Jump to content

Search the Community

Showing results for tags 'design'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Obsidian Community
    • Obsidian General
    • Computer and Console
    • Developers' Corner
    • Pen-and-Paper Gaming
    • Skeeter's Junkyard
    • Way Off-Topic
  • Avowed
    • Avowed Speculation
  • Grounded
    • Grounded: Announcements and News
    • Grounded: General Discussion (NO SPOILERS)
    • Grounded: Stories (Spoiler Warning!)
    • Grounded: Technical Support (Spoiler Warning!)
  • The Outer Worlds
    • The Outer Worlds: Announcements and News
    • The Outer Worlds: General Discussion (NO SPOILERS)
    • The Outer Worlds: Stories (Spoiler Warning!)
    • The Outer Worlds: Character Builds & Strategies (Spoiler Warning!)
    • The Outer Worlds: Technical Support (Spoiler Warning!)
  • Pillars of Eternity II: Deadfire
    • Pillars of Eternity II: Deadfire Announcements and News
    • Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
    • Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
    • Pillars of Eternity II: Deadfire Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)
    • Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
  • Pathfinder
    • Pathfinder Adventures: Announcements and News
    • Pathfinder Adventures: General Discussion (No Spoilers!)
    • Pathfinder Adventures: Characters Builds & Strategies (Spoiler Warning!)
    • Pathfinder Adventures: Technical Support (Spoiler Warning!)
  • Pillars of Eternity
    • Pillars of Eternity: Announcements and News
    • Pillars of Eternity: General Discussion (NO SPOILERS)
    • Pillars of Eternity: Stories (Spoiler Warning!)
    • Pillars of Eternity: Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)
    • Pillars of Eternity: Technical Support (Spoiler Warning!)
    • Pillars of Eternity: Backer Beta
  • Pillars of Eternity: Lords of the Eastern Reach
    • Lords of the Eastern Reach: Announcements and News
    • Lords of the Eastern Reach: Speculation & Discussion
    • Lords of the Eastern Reach: Kickstarter Q&A
  • Legacy (General Discussion)
    • Alpha Protocol
    • Dungeon Siege III
    • Neverwinter Nights 2
    • South Park
    • Star Wars Knights of the Old Republic II: The Sith Lords
  • Legacy (Archives)
    • Alpha Protocol
    • Armored Warfare
    • Dungeon Siege III
    • Fallout: New Vegas
    • Neverwinter Nights 2
    • South Park
    • Tyranny

Blogs

  • Chris Avellone's Blog
  • Neverwinter Nights 2 Blog
  • Joshin' Around!
  • Adam Brennecke's Blog
  • Chapmania
  • Pillars of Eternity Backer Site Blog
  • Pillars of Eternity Support Blog
  • Pathfinder Adventures Dev Blogs
  • Obsidian Marketing and Market Research Blog

