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Update #62: Production 01 - State of the Project

Project Eternity Production 01 Brandon Adler State of the Project 10k backer Josh Sawyer Game Design

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#21
J.E. Sawyer

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NGUI only uses bitmap fonts, so we'll have to adjust the kerning and other errors by hand, but we're aware of it.


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#22
StrangeCat

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WOW sounds like a lot is moving forward.   But would about the animation for your characters and creatures I would think that that

would be a milestone to just get one of those right.



#23
Tauron

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"It stands at the forefront of experimentation in soul magic and exemplifies the age of discovery."


So while there is obviously focus on soul magic, does it means that there is another way also? Magic is magic, whatever that is, but constantly underlining soul magic, just made me curious if there is another form? Does this imply that there might be another sort of magic in the world?


Edited by Tauron, 20 August 2013 - 04:28 PM.


#24
Lephys

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Brian Macintosh

I guess Obsidian finally got a Mac.


I was going to ask how well the team was getting along while only having 1 Mac to share between the lot of them. 8). You beat me to the punch(line).

Avatar appropriateness: BOLSTERED!

I just want to say thanks to all the new teamlings (that's clearly an official industry word, u_u), for jumping aboard and helping create this splendid, splendid game! And, as always, thanks to the non-new teaminites for keeping up the fantasticful work (and for hiring the new teamlings, so that they can offer their collective ring powers toward the summoning of Captain Plan-ject: Eternity)!

Also:

Stronghold
Tim went on a tear and got most of the backend systems for the player stronghold in place. There are a ton of really fun things you can do with your stronghold like sending companions on missions, buying rare loot off of merchants, building upgrades, and even purchasing hirelings to defend your keep from attack. Watching Tim's stronghold get robbed blind because he has low security and high prestige never gets old.


8D!

I mean, I'm pretty excited about every single bold-headered segment of the update, but I didn't want to quote the whole thing. So, I made myself pick just one thing to which to respond with an enormous excited face.

I want desperately to watch the video, but cannot access youtube from work. -___-

I metaphorically offer a fresh, ice-cold water bottle of support that the team can grab from my outstretched hand as they run past on their collective marathon to project completion. Go go go! ^_^

#25
camjackson

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I like the look of the dialog UI, but please be mindful of vocab for the setting. To me, the word 'holler' is a distinctly modern American word (Aussie here), and would totally break the fantasy immersion.

 

Obviously it's a fantasy world, so the language can be whatever you say it is, but medieval fantasy worlds almost always use English (or at least European) accents and vocabs, and to me that's what feels right. The use of American accents in Guild Wars 2 has always bugged me, it just doesn't feel fantasy enough.



#26
J.E. Sawyer

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"It stands at the forefront of experimentation in soul magic and exemplifies the age of discovery."


So while there is obviously focus on soul magic, does it means that there is another way also? Magic is magic, whatever that is, but constantly underlining soul magic, just made me curious if there is another form? Does this imply that there might be another sort of magic in the world?

 

That quote is from an earlier document, before we started using the term "animancy", which is what is being described.  Anyone who uses what could be termed magic is using the power of their own soul, the power of someone else's soul, or the power of disembodied "lost souls" and soul fragments floating through the world.


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#27
silvercross

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Hmm... I hope the inclusion of numbers in the dialogue means that dialogue will be keyboard navigable? (E.g. Pressing the "2" key will select the second dialogue option).

I know the UI is probably not high on the radar yet, but may I suggest font size options? A lot of times, games tie the font size to the resolution size, which just means tiny font for the higher resolutions. This becomes extremely apparent (and straining) when playing Planescape or BG on modern computers with high resolutions.



#28
J.E. Sawyer

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Hmm... I hope the inclusion of numbers in the dialogue means that dialogue will be keyboard navigable? (E.g. Pressing the "2" key will select the second dialogue option).

 

It is.


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#29
Kevin Lynch

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By Brandon Adler, Producer

 
pe-conversation-inn-580.jpg

Is the way that Osmaer's dialogue is split up into four pieces indicative of the way multi-line dialogue will be designed throughout the game? My initial reaction is that it's unnecessary to have "Osmaer - " placed before each line as in this example as opposed to having a block with "Osmaer" at the top and the body indented. When there's no alternate character (NPC or PC) speaking between Osmaer's statements nor extra descriptive lines it may be cleaner to remove the extra identifiers. Would that work?


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#30
Nonek

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You know I looked at that new monster and immediately thought of something like the Shalebridge Cradle, but with these poor lost souls as the orphans of the place, tormented and tortured by the orphanages Animancer. Rubble and rotten furniture lying all around, the sobbing of childrens voice, the skittering of clawed feet all around, and somewhere a child with its back to the party, curled in a foetal ball to draw in the unwary and spring the trap.



#31
Azrayel

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A lovely update, though any update without Tim Cain photo-shopped to something silly and more video of him playing Arcanum feels like it could use a bit of animancy--  holy shazbot the wyrk he's doing on Strongholds sounds great!  I can only imagine the potentially hilarious encounters; although, honestly, throwing a party and inviting your favorite NPCs could be even better than vagabonds and ghastly horrors assailing it.  Which leads me to the question...

 

How much money do you need for a Sid Meier's Pirates esque dancing miniGame?  Think of the applications!  Conflict resolution outside of skill checks for navigating high society!



#32
rjshae

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Sounds like everything is coming along nicely. I do like the look of the dialogue interface; it has a pleasing old-world style and the bronze-reinforced portrait frame is a nice  touch. I was wondering though whether only one party member will be able to reply?

