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Update #51: Prototype 2 Update

project eternity prototype adam brennecke skuldr ogre

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#41
Godfather101

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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.

 

Yap, thats one thing i didn't liked either.

Hope when i kill someone in a house at night, perhaps with a stealth character, the guards stay away from me.

Perhaps the murder becomes town gossip, perhaps someone tries to solve the crime (perhaps i lay down wrong tracks to someone else ^^), but getting all guards aggro eventhough nobody did witness my crime breaks the immersion for me.



#42
lavizh

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

I am sure they will update the game no matter what digital platform they are using.



#43
Frisk

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per google translate: the icelandic for bat is kylfu. 

 

Eh...

 

That would be "bat" as in "baseball bat" (and besides, the word is "kylfa" - "kylfu" is the accusative/dative/possessive form)

 

The Icelandic word for the (animal) bat is "leðurblaka" which translates to "leather-flapper" or something like that.

 

On this subject, the word Skuldr has a very definite Old Norse feel to it.  In the old mythology, Skuld was one of the three "norns" who ruled over people's destiny, with Skuld being the manifestation of the future. (The other two were Urðr (the past) and Verðandi (the present).

 

In modern Icelandic the word "skuld" means "debt".

 

Adding the -r to the end turns this into a masculine name - and maybe the Skuldr is responsible for future debts - the patron demon of politicians?


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#44
whemever

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Adding the -r to the end turns this into a masculine name - and maybe the Skuldr is responsible for future debts - the patron demon of politicians?

 

 

Hmm he looks far to reputable to be the patron demon of politicians, more like the patron demon of Estate Agents?



#45
Su Sinodan

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Hello! Thanks for great update! Here I will explain my opinion.
I'll try to describe my thoughts in order.
Skuldr
I have a few questions about this monster. Skuldr has some sort of echolocation, which in fact detects "prana" (life force) of living beings. In my opinion this defines Skuldr as a predator and hunter. I.e. the beast by definition hunts on all living beings (otherwise why should he "see souls"?). And here I have a question - why he is so red and visible? I suggested that this is due to his living environment in a poorly lit location, rich on red and brown colores. It would be strange for a predator to not use a camouflage for its environment.

The Ogre
The Ogre is gorgeous! Filled with power! Looks like a wild proud hunter! And he does not seems to mindlessly aggressive, as ogres usually portrayed. I think that's right. The lack of technology does not necessarily entail the stupidity and aggression. A different view of the world and way of life - Yes, but not stupidity.

Village
And village art makes me feel a bit frustrating. I apologize in advance for my premature conclusions, but somehow, in RPG it is common to call the settlement of 5 houses and 7 NPC "the village". That is something that always upsets me. You feel lonely in such worlds. Of course, this can be explained by attacks of aggressive (and often hungry for human flesh) beings, wich create population decline in the region. But all the same, if this village contains of 5 NPC, how does it survives? Yes, probably before player`s arrival there were a lot of people, and just yesterday the trolls ate most of them. But not in all villages across the world at once! It's just not logical. However, on the other hand, on your concept, houses look as if they were built for several families each. And with this approach, I agree. Live among the monsters and guard against them is better in groups. I hope in the world of "Project Eternity" villages of 5 houses and 7 of the NPC will not exist. Even if it is 20 NPC in the same 5 houses - it will look much more vividly! Let them be silent, will be identical and will walk on the streets without reason. Perhaps there can be 2-3 "visitors" NPC. I.e., each time you visit the village this NPCs will not be the same ones, or just be away from the village for a time you came. It will create the feeling of the flow of visitors passing through the village, same as the player does himself. In my opinion, this will give more "life" to the villages.

Anyway, thank you for your work! I hope Project Eternity will be a splendid RPG! Looking forward to further news!

Edited by Su Sinodan, 24 April 2013 - 03:43 AM.

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#46
Sensuki

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someone just posted this on SA too

 

I find the Skuldr very humorous because the name is one letter off from shoulder in my native language ("skulder"), and they certainly have a lot of shoulder.

Edited by Sensuki, 24 April 2013 - 04:07 AM.


#47
SunBroSolaire

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Village
And village art makes me feel a bit frustrating. I apologize in advance for my premature conclusions, but somehow, in RPG it is common to call the settlement of 5 houses and 7 NPC "the village". That is something that always upsets me. You feel lonely in such worlds. Of course, this can be explained by attacks of aggressive (and often hungry for human flesh) beings, wich create population decline in the region. But all the same, if this village contains of 5 NPC, how does it survives? Yes, probably before player`s arrival there were a lot of people, and just yesterday the trolls ate most of them. But not in all villages across the world at once! It's just not logical. However, on the other hand, on your concept, houses look as if they were built for several families each. And with this approach, I agree. Live among the monsters and guard against them is better in groups. I hope in the world of "Project Eternity" villages of 5 houses and 7 of the NPC will not exist. Even if it is 20 NPC in the same 5 houses - it will look much more vividly! Let them be silent, will be identical and will walk on the streets without reason. Perhaps there can be 2-3 "visitors" NPC. I.e., each time you visit the village this NPCs will not be the same ones, or just be away from the village for a time you came. It will create the feeling of the flow of visitors passing through the village, same as the player does himself. In my opinion, this will give more "life" to the villages.
 

Bear in mind this is just for the prototype and might not be in the final game at all. Anyway, I think that it is very unlikely that there will be one NPC per building. More likely each house is a family of 4 - 6. It doesn't seem so unrealistically small then. Consider the fact that these are essentially pioneer families (if I understand correctly), it would not be that unusual to see even just one or two houses alone in the wilderness. Civilization might not have roots in this part of the world yet.



