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Tags: Obsidian Entertainment; Pillars of Eternity
Obsidian Entertainment has posted a Q&A with Steve Weatherly, a programmer on Project Eternity.
Here's a couple of the questions they asked Steve:
Adam encourages you to further waste Steve's time by going here and ask him anything that's on your mind.
Adam also promises that from now on we'll be getting an update every Tuesday. Until the end of time.
Obsidian Entertainment has posted a Q&A with Steve Weatherly, a programmer on Project Eternity.
Here's a couple of the questions they asked Steve:
Q: Steve, can you tell us what you do on Project Eternity?
A: I'm a gameplay programmer primarily responsible for making combat happen. What that means is that I look at what Josh and Tim design for the game, and tell them it can never be done. After that, they tell me it has to get done, so then I figure out a way to make it happen. I spend most of my day writing code, either for AI (to make the enemies act like they know what they're doing), or the underlying code that makes characters fight and take damage, etc. I'm also our chief Reddit ambassador, which I sort of fell into but it has been a lot of fun.
Q: What are you currently working on today?
A: Today I'm actually working on building our equipment system. When I'm done, designers will be able to take a weapon that an artist models and drag it onto a character. The character will then hold it in their hand, swing it, and cause damage to their enemies. My weapon of choice is currently the flail, which Unity made surprisingly easy to create.
A: I'm a gameplay programmer primarily responsible for making combat happen. What that means is that I look at what Josh and Tim design for the game, and tell them it can never be done. After that, they tell me it has to get done, so then I figure out a way to make it happen. I spend most of my day writing code, either for AI (to make the enemies act like they know what they're doing), or the underlying code that makes characters fight and take damage, etc. I'm also our chief Reddit ambassador, which I sort of fell into but it has been a lot of fun.
Q: What are you currently working on today?
A: Today I'm actually working on building our equipment system. When I'm done, designers will be able to take a weapon that an artist models and drag it onto a character. The character will then hold it in their hand, swing it, and cause damage to their enemies. My weapon of choice is currently the flail, which Unity made surprisingly easy to create.
Adam encourages you to further waste Steve's time by going here and ask him anything that's on your mind.
Adam also promises that from now on we'll be getting an update every Tuesday. Until the end of time.