Popular Post BAdler Posted January 14, 2014 Popular Post Posted January 14, 2014 Update by Brandon Adler, Producer Hello, everyone. Like everyone here at Obsidian, I hope you had a great holiday season and were able to gorge on lots of treats and good food. This week I am going to go over a bit about the new Backer Portal (please log in if you haven't already), give a general update about where we are in our production, and show off some of the cool things that are happening in the game. In our next update we will be taking a more detailed look at some of the classes in Eternity. Backer InfoJust a reminder to all of our backers, if you have not done so already, please head to the Backer Portal and complete your order. All backers need to go through the process so they can receive their rewards - even those that only have digital goods. To start the process, click on "Manage My Pledge Now" and click on the "Select Reward" button on the pledge management screen. From here, you may select the tier you backed (or upgrade to a new tier), select additional add-ons, fill out any shipping information, and file your surveys. Also, please make sure you fill out your surveys as soon as you can. If you have an NPC, item, inn, or portrait the sooner you get the information to us, the sooner we can make sure it gets into the game. If you are having any issues, e-mail us at support@obsidian.net and we'll help you out quickly. AreasAs most of you know, we finished up Od Nua (our mega-dungeon) in our last milestone. I have to say, I think it looks pretty amazing. Currently, the area team is working on our second big city, Twin Elms, and it is looking just as good. Here, take a look for yourself. Ancient Engwithan ruins near Twin Elms. Without getting into too much detail, the Area Designers are fleshing out the end of the game right now and everything is really coming together. The area in the screenshot above looks like the perfect place for a big fight, huh? CharactersOur character team has been cranking out new creatures and equipment. We are almost completely through all of our A priority creatures. Soon we will be working on our B priority creatures and lots of equipment variations. One of the creatures that was just finished to Alpha quality is the Cean Gŵla. These banshee-like undead are the spirits of women who died under particularly tragic or traumatic circumstances. Take a look at the comparison images below. In-engine and concept comparison of the Cean Gŵla. UIMost of our UI has either been implemented or mocked up to an Alpha level. The interface that we would like to show you today is the character sheet, which shows character and party information. You can find lots of useful info on the sheet including various party statistics, your reputations with Eternity factions, and character stats. The character sheet has many useful player and party statistics. FeaturesFeatures have been going into the game pretty regularly. We just recently moved to Unity 4.3 and, while this might not seem like a big deal, 4.3 has ushered in some long awaited features. Animation annotations, for example, were added to Unity. We can now call sound effects based on specific frames of animation. This makes things like footsteps possible. A majority of our spells and abilities are in-game and usable. Josh has started auditing them and requesting changes for gameplay balance purposes. Tim has been quite busy with all of the small edits. Strangely, one of our more minor features has gotten me the most excited. Just recently we have gotten the ability to set custom party formations and I am having a blast testing it out. ConceptsHave you been wondering what some of the Pillars of Eternity gods look like? Wonder no more. Representations of the gods Galawain and Woedica. Above you will see the representations of Galawain and Woedica, gods in the Eternity pantheon. Woedica is known by many names including "The Exiled Queen," "The Burned Queen," "Oathbinder," and "The Strangler." Her domains include law, justice, oaths and promises, (rightful) rulership, hierarchies, memory, and vengeance. Priestesses of the Exiled Queen serve as lawyers and judges in towns and urban centers, and the most prominent among them are advisers to kings and lords. They are of particular importance in the Empire of Aedyr, where by tradition, business contracts always require their endorsement. Her devotees are typically found in the upper classes, but any conservative person who longs for a vanished past will find a place in her faith. “When Woedica takes back her throne” is a common saying amongst her followers, signifying a utopian future when society will be properly ordered once again, and she will take her rightful place as ruler of the gods. Galawain is patron of the hunt in all its forms, and he is honored by those whose occupations are concerned with pursuit and discovery. His faithful include frontiersmen, constables, treasure-seekers, explorers, and even scholars, many of whom wear his carved symbol – a dog’s head – around their wrist or neck. He is also protector of wild places and untamed wilderness, where the hunt manifests in its purest form as a daily struggle for survival. That's it for this update. Make sure you head over to our forums to let us know what you think of anything you see here. 57
