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Found 10 results

  1. 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 m
  2. A new RPG from a group of developers who worked on The Witcher 3: Wild Hunt.
  3. 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') resolu
  4. Shadowrun Returns is on sale for the price of a beer. Should I buy the game, or a beer?
  5. 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!
  6. 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 r
  7. 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 pain
  8. Only a couple of days in and looks like a really passionate project by two guys - check it out:
  9. 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 t
  10. 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 "f
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