#48
Su Sinodan

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Hmm...
I'm sorry. I guess I did not put it correctly enough.
IMHO, if a pioner family came into some region, highly populted with dangerous monsters, then atleast half of them must be able to protect the others. Otherwise they will perish after first large raid of hungry beast. However there are many RPG games, where a village of 5 NPC located in high-leveled aggressive mobs hunting grounds. Any way, I'm not telling, that Project Eternity will be the one, but trying to attract attention to this problem.
Thanks!

Edited by Su Sinodan, 24 April 2013 - 04:38 AM.


#49
StrangeCat

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Wow Prototype 2 sounds like it will really be something to look forward to!



#50
obie191970

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All this looks awesome.  Looking forward to see what's next.



#51
Lord Lierdan Firkraag

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I loved the town artwork, actually i'm in tears:) This looks so good, a very solid artistic style!

 

Ogre looks fantastic too. Hope to see it animated too.

 

As for the Skuldr, it is a bit too demonic for the concept. And yes, as said before, it is too pinky. It can have a darker skin and more natural anatomy. This way, it seems like it just came out of the depths of hell.



#52
Forlorn Hope

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Looks really good. Particularly the Ogre. I wish I'd be a multi-millionaire. I'd upgrade to the 200, 000 dollar -tier.

 

I would like to know more about the companions, eg. their class and race (unannounced ones, maybe 3 left?).



#53
Malekith

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Skuldr looks great. Remember, P:E is high fantasy setting. In the consept art we had a tentacled cthulhu-like monster and zompies. Demonic looks are fine.Chances are there are demons in P:E world also.

To me Skuldr looks bat-like, cave dwelling monster, and is similar with monster's found in Witcher.

 

Backers asked and Sawyer said that a big beastiary will exist in P:E. There is no chance that all monsters will be natural predators or mutaded humans. Many will be clearly supernatural.


Edited by Malekith, 24 April 2013 - 05:40 AM.


#54
Ineth

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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.
[...]

Yap, thats one thing i didn't liked either.

[...] getting all guards aggro eventhough nobody did witness my crime breaks the immersion for me.

 

 

I disagree.

You have to keep in mind that cRPG systems tend to be abstractions of the world the game is set in, not simulations.
 

In reality, a town would have hundreds/thousands of inhabitants.

Whatever you do in the streets, someone would probably witness it (hiding around a corner, peeking out of a window etc.).

If you attack someone in a house, someone would probably witness it as well (people in other parts of the house hearing your footsteps and then listening or peeking through cracks in the wall/floor, neighbors hearing screams or spell effects, etc.).

 

In actual game implementations, those hundreds/thousands of inhabitants standing/sitting/lying/walking/running/sneaking around and observing/acting freely, tend to be "represented" by a few handful of town NPCs standing around at fixed locations.

 

It doesn't make sense to implement guard/reputation systems based on the assumption that those few static town NPCs actually simulate the town life in its entirety - because they don't.

Those systems should instead be implemented to match the consequences that would *actually* happen in the real town, even if the player won't see everything that leads to those consequences on screen.

 

TL;DR: Just because you've killed all NPCs in a particular room of a house doesn't mean there weren't any witnesses.



#55
Ineth

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  • Dynamic Cloth - We are doing further research into character dynamism, and are creating capes for our characters to equip.

 

What about dynamic hair?



#56
redneckdevil

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great job so far. These things make me realize yal have alot on ur plates not to mention the 2 cities as well lol.
Great job

#57
rjshae

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Very nice! It sounds like you are making excellent progress. Thank you for the update.

 

I'd be interested in hearing what you have planned in terms of scheduling behavior with the AI. Will it be mostly static? Do you plan to introduce time-of-day activites, or do you have something more intricate in mind? If you could talk about the non-combat AI once you reach that stage of development, I'd appreciate it. Thank you. :)



#58
OldRPG'sAreGood

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Great update once more, the monsters look great! And Skuldr's ability to "see souls" got me wondering, will it be possible to somehow hide ones soul "trace" from others? With a magical trinket or something of the sort?



#59
jivex5k

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Great update....I'm happy to see cloth physics mentioned.....

But what about beard rendering? Please....just let us know about beard rendering!



#60
rjshae

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Village
And village art makes me feel a bit frustrating. I apologize in advance for my premature conclusions, but somehow, in RPG it is common to call the settlement of 5 houses and 7 NPC "the village". That is something that always upsets me. You feel lonely in such worlds. Of course, this can be explained by attacks of aggressive (and often hungry for human flesh) beings, wich create population decline in the region. But all the same, if this village contains of 5 NPC, how does it survives? Yes, probably before player`s arrival there were a lot of people, and just yesterday the trolls ate most of them. But not in all villages across the world at once! It's just not logical. However, on the other hand, on your concept, houses look as if they were built for several families each. And with this approach, I agree. Live among the monsters and guard against them is better in groups. I hope in the world of "Project Eternity" villages of 5 houses and 7 of the NPC will not exist. Even if it is 20 NPC in the same 5 houses - it will look much more vividly! Let them be silent, will be identical and will walk on the streets without reason. Perhaps there can be 2-3 "visitors" NPC. I.e., each time you visit the village this NPCs will not be the same ones, or just be away from the village for a time you came. It will create the feeling of the flow of visitors passing through the village, same as the player does himself. In my opinion, this will give more "life" to the villages.

 

Just because you only see a few buildings doesn't mean the village isn't surrounded by farms and farm houses. A game could easily model this by having a few farmers visit the village pub at night for a drink and talk about the day's travails. During the day, the village may get visits for supplies. &c.







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

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