers who are intereste
  20. Update by Chris Avellone This week? Companions. I have been designing companions. I lucked out, because I got to do companion design work for BOTH Eternity and Torment, so two birds, one stone. Or three companions, one lodestone? I don’t know. Eternal Companion Facts Some facts from our Eternity design documents that I wanted to say up front before going any further: thanks to backer support, Eternity supports 8, yes 8, pre-made companions and 8 hired adventurers (16 total). You can have up to 5 in the party at any point in time (the 6th/1st role is your player character, who,
  21. Hi friends. My name is Armand, and I've been doing fan songs in the spirit of Project Eternity. I've done four songs so far, and would like your help in doing a fifth! Let me know what you'd like me to sing about! I'd really like to do something more specific to Project Eternity, but as information is scarce as of yet, I've sorta winged it on the info we've got. So far we've got one song about getting killed by sea monsters, as mentioned in Update #5, a song about a very skilled thief that I recorded for fun, and a song about a strange man that can steal your soul by placing his hand u
  22. Hello, everyone. We aren't doing an update this week because the team is hard at work on a very special update for the near future. Can't really talk about it right now, but we think it's going to be cool. On our one year anniversary, we really just wanted to thank all of the fans and backers that have allowed us to make the game of our dreams. When we asked for your help in getting Eternity funded, you responded by making it one of the most successful Kickstarters in the site's history. Without your continuous feedback and support this game just wouldn't be possible. So, from the entire Obs
  23. Update by Kazunori Aruga, Concept Artist, and Brandon Adler, you-know-what-I-do Hello, backers. This week we are profiling another talented Concept Artist on Eternity, Kaz Aruga. While Kaz wears many artist hats his largest contributions are area and UI concepts. Enjoy. Q: Hello, Kaz. What is your job on the Project Eternity team? Before I start I want to quickly thank all you awesome peeps who backed our game. I wouldn't be here working on my dream project if it weren't for you all, so thank you for making this a reality! I have two responsibilities on Project Eternity. The
  24. By Brandon Adler, Producer Hey, everyone. As you know, over the past six weeks we have been working on our first production milestone - the cleverly titled Production 01 milestone. Our first target has been Defiance Bay (our first BIG city) and the team has been busting their collective butts to get as much fantasy roleplaying goodness as possible into the city. In George Ziets' own words, "Defiance Bay is the capital and largest city in the Dyrwood, gateway to the riches of Glanfath, teeming with adventurers and explorers from all over the region. Defiance Bay is a city of the co
  25. Hail, We have a new job posting for the Project Eternity team. http://www.obsidian.net/jobs/open-positions/design/679-pe-contract-writer Thanks, Adam
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