Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Game News Pillars of Eternity II Fig Update #31: State of the Project #2

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,231
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Tags: Adam Brennecke; Obsidian Entertainment; Pillars of Eternity II: Deadfire

This week's Pillars of Eternity II: Deadfire Fig update is a new "State of the Project" development status report. It looks like we might be getting one of these every month.

What Are We Up To?

In development related news, the team is hard at work on another production milestone. Our milestones last for four weeks, and we aim to deliver certain features, areas, dialogue, and system functionality within that time frame. You can see our previous state of the project update in Update #24. Here are some snippets from our internal blog - taken straight from the development team.

Character Art and Animation

All of our godlike races have been completed by the character artists! More importantly, all of our races and genders are now implemented into Pillars II. Our most recent completed race is the Moon Godlike.

Environment Art

Our Lead Artist, Kaz Aruga, is experimenting with color correction passes in Maya to make our scenes feel more vibrant. See the difference below:

Before Maya color correction (Unity screenshot).

After Maya color correction (Unity screenshot).

Programming, and New Cloth Physics!

In Pillars of Eternity II: Deadfire we've upgraded to a new cloth solution for capes, robes and other garments using the cloth physics in Unity 5. The improved pipeline lets us add more cloth items to the game, as well as have good cloth simulation across all platforms - including Mac and Linux. Great! Well... it wasn't all great... Game development is never easy, and there's always a problem or an unforeseen issue. And with our new cloth, we soon ran into a problem with it, as we couldn't get it to work on our full-screen paper-doll characters that are shown in our Inventory, Character Creation, and Level-up UI. As we implemented capes, we found that Unity only has one physics "world", and our paper-doll characters exist in a separate scene from the rest of the game - but they share the same world as the rest of the game. When the game world is paused, the cloth sim in paper-doll would be paused as well, completely still and non-animate. We couldn't find a way around it. This was unacceptable of course, and we needed to find a solution. Our solution sounds crazy, but the only choice we had was to write our own cloth simulation for paper-doll. Thankfully, it didn't have to be as efficient or fancy as Unity cloth, as we only show a single character in paper-doll. Our solution uses a simple verlet-physics sim to get a stable physics simulation that was is fast and was easy to implement. The results are shown on a Vithrack character - hopefully you can agree that the simulation looks close-enough. In addition, we are exploring leveraging this system for flails and other dynamic simulations too!

VFX


The VFX team continues their work on abilities and areas for this milestone. Because we have so many unique abilities, the VFX team is spending the majority of this milestone implementing ability effects and getting them to look awesome.

The ability shown below is called Minoletta's Missile Salvo. With this ability, the wizard braces to launch a series of missiles at the target over 4 seconds. The missiles do force damage and cause reflex shockwaves.

Overall

We're continuing forward at a fast pace and getting a lot done, but we still have a lot of functionality to implement over the next few months. The overall structure of Pillars II is starting to take shape. Areas and quests are beginning to flow more smoothly, more quests are implemented every week, and the text from our narrative designers has already immersed us in our journey back to Eora.
Deadfire's Slacker Backer funding period was supposed to end yesterday, but has been extended until Friday. The game has reached $4.69M of funding. A higher funding rate compared to previous weeks, but it's still hard to see it reaching $4.75M in just three days. Maybe it's handier for them to finish at the end of the work week? Whatever the case, if you'd like to contribute to the last ditch effort, head over to the game's Backer Portal.
 

Owlish

Dumbfuck!
Dumbfuck Douchebag! Village Idiot Repressed Homosexual Possibly Retarded Edgy Shitposter
Joined
Sep 14, 2013
Messages
2,817
Almost 5 million for the sequel...

Only thing that can be said: RPG fans are all blockheads with lousy taste.

:selfhate:
 

duanth123

Arcane
Joined
Mar 22, 2008
Messages
822
Location
This island earth
I like to think of RPG fans as the family in the The Hills Have Eyes.

Each successive generation grows increasingly inbred, treating as a baseline the derivative, mediocre offerings that they just so happened to play at a formative period in their lives.
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
12,870
Location
Eastern block
Cuckitron I think your valiant efforts i.e. shilling in several forums ,should be recognized one day. A reward is in order, and a free copy just wont suffice... a bike ride with Sawyer perhaps? or you two alone for 20 minutes ? Just imagine the possibilities
 

J_C

One Bit Studio
Patron
Developer
Joined
Dec 28, 2010
Messages
16,947
Location
Pannonia
Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Cuckitron I think your valiant efforts i.e. shilling in several forums ,should be recognized one day. A reward is in order, and a free copy just wont suffice... a bike ride with Sawyer perhaps? or you two alone for 20 minutes ? Just imagine the possibilities
I hope by the time Infinitron's "shilling" gets recognized, you pull your head out of your ass.
 

l3loodAngel

Proud INTJ
Patron
Edgy
Joined
Nov 19, 2010
Messages
1,452
Cuckitron I think your valiant efforts i.e. shilling in several forums ,should be recognized one day. A reward is in order, and a free copy just wont suffice... a bike ride with Sawyer perhaps? or you two alone for 20 minutes ? Just imagine the possibilities
Meh. I even tried to shove recommend him to developers to get rid of him from the codex. Sadly, nothing seems to work. His work continues.

dorito-warrior-o.gif
 
Last edited:

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom