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Update #51: Prototype 2 Update

project eternity prototype adam brennecke skuldr ogre

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#21
Hormalakh

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skuldr doesn't fit the game. Biamhac did.

Umm, I am pretty sure there are going to be names in multiple tongues in the game besides Glanfathan.

Skuldr sounds like it's Eld Aedyran instead.

I'm working on conlangs right now. Eld Aedyran is based on Old English and Icelandic with some other North Germanic bits thrown in.

 

 

per google translate: the icelandic for bat is kylfu. wikitionary has this to say about the etymology of bat. Dialectal variant (akin to Swedish dialect natt-batta) of Middle English bakkebalke, from Scandinavian (compare Old Swedish natbakka, Old Danish nathbakkæ 'night-flapper', Old Norse leðrblaka 'leather-flapper').

 

so this creature is like the "soul seeker." or soul mirror/ soul seeker. andi komist (soul seeker in icelandic) or andi spegill (soul mirror). ...spegill andi. spegilund...Seglund? segilund? segulant? Comusant? Andicombs? 



#22
eirik

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Great update, I love everything about it!

 

I can't wait to stroll through that hamlet.

 

As far as voice sets go, can ya guys try to create a few options for each type of class. I felt like in the old IE games there was like 1-3 good ones max and everyone sounded the same because I had to pick a voice. It would be superb if we had up to 4 battle cries per class character voice sets, because I think realistically after about the 50th time I hear the same battle cry I may really want to cry. 

 

 

I loved the IWD voices, and didn't think they sounded too much alike. (Somehow, I did not get tired of "Three jumping paladins of Tyr... I'm done for")

The HoW voices were a little alike, but they were so awesome I didn't care :p

 

 

Skuldr's description is intresting and I like it very much, but model is maybe too pink :).

Don't hate on the pink demon gnolls!



#23
Sensuki

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It doesn't have wings?

Is it me, or does that town have a massive Hommlet vibe to it?


Agreed haha I think it's something about the greenness of the landscape. Although I really like the artwork.

The terracotta style roofing fits in with the S-America colonization period however.

Edited by Sensuki, 23 April 2013 - 10:37 PM.


#24
SunBroSolaire

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Beautiful art, as usual. I love the visual style you guys are going with. What can we expect when the second prototype is done? Gameplay footage? 

 

As far as features, I'm especially interested in learning more about class skills. Thanks for the update Adam, see you in two weeks!



#25
IndiraLightfoot

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Wonderful update! And that town is just so perfectly Medieval; It's got French village vibes all over it. :)

 

And ogres are always nice to see, but that ogre is phenomenal! :D

 

Also, the skuldr intrigue me, scare me even. They "see" souls, nowhere to run, nowhere to hide, and bad breath comes with the territory if you look like that.

 

Hooray for the bestiary. Here's my pet peeve with fighting in these types of games. There's not enough variety in encounters or types of enemy's. If you're going to have fewer types of baddies, please don't just change them from red to green and give them spears, work on making them intelligent encounters instead. Maybe its fewer tougher battles, but I like variety if I had my choice. Whatever ya can do to remove grinding across the board please do that. Although I still think it should be optional. 

 

Finally, what Falkon said. It's a pet peeve of mine too. To whatever it takes to avoid DAO's Darkspawn swarming, for instance.


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#26
Aeschylus

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Town guards won't know you have been bad, but bounty hunters do ;) 1000 golds per head of party members :D

 

Then the evil side of me just sells out the rest of my party and buys another 5 pawns to lead around.


Edited by Aeschylus, 23 April 2013 - 10:57 PM.


