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Showing results for tags 'prototype'.
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https://www.humblebundle.com/doublefine Everyone needs to vote for Mega Ninja Troopers. Especially if you live in the Bay Area. Don't even bother paying for more Pen Ward's games. Great writer, but that's what he should stick with.
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Update by Adam Brennecke, Executive Producer and Lead Programmer Last month we finished our prototype 1 build. In Update #47, Josh outlined our goals for the first prototype, which focused on establishing "that IE feel". Not only did we hit that mark with the look of our characters and environments, but we also hit our target with movement, combat, and gameplay systems. Core basics that you all expect from Project Eternity such as party movement, melee and ranged combat attacks, containers (with loot!), doors, using special class abilities and spell casting, area transitions, inve
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Update by Josh Sawyer, Project Director We've got a lot of things in progress on Project Eternity right now. As Darren wrote in the last update, we're winding down our first prototype. We just did an audit of the work that remains from the first prototype and where we will be going with the next prototype. Our first prototype allowed us to prove a lot of the basics of movement, character design, stealth, combat controls, inventory, resting, quests, scripted skill interactions, dialogue, status effects, and the ability and spell systems. There's still a lot of work to do on all
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Update by Darren Monahan, dinosaur fan Yep, you've seen this before - but not animating! In this week’s update, we’re back with me for one more! We’ll cover what the team’s up to currently. To start, every one of Obsidian’s games goes through a series of phases. Those phases, chronologically, are: Prototype, Vertical Slice, Production, and Finalization. At the end of each phase, the team and owners do an analysis of the progress; we verify that we’ve hit key goals, and (hopefully) officially move the project into the next phase. Prototype! So where are we at on Project Eternity? We’
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