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Showing results for tags 'environment'.
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[IMPROVEMENT] -Glider improvement: we could create gliders that would make us hover further with bee wings for a level 1 glider and with butterfly wings for level 2, for example. We could put this equipment as a back accessory, for example. - Improvement of the backpack with a "cooler" section: we could improve our bag in the cooler, which would add an inventory line only for food and keep it longer, for example, or if a water bottle is in this location, would fill us more greatly the water gauge. It would save us space in the inventory, besides that, since the food would have its dedicated location. - Improvement of the roasting spit: better design, barbecue or brazier for example, allows to put more meat at once, and to make better quality meat [GAME MECHANICS] - Flying mount: you may have already thought about it, but bees mounts, butterflies or why not add dragonflies in the game could be interesting. - Integration of fishing and fishing rod: For this improvement, I don’t have too much idea what it could be used for haha, but a fishing mechanic could be cool, maybe to fish resources or food? [NEW ITEMS/RESOURCES] - Integration of the electrical element and the steel material: We could pick up metal and rust debris to make stronger weapons and armor, and for the electrical element, we could recover ORC elements or copper wires that might be in cables or electronic elements like the calculator that are already present in the game’s decor. - Integration of the glass material: This time it would be for the decorative side of the game, to create windows, greenhouses for example for our base, it could be created from heated sand in the ovens. And why not use that for some weapons (arrows in glass point for example) [CONSTRUCTION BASES] - Decorations: >Swimming pool, football cage, volleyball net, sofa, trophy/statuette with the image of each insect (when unlocking a gold card for example), panels on which one can write what one wants (variable size), mannequin able to carry the weapon in hand, Fountains of youth or equivalent (to be put in our base and treated over time when we are nearby. Creation limited to 1-2 copies), Safe with password, to have a personal safe in coop - Structure: >Predefined building construction: Models of houses, rooms, bases already predefined directly to place and build. >Creating our own predefined and shareable buildings/base online? >Creation of activatable dynamic elements with switch or something equivalent (drawbridge, secret door) >Creation of traps, doors/passageways while crouching >Wall and structure with picks (for protection) >Roof windows >Descent bar >Vertical Zipline (abseil up and down) >Elevator system for bases - Customization of furniture and objects: >One could customize, for example, the color of chests, beds, walls, etc. Customization could be done through color pigments that one could unlock against raw science. Or a machine that transforms the game’s resources into color pigments (example: berry for purple, pieces of red ant for red... etc) [WEAPONS / ARMOR] - Ideas of elementary sticks: >Stick usable in water, with sound attacks or water current. (when water will be available obviously) > Healing stick (Send a healing substance to the allies - Weapon and bone armor: Several skeletons are scattered across the map, if we could collect them, it could be used to create weapons and armor and various crafts. - Idea of arrows for the bow: >Sound arrow (to attract insects to a place and create a diversion). >Spider web arrow (create a spider web around the insect to immobilize it). >Friendly arrow (to make an insect an enemy, as an allied insect for a given time depending on the power of the insect, and some would be immune). >Explosive arrow (arrow + bombs) in limited number, they could do big damage. >Healing arrow (creates a cloud of healing for allies and oneself over a small area) > Fireworks arrow (just for fun and available for holiday days, New Year’s Eve for example) All these arrows greatly improve the archer class and its role as a distant player and support - Armor skin: armor designs could improve and change depending on the level of improvement given to them, the more the armor is improved, the bigger and badass it becomes (same for weapons?) or maybe just for boss armor/weapons [ENVIRONMENT] - Addition of carnivorous plants, which could attack us when we are nearby. Once killed, they would give resources to make insect traps, to farm gnats for example. Every X time, a dead gnat appears in the traps - Vegetable/fruit seeds: Seeds could be scattered all over the map, with the addition of a "vegetable garden" production craft, we could plant them, grow them and serve them to make dishes. - Some ideas of insects and their armor/weapons/ kraft: >Grasshopper: Armor that allows jumping higher and greatly reduces fall damage. Full set bonus: shock wave with each jump during a fight. >Dragonflies: flying mounts? Or high level gliders. >Urticant caterpillar: armor that slightly poisons enemies when they hit us >Phyllium: armor very weak, but allows to be undetectable for almost all enemies as long as one does not attack them. >Rhinoceros beetle: a shield with the beetle’s horn on it that would allow charges forward, doing big damage and knocking out enemies. - Weather system: Depending on the weather, some insects or resources could appear more often and others, on the contrary, more rarely. (Rain, for example, could cause more snails and fungi to appear) Here is a part of the ideas I had for additions in the game, I have been playing grounded since 1 and I really like your game, I would be delighted to propose other ideas in the future!