#27
Sacred_Path

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per google translate: the icelandic for bat is kylfu. wikitionary has this to say about the etymology of bat. Dialectal variant (akin to [/size]Swedish[/size] dialect [/size]natt-batta[/size]) of [/size]Middle English[/size] [/size]bakke[/size], [/size]balke[/size], from Scandinavian (compare Old [/size]Swedish[/size] [/size]natbakka[/size], Old [/size]Danish[/size] [/size]nathbakkæ[/size] 'night-flapper', [/size]Old Norse[/size] [/size]leðrblaka[/size] 'leather-flapper').[/size]
 
so this creature is like the "soul seeker." or soul mirror/ soul seeker. andi komist (soul seeker in icelandic) or andi spegill (soul mirror). ...spegill andi. spegilund...Seglund? segilund? segulant? Comusant? Andicombs?

there are so many reasons I can think of from the top of my head as to why a rarely-seen demonic creature may have a name that isn't easily explained etymologically.

Edited by Sacred_Path, 23 April 2013 - 11:03 PM.

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#28
Gizmo

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Is it me, or does that town have a massive Hommlet vibe to it?

It does.

 

Skuldr have poor vision, but they use a form of echolocation to perceive the spirit world. This allows them to “see” souls, making it difficult to use stealth to avoid them.

 

So does this mean that Skuldr will be blind to mechanical implements and/or NPCs? (or Undead?)

 

_____________________

Everything about this project looks better and better.


Edited by Gizmo, 23 April 2013 - 11:09 PM.

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#29
TheEvilcrane

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This looks absolutely fantastic! Dynamic cloth would fit really well with the improved dynamic look of the game - without taking anything away from the classic Infinity Engine look. The Skuldr looks quite good, but it could perhaps use some additional finer details, something to make it pop out more, but I'll reserve further judgement till I've seen the little fellah in motion :)



#30
Frenetic Pony

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Another nice update! Hope any environment maps for metallic armor are linked to local ambient lighting well enough. I also wonder if complex spectral absorption for metal is worth it, given how far away you are. Maybe, complex ior bdrfs I say! Including screen space subsurface scattering, or SSSS, because we need more SSSSs and it's really, really cheap.

 

Regardless, yay for tint maps, tint maps on everything, on all the things! Since you're not pressed for background texture constraints, at all, on all the background assets too! Want a different color house? Boom! Done.

 

Well whatever, the Skuldr looks like it could have been from Icewind Dale or Baldur's Gate 2 when viewed from that perspective. Hope we get a video walkthrough of prototype 2 being played!


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#31
Qutini

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AAAAH! I can't wait to play this game!! :D

anyways, I'm interested about animation. I'm hoping to be an animator myself, and it'd be cool to see maybe a speeded video, of the animation proccess for one of the creatures?, from the rigging of the skeleton to the finished animation.

Thanks for making this game! :)


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#32
whemever

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It really sounds amazing, I look forward to seeing some more.

 

Regarding the City Guard and the no Psychics, I'm of the opinion that (a-la Terry Pratchett) the Guard should be made up of all races (that will work together) and utilise the best of their abilities, after all in a group of guards, if one is psychic, what good does it do them if that 'person' is not in charge.  Obviously you need ranks in the guard, that way you can target the 'man in charge' and blunt their response.

 

Looking at what you've got,as the Skuldur relies more on echo-location and is the cave dwelling version going to react more to light and its effects, afterall in low light conditions, more light is very distracting (that is if you use eyes, yes, I did read about echo-location, but eyes are still eyes and those adapted to living ion the dark will be overloaded by light)

 

I am really looking forward to this and see just where it goes, keep it up guys, but please more visuals (be they screen shots or movies) to give us ideas and enable us to be a little more 'pointed' with comments.



#33
AW8

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Stealth-disrupting Skuldr aka Demonic Batface looks cool.

#34
Valar_Omega

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The picture does not look as much as a villages as a single estate. Love the ogre, and nice to see the size comparison.

 

I hope the Town Guard A.I. does not give us psychic guards that know we have done bad even if we killed the last known witness.

 

Not only that, but town guards are also going to know about crimes you are going to commit in the future. Do not be surprised when you walk into a town and 20 guards show up to arrest you for the murder of one of the people living there who you where going to kill.