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


MSN


Website URL


Yahoo


Jabber


Skype


Location


Xbox Gamertag


PSN Online ID


Steam


Interests

  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. Some of you maybe didn't saw this, I personaly just found out about this video a few days ago. It's a great, almost 2hrs video, of Justin touching on his approach on Music & Sound Design. There are quite a lot of informations regarding his work for Pillars Of Eternity II : Deadfire. In case you're a Music Lover, in general & loved the Music from the 1st Game, this is for you. Hope you enjoy :
  3. First off, thank you Obsidian for even allowing the option to enable/disable ligatures in game (they are found in Graphic options, one of the check boxes). It shows a commitment to detailing, even if it would probably be considered of negligible importance to most... I would hazard a guess that most aren't familiar with ligatures--it's a detailing thing in the world of graphic design and typography. Here is a very succinct summary. They basically improve readability, so certain combinations of letters don't look smushed or interfere with each other--these are typically problems with 'fl,'
  4. To distract myself from the howling void that is my life, until GOG pushes through patch 1.03, I decided to take a crack at the stats. I know a lot of people aren't totally happy with their current implementation. While I think they works as-is, I also think they could be better. So here's my ideas. Feel free to post your own, as well. Fitness + % Melee damage + % Max Health + Fortitude Defense + Deflection Defense Coordination + Action Speed + Reflex Defense + Deflection Defense - Chance to be interrupted Perception + Chance to notice objects + % Ranged damage + Chance to interrupt +
  5. I'm very excited for the PoE release, but one thing has me a little worried: Skill points. Will there any incentive not to max one skill per character? Won't buying, say, five or ten points each level-up be mainly a matter of "clickclickclick" on the same arrow for the same skill each time? This is in order to reach skill-check thresholds. Mechanics is the classic example--who won't have a character in their party with maxed Mechanics in order to unlock and disarm everything in sight? (Before you say, "I won't, I don't like mechanics or rogues"? It's just an example, thanks.) I realize
  6. I'm not just going to blanket bash all new ideas. I've seen a plenty of new stuff I like. But, there are some that are so incredibly misguided that I think whoever invented them, should be ashamed of themselves. So, let's talk about them here, mechanics you love to hate. Back in the day, there was exactly one "Press Something" message that we saw in just about every game, that being "Press Any Key to Continue". Well, some backwards thinking fool decided to take that to a whole new level of WTF?! and set the whole world ablaze with an idea seemingly tailor-made to create repetitive motion i
  7. It's a considerable design change, but I like it because: It's more strategic. It's now harder to mindlessly max out a specific skill. You actually have to sacrifice a talent if you want to be maxed Mechanics, maxed Lore, etc. You can have more/deeper talents, focus on more/deeper skills, or find a balance. This is more interesting to me than deciding which guy is going to max Mechanics, which one Lore, etc. It's more logical. Linking talents and skills makes flavor sense--Hold the Line tying into Athletics, for instance. Having skills exist in their own vacuum, completely independent of ta
  8. Now, now, hear me out. When I see my character's portrait fill up with red, that says health to me. Having played the IE games as well as the backer beta, I can say without a doubt that anyone coming from those games is going to be disoriented. "Endurance? WTF is that?" Well, they'll have to learn, as far as combat is concerned, it's really your health. When it reaches zero, you're out of it. That secondary bar? That's your actual health. Do you see the potential for confusion? In RPGs, health is the resource that keeps you in the fight. There is simply no reason to change this for
  9. I've noticed a lot of people really don't like the term "Degenerative Gameplay". I'm really not sure why. You may disagree with how Josh Sawyer uses the term "Degenerative Gameplay" (now DG) sometimes, especially when he's referring to a mechanic or system you don't like... but that doesn't mean the term is flawed. Far from it. DG is an incredibly useful term, because it describes (as I understand it) a situation in which the incentive structure of a game mechanic is flawed. DG, as I've seen it used, describes game mechanics that lead players to take actions that would be absurd or ridicul
  10. A problem i find in the occasional modern rpg is that unique items are often too easy to find and are often done so by either random drops or in a chest on your way to a greater goal. Another traditional method of acquiring them is through boss fights. Yes ok, fighting a particularly powerful foe should yield its rewards, but for those items, these legendary artifacts that have changed the course of that games history, they should be secretive, they should not be found simply as a drop to a boss you had to kill anyway. Dragon Age has the same problem, some of the most powerful items there ar
  11. 1. Forgetting to balance enchantments. You have your two-handed weapon, 1h weapon & shield and dual wielding 1h weapons options. Which ones ill you go for? In most CRPG's you'd go for the last two. Why? Because the designers seem to forget that TWO magical items equals TWICE the magical enchantments, hence why such combos are almost always vastly superior to a 2h weapon. You have a paralisis enchantment on that big 2H axe? That's nice, I got a paralisyis enchantment on my 1h sword and a blindness enchantment on my 1h mace. I deal 2(3?) damage types and have twice the chance to