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Does anybody know if we can expect a sort of parallax effect for the environments of Pillars of Eternity to illustrate depth when panning? Something to the effect of parallax scrolling, but with a technology perhaps more like parallax mapping? We've seen some pretty neat tricks that Obsidian employed with dynamic lighting and even water depth effects using normal mapping to immitate 3D space in a 2D image. Do you think it'd be possible that they could (or already have) also imitate parallax effects using the same (or similar) tech? I suspect that the constraits of a fixed camera angle might make this possible, but have no experience with graphic design from which to draw any real insight. Anybody with a knowledged or insightful thought on the matter?
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Dear Obsidianites! For people whose first reaction would be "TL;DR": please developers, make the game sound immersive with regards to effects, environmental and positional audio. Draw us in, let us truly *feel* the world you create for us. Use IWD or PS:T as examples, or, beyond our RPG-ers' noses, Prey or Battlefield 2. For people with enough time to read: Parts of what made the IE games, most notable the Black Isle ones, so immersive and rich in atmosphere was sound. And by sound I'm not only referring to the soundtrack, voice acting and spell effects, I'm mainly talking about the environment. If your characters walk on snow, you want to hear that. If a town is quiet and friendly, you want to hear that. Dripping water and steps echoing in caves, howling winds and cracking branches, rustling leaves and barely audible breathing in a forest at night, the single candle lighting a room. Listen to Icewind Dale with EAX enabled, or to Prey, to take a different genre, with OpenAL at full level - it just sounds beautiful and sets the player right into the world. Environmental audio quality is currently on a steep decline, worst current example (not counting console ports) is Endless Space: As soon as the CPU is busy, sound stutters. There are only five or so concurrent layers of sound and as soon as there are more, there's audible popping and distortion or sound effects just not being rendered. Or compare Battlefield 3 with Battlefield 2 - worlds of difference in sound quality! The many layers and clear positioning is gone, replaced by some lackluster software solution from the shelf in the hopes that users of onboard sound will not notice that anyway and the graphics will distract from sound. Let me tell you: They don't distract sufficiently, the hearing sense is left wanting more. So my plea to the developers: Please respect the capability of current hardware, use OpenAL for example if you need to decouple things from the CPU if the gamers' hardware allows for it, I don't care for the actual technology you use but: *please* make us feel right in the game, at home and comfortable, afraid, tense, relaxed, connected to the game's individual sound signature (think Planescape's spell learining sound effect) - immersed.
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A poll putting dangerous ground to the question. A related topic. http://forums.obsidi...errain-effects/
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One of the things i believe felt artificial in games like Baldur's Gate II was how all the people in the town was standing still (except for moving a few feet once in a while). In a big city I expect there to be much more people in the streets and i expect most of them to be moving from some point to another. So my idea was to always have a random amount of people walking (maybe some even running) around from one end of the party's field of vision to the other end, possible stopping a minute at the local merchant. This would really make the big cities feel authentic for me. Still I know this might take some work and compared to the gain it might not be worth it. So what do people think?
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I like urban environments. Big, detailed, characterful cities. New Crobuzon and Armada, Camorr, the Londons of Neverwhere and Kraken. Sigil. I like cities with the depth and colour to leave grand impressions, to spark ideas for a hundred other stories that could be told in them. Big trading cities, bringing NPCs in from every culture of the world. The map we've seen, which I believe I read somewhere here is part of a much larger map, suggests a lot of thought has gone into the world-at-large, but I'd rather have a plot - a personal, non world-saving-plot if possible - that revolves around just a handful of fully fleshed out locations, really rich with lore and flavour. Who's with me? Who wants a sprawling metropolis full of guilds and gangs, a place where building a reputation can really mean something? Who wants something else? Maybe you'd rather be wanting to explore the world, vast mountainscapes, abandoned castles and - dare I say it - the odd Dwarven mine. You're the kind of person who wants variety. I can respect that, it's just not for me. If we get that two million, I'd want my house somewhere I'd be excited to call home.