#35
Osvir

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Great update!

As for features... what types of merchants are there? (e.g. armorsmith, weaponsmith, hybridsmith, doctor, innkeeper, botanic, magician etc. etc.) How's the economy in P:E?



#36
Tuckey

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Liking what I've been reading. The creature looks cool, I hope when animated they come with a cool set of idle animations rather than just rocking back and forth etc.

 

I'm glad you have not crammed too many buildings into one area region as that avoids the temple of elemental evil problem of hommlet. I will assume that there are adjoining areas like fallout 2 that make up the village.

 

Assuming this is a village prototype I have questions. (A bit confused because link for larger picture on kickstarter said town prototype) but later said

"The plan for prototype 2 is to create a small village"

 

1) Is this the equivalent of the center where the majority of commerce takes place? Should we then expect the outlying districts to be made up of houses where people live or will that not be explorable in game for a atypical village you make.

 

2) Will the village seem busy and alive?  ie. people running for shelter from the rain; people bartering at market stalls, people collecting water from wells, kids playing in puddles, merchants with horse and cart coming to and fro, people repairing broken tiles on the roof etc.

 

3) Can a village economy be affected by all the items you haul out of the dungeon?

 

Also could you in a future update tell us what progress you have made concerning environment animation like bushes and trees etc.


Edited by Tuckey, 24 April 2013 - 01:19 AM.


#37
Lephys

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*________* ...

 

Finally, guards that will eye one person's party suspiciously and question almost everything they do, just looking for an excuse to arrest them. Then, in another playthrough, if you kill a man in the middle of the street, the very same guards might approach you and say "I'm really sorry to bother you, because I know you're busy and all, but, I really kind of need an explanation as to what that was all about, if you wouldn't mind."

 

Thanks to reputation! 8D

 

Shady party versus "They don't hurt people who don't deserve it!" party. 8P

 

What would I like to hear more about? Really, all the little details you can think of that seem unimportant or too little to be an update or news bit. It's really interesting to hear what design attempts caused problems, and what those problems were. Also, what kinds of things are you guys currently pondering a full-on solution to? Obviously you have all the expertise, and we are but humble forum-goers, but... it seems like, if there's some mechanic you're torn on, maybe our knowing about it and the main options you're between at the moment would produce some surplus brainstorming on the matter that would be helpful to your endeavor.



#38
Lysen

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I hope the Town Guard A.I. does not give us psychic guards that know we have done bad even if we killed the last known witness.

 

Flowing cloaks sounds great, hope they do not clip though. Far too often sheathed weapons or quivers clip cloaks which is quite unsightly, I hope this kind of issue will be addressed. Though I can not think of a single game where this was done where clipping was not present to some degree. Also will we have wind and rain? If so will the cloak have more weight and hang when wet and flutter more when dry and windy?

 

 

Maybe they can see into your soul or something)))



#39
LadyCrimson

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I hope the Town Guard A.I. does not give us psychic guards that know we have done bad even if we killed the last known witness.

Yeah....I've never liked the "psychic guard" concept either. It's fine to have a reputation system where after you do so many known "bad" things or whatever in a town, the guards of that town start to chase after you but...

Along with them knowing you've done wrong even when there are no witnesses, I don't like it when the rep system applies equally to all cities/towns everywhere in the world at once, or something. Unless PE has the magical equivalent of video surveillance, a global media news system and a TV in every home, at least initially such rep. systems should be town/area based. Manage to do "bad" and escape the guards in one town shouldn't mean the very next town you arrive in should immediately know you're an outlaw and chase you as soon as you try to step foot in.

So each town/city could have a separate rep. counter and only when rep is bad in multiple places does a more widespread rep counter kick in. Or some such.

#40
godsend1989

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Just a quick question, will gog version have patches after release, bug fixes and stuff ?







Also tagged with one or more of these keywords: project eternity, prototype, adam brennecke, skuldr, ogre

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