  12. For continued inspiration along the lines of threads like "Design a God for PE", "Design a Monster", "magic weapons in PE" and "creatures in PE" I thought it might be fun to share our ideas for a faction or organisation in PE. Guidelines: Mention the Name of the organisation, some of its history, its goals and practises, and how the player might encounter the faction ingame. I'll start. ------------- The Skywatchers The Skywatchers is a cult of monks seeking portends and omens in the clouds. Many years ago, let's say lost in time, a monk of great wisdom and power was medita
  13. It is my considered opinion that we could reach an accomodation with Al Qaeda if they left off killing people who offended their worldview, and instead ruthlessly pursued DESIGNERS WHO PUT 'HELPFUL' FEATURES INTO INTERFACES, LIKE ZOOMING IN AND OUT OF A DATABASE BECAUSE THE USER HAS CHOSEN TO ENTER A CERTAIN TYPE OF DATA.
  14. Previous parts : 1) http://forums.obsidi...designs-a-plea/ 2) http://forums.obsidi...a-plea-part-ii/ Opening post :
  15. So, I have the various pieces of PE concept art cycling through my desktop background, and I was looking at the composite shot of the Monk, Wizard, Fighter and Cleric, and I thought to myself, 'I hope we see some Cipher concept art soon'. But this got me to thinking, what visual cues should the Cipher incorporate? I love the wizard designs we've seen, particularly Aloth and the female elf. They're a nice diversion from typical wizard designs whilst still having an inherent wizardliness. The cipher has much less existing expectation to work with, and its closest kin in other settings - psions -
  16. I think the project eternity will be using the Unity framework as its basis. Just a little curious, why Unity? Does anyone have a link to an article or an interview where the devs specifically discussed the reasoning behind their decision? I'm always interested in new game development technologies, and it would be interesting to hear what kind of reasoning went into deciding on Unity for project eternity.
  17. Orlan First Look Josh Sawyer Click for full size image As some of the keen-eyed among you noted from last week's update, there was an unfamiliar portrait in our work-in-progress tileset screenshot. We read the debates and viewed the Blade Runner-esque enhanced images that followed with interest. Good work, sleuths, the character pictured is, in fact, an orlan. This orlan is engaged in some important work in one of the Dyrwood's busiest cities. Here's the full-sized portrait for your continued speculation! Ziets on Pantheon Design George Ziets Hello all. This we
  18. What does that mean? The player is given specific abilities to deal with situations. Then, the developer designs a level and realizes a player ability may trivialize whatever silly challenge they came up with. So, they weasel out that player ability by bypassing it in code or putting in some invisible trigger to shut it off. Example: The player is given a levitate spell, you hover a few feet off the ground and damage breaks the spell. Later, a level is designed with pits of fire. In testing levitate makes it a cake-walk. Now you could have fire fall from the sky in a patten that will break
  19. I mentioned in the P.E. Kickstarter threads that my husband is an artist and crafter RL, at what you'd call a 'Master' level. I think I should back that boast up... This is a custom made 5-Bottle winechest with an infinity celtic knot on the top. I wanted to show off his amazing work to y'all... BTW - these are hand-made to order and Yes, you can buy one if you're interested by PMing me... Also if anyone at Obsidian wants to buy one with a company logo engraved, you're welcome to PM me too. :D
  20. From the previous thread : http://forums.obsidi...designs-a-plea/
  21. In most cRPGs weapons are usually fairly similar to each other; most of the time the only difference is the amount of damage dealt. I think every weapon type (well, within reason of course) should offer a unique set of boni and (ideally) ought introduce a different playstyle. Here are a few ideas and suggestions (some may be obvious, most are pretty abstract, so be warned) : 1) Weapon reach : e.g. Pikes or Spears should allow your team members to attack from a greater distance, confering a serious advantage in some cases, but becoming a liability in close quarters. 2) Critical hit
  22. Hello again! Sorry for making yet another thread about magic, but I thought this deserved to be discussed separately from cooldowns and even Vancian magic. Well, in another thread, someone commented that he thought the reason he disliked vancian magic is that it looks like an instant respecification of the character. Like, you have a wizard decked with only fire spells, like fireball, flame shield, summon elemental, and what not. Suddenly the next day, he could memorize completely different things, like clairvoyance, invisibility, phantasmal force, teleport and what not. If you have a syst
  23. One thing that I highly dislike about modern RPGs are the outlandish and outright ugly armour and designs. If you'd allow me some examples (incoming hyperbole and large images) : This Certainly looks better than this : Second example : In the examples, I've juxtaposed somewhat ornamental and a bit fantasy looking pieces of equipment with ones that look more like toys (which I consider to be a general tendency in fantasy cRPGS). Is the continuing urge for so called "epicness" really worth it? I think there's plenty of historical (and not so
  24. My question is simple: how strongly are developers morally bound to respect some aspects of the stretch goals? I'm talking about game design propositions like adding in X number of classes or races, etc, and not about purely technical things like translations. Is Obsidian limited to what's has been put forward for the stretch goals that are finally reached? I guess not. But can they, during the development of the game, remove a class that was set to be part of a stretch goal, despite some backers likely to have backed the project based on those expectations? Can they reduce the number of c
×
×
  • Create New...