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Update #49: Water, Trees, Day/Night, Lighting... All That Jazz

project eternity josh sawyer

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#41
nikolokolus

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Far exceeded my expectations ... and those expectations were pretty dang high.  If the game looks half this interesting and immersive, I'm going go spend 90% of my time just staring at the screen and forgetting to fight the baddies and talk to the NPCs.  

 

Uh-maz-ing.



#42
Sensuki

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I would hope that the ui is clean and appears minimal (like google website, appears but not simple). This way you can observe the art and detail very well. I would even dare say that BG and IWD have clunky/bulky ui. Also I would add i hope there is a zoom button similar to how BG: enhanced edition work. That way you can preserve the art, mood, and gameplay if you choose that route.

 

When I have time, I'll try to make a fan-made ui.

 

I would prefer a more solid UI personally, I am not a massive fan of minimal ones. While I would love to have a BG/IWD1 style one that encases the entire screen, so it looks like you're viewing the game through an object or something - but I don't think many people would be fans of that. Whatever they use, hopefully the character portraits are at least somewhat prominent.

 

Something like Icewind Dale 2 or PS:T wouldn't be too bad.


Edited by Sensuki, 09 April 2013 - 09:42 PM.

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#43
ShadySands

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Awesome!

 

can't wait to see some crates next 



#44
poetic obsidian

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I was particularly struck by the sound and ambience in that video. Please don't underestimate the power of music / sound in conveying the mood/atmosphere of a game. The icewind dale games had some of the best music and I hope obsidian continues that heritage in Project eternity.

Edited by poetic obsidian, 09 April 2013 - 09:44 PM.

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#45
PrimeJunta

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I have a confession to make.

 

Up to this point, the art style presented in P:E hasn't really rustled my jimmies, except a couple of the concept portraits -- Sherlock Orlan and Sagani to be specific. I mean I thought there were some neat ideas there but nothing that would make me really go wow. Even that scene; I thought it was nicely done and a worthy update to the BG2 style of graphics.

 

I didn't back P:E for the graphics. 

 

But NOW I see what you guys are after. That looks really, really sweet, both technically but especially artistically. So yeah, impressed. Especially the dynamic lighting. I think I know the clever trick you're using there (came across it in... oh, 1992 I think, in a 3D modeling package running on Silicon Graphics workstations, where you could model lighting in real time on a prerendered model, 'cuz the hardware wasn't good enough to do it in real time in 3D yet)... but damn it looks good.



#46
IndiraLightfoot

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Mind-blowing? Yes.

Did I get the chills? Yup.

Was this precisely the right balance of a believable environment and a fantasy setting? Definitely. 

Was the dynamism, the lighting and the day/night cycle just right for a moody mature isometric CRPG? Absolutely.

Does this kick butt even with Chaos Chronicles in the arena? You bet!

Will I put myself to cryosleep till PE gets released? I'm seriously considering it.

 

Obsidian, you're the best!!! :D


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#47
Xienzi

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That campfire makes me wonder if it'll be a bonus mechanic wherein you'll be less likely to be ambushed by mobs while resting near a source of light, like the aforementioned campfire or a street lamp.


Edited by Xienzi, 09 April 2013 - 09:57 PM.


#48
kenup

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Damn, awesome update. Really liked the dynamic lighting will-o-the-wisp at the end. :grin:

 

Was that a sabre or a scimitar that the central character was carrying?


Edited by kenup, 09 April 2013 - 10:03 PM.

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#49
WorstUsernameEver

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I already thought the original screenshot looked good (by the way, there have been a lot of changes to that, and I fully expect people here to do a side-by-side comparison soon-ish given the level of devotion backers have shown) but I have to admit seeing how well the characters blended in their surroundings surprised me, even after Torment showed that we've made a lot of progress in that area. Rising and falling water was a nice example of how the levels could potentially turn out to be a lot more dynamic than in the Infinity Engine titles, too, which uh, I wasn't really expecting! So, nice to know, and good progress so far.

Will still keep checking the armor/character designs and complaining about them tho', because I'm grumpy like that.
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#50
ultimis

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Very awesome. I haven't really posted on these updates yet, but I have followed every update since half way through the kickstarter. Keep up the good work! I'm super pumped about this game and you guys haven't even started making the main game yet, lol.



#51
Sensuki

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I think it was a Scimitar, Sabre's are usually thinner no ?



#52
khango

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Looks amazing. I'm hoping the pixel dimensions of that area are enormous.



#53
Eryn Shades

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Now i know, waiting for 10 years wasn´t in vain.


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#54
kenup

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I think it was a Scimitar, Sabre's are usually thinner no ?

Not by much,

Spoiler

 

If you look at the handle, it looks similar to the one in game(I think).

 

Still, it could be anything.


Edited by kenup, 09 April 2013 - 10:15 PM.


#55
milczyciel

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If I'm allowed to be nitpicky:

-animation of waterfall could be few nanoseconds faster

-characters do not move after stopped which is painfully unnatural (though when they move, it's a poetry)

-sway of trees and bushes could be more smooth (grass movement is perfect)

...and yes I am totally aware that this is a "work in progress" therefore I'm sure you'll make it even more jaw dropping in the end :)

 

I honestly love direction You've picked, and was sold at the very moment Josh said that You're pursuing the quality of IWD art. If You are still by whatever reason worried that it is not good enough to compete with IWD look/feeling, then don't, because -bloody hell- it outstands even my nostalgia-spoiled recollections of it! And common, How better could it get?!

You just made me sure that giving you more money than I honestly should back then (given my situation) turned out to be an excellent idea :D 

 

Thank You Obsidian!


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#56
Rostere

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I feel like an easily- impressed kid, but:

 

YESSS!! TEARS OF JOY!!!!!! ****ING PERFECT!!!!


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#57
uberman

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My apologies. Typing from an insufficiently pressurized area.

 

Holy ****balls. The Pretty has been brought and It has been brought hard.

 

Thanks! I are excite!



#58
Sensuki

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If only the gameplay is that good too ....

 

:devil: 



#59
Jenda

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This is pure gold, can't wait to see more (and can't wait even more to play it). The dynamic lighting and characters are simply amazing. Thank you everyone at Obsidian for the great work!

 

 

-characters do not move after stopped which is painfully unnatural (though when they move, it's a poetry)

-sway of trees and bushes could be more smooth (grass movement is perfect)

 

Those are good points IMO - the transition from running to standing did look unnatural and the animations on the trees looked a little blurry. Also:

- if your eyes rest on a tree or bush, you can notice how some parts are animated (and blurry) and others are clear and still, which breaks the feel a little bit

- the wading characters feet sometimes go under the ground level, but I'm not sure this is something that can be fixed in any efficient way in 2D



#60
Elf.Kerben

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So great, i*m impressed, relly cool update.







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