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Found 5 results

  1. 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
  2. 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
  3. A poll putting dangerous ground to the question. A related topic. http://forums.obsidi...errain-effects/
  4. 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 kn
  5. 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
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