ItinerantNomad Posted January 14, 2014 Posted January 14, 2014 (edited) Please please please get rid of pallegina as an NPC name. it offends my sensibilities so. ok back to reading the rest of this....so far so good. awesome so far. absolutely stunning artwork. the pantheon is actually sounding quite nice (i liked the when woedica reclaims her throne bit, very well-played). Bean, er I mean Cean Gwla (name change I see) looks slightly conrtorted, but 3d characters usually do when they're mid action. It would be nice if the attributes were treated similarly to the other derived stats (DT, acc, defenses) in that they would get a nice little icon and immediately visible without having to scroll through your huge basic stats window. also have you considered putting the picture and stats in the middle, between the basic stats page on the left and the other records on the right? are the stats/attributes (names and mechanics) finalized at this point, or are they still being worked on? great work so far. happy new year. can't wait for the next update. Edited January 14, 2014 by ItinerantNomad 1
Lephys Posted January 14, 2014 Posted January 14, 2014 Splendidful update! 8D! If we didn't feast enough over the holidays, we can surely meet our fill quota with this update. Excellent progress! I really like the character sheet. I realize it's still alpha stuff and subject to changes, but, I'm just curious... I noticed the stat effects are different there than in the prototype list Josh recently posted in the Attribute Theory thread. Is that screenshot more up-to-date (what you're actually working with at the moment), or was that an older iteration of the stat mechanics? 2 Should we not start with some Ipelagos, or at least some Greater Ipelagos, before tackling a named Arch Ipelago? 6_u
PIP-Clownboy Posted January 14, 2014 Posted January 14, 2014 (edited) pallegina I'm in love with her. e: Also, has INT = dmg been axed? Edited January 14, 2014 by PIP-Clownboy
BAdler Posted January 14, 2014 Author Posted January 14, 2014 Splendidful update! 8D! If we didn't feast enough over the holidays, we can surely meet our fill quota with this update. Excellent progress! I really like the character sheet. I realize it's still alpha stuff and subject to changes, but, I'm just curious... I noticed the stat effects are different there than in the prototype list Josh recently posted in the Attribute Theory thread. Is that screenshot more up-to-date (what you're actually working with at the moment), or was that an older iteration of the stat mechanics? I will let Josh comment on all of the systems and where they are at, but I will say that the UI screenshot is fairly new.
Metabot Posted January 14, 2014 Posted January 14, 2014 Nice. I like the character sheet and that area looks amazing.
ItinerantNomad Posted January 14, 2014 Posted January 14, 2014 Josh, please describe the stats if possible. I don't know what concentration is, whether healing is based on spells/abilities that case healing, per-time unit healing for stamina/health or both, etc. is penetration different from the DT piercing? interrupt is what exactly, spell interruption?
Vampero Posted January 14, 2014 Posted January 14, 2014 As the weeks and months pass by ,the game gets better and better ! I'm proud to say I'm glad I backed this game ! 3 @vampero G+ http://gplus.to/CGMorin
PrimeJunta Posted January 14, 2014 Posted January 14, 2014 (edited) At first glance I prefer these stats to the prototype Josh presented earlier. They seem more intuitive, assuming that Concentration is something you really want to have, no matter which class you are. (Looking good otherwise too.) Edit: not sure about Pallegina. Sounds like somebody's Sardinian grand-aunt. Edit edit: artwork is full of win. Edited January 14, 2014 by PrimeJunta 5 I have a project. It's a tabletop RPG. It's free. It's a work in progress. Find it here: www.brikoleur.com
Wonderboy2402 Posted January 14, 2014 Posted January 14, 2014 Uh, wow. Great looking screenshot! Keep on trucking guys, right on track from this backers perspective. Looks awesome.
rjshae Posted January 14, 2014 Posted January 14, 2014 Very nice. It all looks like its coming along well, and I'm glad. Keep up the good work! "It has just been discovered that research causes cancer in rats."