 

The Wichts look suitably vile, given their nature. :skull:

 

Thanks for the intros and for keeping us abreast of the latest developments! :)


Edited by rjshae, 20 August 2013 - 04:55 PM.


#33
Malekith

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Sounds like everything is coming along nicely. I do like the look of the dialogue interface; it has a pleasing old-world style and the bronze-reinforced portrait frame is a nice  touch. I was wondering though whether only one party member will be able to reply?

 

The Wichts look suitably vile, given their nature. :skull:

 

Thanks for the intros and for keeping us abreast of the latest developments! :)

I think Ziets said that only the player character can start dialogs, but other characters will talk when they have something to add.


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#34
J.E. Sawyer

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Is the way that Osmaer's dialogue is split up into four pieces indicative of the way multi-line dialogue will be designed throughout the game? My initial reaction is that it's unnecessary to have "Osmaer - " placed before each line as in this example as opposed to having a block with "Osmaer" at the top and the body indented. When there's no alternate character (NPC or PC) speaking between Osmaer's statements nor extra descriptive lines it may be cleaner to remove the extra identifiers. Would that work?

 

We'll probably reveal them as individual notes but keep them together in the log.



#35
Lephys

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I think Ziets said that only the player character can start dialogs, but other characters will talk when they have something to add.


Maybe you'll at least have the option of interrupting/silencing them? Not that I'm saying it's stupid that they can talk or something. I just think that allows for reactive choices. I mean, I'd love for that one companion who's super emotional because their friend just died start going off on some guy in the middle of dialogue, but I'd ALSO like to at least be ABLE to tell someone else to subdue them/remove them from the scene so they can relax, given their current state. OR, you know... totally just step aside and let them go off as much as they wish, and maybe assault the person, if he really deserves it.

Then again, maybe sometimes you'll be powerless to stop them from talking, while sometimes they'll happily hush, depending on the circumstances.


How much money do you need for a Sid Meier's Pirates esque dancing miniGame?  Think of the applications!  Conflict resolution outside of skill checks for navigating high society!


As long as the game doesn't transform into one of those "all of life is about dancing" movies. :)

"Hey, you can't go in there!"

*Your party dances in perfect unison, with some astounding choreography*

"Ohhhh, snap, sir. We're going to have to let them in, now. We just got totally served... if we can't outdance them, then we have to forfeit our jobs as guards to stand in their way."

8)

Edited by Lephys, 20 August 2013 - 05:12 PM.


#36
DiogoVincenzo

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Hi developer!

 

I would like to know...this game will be looks like Baldurs Gate or NeverWinter?? the camera will be close like NWN??

 

THX!!



#37
Volourn

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Good update and nice monster.

 

Hopefully, those interns are getting paid. Kanada has issues with companies taking advantage of interns who do the work of actual employees but don't get paid under the guise of 'teaching'.

 

Still,  good stuff.



#38
Osvir

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By Brandon Adler, Producer
 
Features
 
Journal
We now have a fully functional quest journal in place that allows players to see their quest progress. The UI is currently being implemented, but it is looking great.

 

Is it possible for you to reveal the features of the Journal itself yet? (IE: Can you write the Journal yourself or is it Automatic updates?)

Additionally, if the Quest Log is automatic, is it possible to turn it completely manual or could you insert a 100% manual Journal Option? (I want to jot down my own notes, so instead of just clicking the "I Accept this Quest" button and getting an Automatic update, I'd get to choose myself to note it a la example: "I met a man int he alley and he gave me a quest to find his lost cat. He said it might've ran down the sewers"). And if I forget to do it or just plain not do it I could still do the Quest (but the manual/Player Journal could spawn some interesting community stories as well as be interesting to see in an RPG).

What I am wondering, in short:
- 1, Are you considering a "Blank Journal" Option? (100% Manual/Player reactive writing)
- 2, Can I edit the Journal content?

Sneaking in 4 questions about Descriptions in general:
- 3, Are you considering Spell/Item/Weapon Description Edits?
- 4, Are you considering a "Blank Description" Option? (100% Manual/Player reactive writing)

4 = Cast a "???" spell for the first time -> You notice it is a big ball of fire -> Ability to edit the Spell Name "???" into "Fireball" -> Edit the Description "It is a big ball of fire that explodes on impact and deals additional shockwave damage in a small area"

This is selfish wishful thinking. Because I would love to jump into the PE world in a "Blank" state. Maybe even call it "Game Journal", and being able to document the experience at first impression value.

- 5, Quest or Book Story example: A book that is clearly unfinished, and venturing further into the story of the book where it left off, you could then edit the Book and finish its story.

- 6, Puzzle example: Bold, Italic, Underline, a book of mystery. Using the methods of "5", perhaps finding a book of riddles, and being able to edit the text in the book (Making 4 Letters on a page in Bold or other text style could unlock a secret compartment or something)



#39
curryinahurry

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Nice update, thanks.  The conversation UI looks nice, I hope the full UI has a similar feel....with vertical portraits as an option

 

I need to take some time and read through everything else, but at this point, what I really would like to start seeing is more in-game images.  It may be a bit early, but it really helps give a frame of reference.

 

Cheers


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#40
rjwest0004

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The conversation UI looks great (very well performed IE feeling) but I would suggest a differentiation between speech and descprition. Either a slighty other colour or italic letters or something....or just without the name before because the description in the first line looks like a dialogue line without being one..... ;)

 

My thoughts exactly. 

 

Other than that... WOW! Great work guys!


Edited by rjwest0004, 20 August 2013 - 05:58 PM.






Also tagged with one or more of these keywords: Project Eternity, Production 01, Brandon Adler, State of the Project, 10k backer, Josh Sawyer, Game Design

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