Labadal Posted January 14, 2014 Posted January 14, 2014 I like the art and the description of the Gods. The screenshot isn't half bad either. I think a lot of people will like the transparency in the stats screen.
Darkpriest Posted January 14, 2014 Posted January 14, 2014 (edited) Damn, just when i was looking for some new info *pop* nice update :D *PS. Can't wait to play it.... *craves for it* Edited January 14, 2014 by Darkpriest 1
mstark Posted January 14, 2014 Posted January 14, 2014 (edited) What a step up in typography! Big thumbs-up! Subtle indentations after headlines, colour consistency, oldstyle(!) numerals, ligatures :D. Is that manually hinted and kerned, or have you gone with a different solution than what you used before? Give all my praise to whoever is responsible! And what an incredible looking screenshots. Trees have evolved leaps and bounds! And the attention to detail on monsters that will barely appear larger than an inch on screen! Thanks for an awesome update! (23" 4k monitors are now RRP $800, you may want to get one and test your UI on it ) Edited January 14, 2014 by mstark 9 "What if a mid-life crisis is just getting halfway through the game and realising you put all your points into the wrong skill tree?"
Cabal Posted January 14, 2014 Posted January 14, 2014 Hmmm strange... whenever I click on the "backers portal" link... I'm getting a blank page. Strange... 1
J.E. Sawyer Posted January 14, 2014 Posted January 14, 2014 Josh, please describe the stats if possible. I don't know what concentration is, whether healing is based on spells/abilities that case healing, per-time unit healing for stamina/health or both, etc. is penetration different from the DT piercing? interrupt is what exactly, spell interruption? Concentration is similar to Concentration in 3E/3.5 (somewhat similar to Poise in Dark Souls) but it is for everyone, not just spellcasters. Concentration prevents you from playing hit reactions when you take damage. If you cannot maintain Concentration, you will play a hit reaction and your attack/reload/spell is interrupted. We're still defining the system (in fact, I was messing around with the formulae before I sat down), but that's the general idea. In the new scheme, Might affects damage/healing whether it's a single application or over time. Penetration is something we may or may not use in conjunction with an inherent Penetration value on weapons and other attacks that cause damage. I'm leaning toward "not" right now. 14 twitter tyme
Silverbarr Posted January 14, 2014 Posted January 14, 2014 Fantastic update! Looking forward to hearing more, and preferably seeing some more gameplay
LordCrash Posted January 14, 2014 Posted January 14, 2014 I LOVE what I see here.... Please continue to amaze me, Obsidian...
Labadal Posted January 14, 2014 Posted January 14, 2014 What a step up in typography! Big thumbs-up! Subtle indentations after headlines, colour consistency, oldstyle(!) numerals, ligatures :D. Is that manually hinted and kerned, or have you gone with a different solution than what you used before? Give all my praise to whoever is responsible! And what an incredible looking screenshots. Trees have evolved leaps and bounds! And the attention to detail on monsters that will barely appear larger than an inch on screen! Thanks for an awesome update! I have to agree. With someone with terrible eyesight, I can't say how grateful I am that we are getting a very easily readable font. This is a very big plus and made me even more excited for this. 4
BAdler Posted January 14, 2014 Author Posted January 14, 2014 Brandon you just broke the backer site. Yeah, it is getting slammed right now. Darren is on the case and it should be back up shortly. 1
JFSOCC Posted January 14, 2014 Posted January 14, 2014 (edited) character sheet UI looks really good IMO. And can I see flowers in the grass behind the menu? excellent! the maps are looking a lot better! vegetation is the key, and you can really see it. Well done! I'm curious, what does concentration do, and how do various classes use it? <edit: asked and answered> And I am very, very pleased to see a button which says "export" Edited January 14, 2014 by JFSOCC 1 Remember: Argue the point, not the person. Remain polite and constructive. Friendly forums have friendly debate. There's no shame in being wrong. If you don't have something to add, don't post for the sake of it. And don't be afraid to post thoughts you are uncertain about, that's what discussion is for.---Pet threads, everyone has them. I love imagining Gods, Monsters, Factions and Weapons.
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