Crooked Bee
(no longer) a wide-wandering bee
Tags: J.E. Sawyer; Obsidian Entertainment; Project Eternity
Josh Sawyer has penned a new development update for Obsidian's Project Eternity, having to do mainly with building the prototype, which is what they're busy with at the moment. Have a snippet:
We've got a lot of things in progress on Project Eternity right now. As Darren wrote in the last update, we're winding down our first prototype. We just did an audit of the work that remains from the first prototype and where we will be going with the next prototype. Our first prototype allowed us to prove a lot of the basics of movement, character design, stealth, combat controls, inventory, resting, quests, scripted skill interactions, dialogue, status effects, and the ability and spell systems. There's still a lot of work to do on all of those elements, but by the end of the prototype, it really did have "that IE feel". How I organized and moved my characters, how I used them differently in combat, how I explored areas very much captured the feeling of the Infinity Engine games in gorgeous high-res environments.
So where do we go from here? First, we're going to try another approach to building interior environments to make sure we can capture as much of the organic feeling of the classic levels as we can. Second, we're going to continue to build up the dynamic elements of environment to make them feel more alive. We already have dynamic water, but we have more work to do on with elements like trees, grass, ambient visual effects, and our day/night cycle. We'll be showing you the results of those experiments in two weeks. Third, we're going to continue to develop more advanced gameplay features like fog of war, character voice sets, crafting, stores, AI patrols, and the melee engagement system.
In case you're wondering about the story, we've been working on both a lot lately as well. We really want Project Eternity to strike the right balance of elements: to introduce you to this new setting, to make you feel personally invested in your choices, to engage you with the personalities and factions involved in the conflict, and to give you all of the freedom you've come to expect from an Obsidian RPG. It's a long process, but we're feeling very positive and excited about where we're going, which is always a good thing.
Thanks for reading and, as always, thanks for your continued support. I'll be back in two weeks to show you our exterior environment running with all the bells and whistles in place!
The update also introduces the Planescape: Torment retrospective "featuring developer diaries and blogs from many of the original developers" (as a reward to all P:E backers) and the Dwarven Forge's Game Tiles Kickstarter campaign, which the folks at Obsidian want you to support.
Read the update in full here.
Josh Sawyer has penned a new development update for Obsidian's Project Eternity, having to do mainly with building the prototype, which is what they're busy with at the moment. Have a snippet:
We've got a lot of things in progress on Project Eternity right now. As Darren wrote in the last update, we're winding down our first prototype. We just did an audit of the work that remains from the first prototype and where we will be going with the next prototype. Our first prototype allowed us to prove a lot of the basics of movement, character design, stealth, combat controls, inventory, resting, quests, scripted skill interactions, dialogue, status effects, and the ability and spell systems. There's still a lot of work to do on all of those elements, but by the end of the prototype, it really did have "that IE feel". How I organized and moved my characters, how I used them differently in combat, how I explored areas very much captured the feeling of the Infinity Engine games in gorgeous high-res environments.
So where do we go from here? First, we're going to try another approach to building interior environments to make sure we can capture as much of the organic feeling of the classic levels as we can. Second, we're going to continue to build up the dynamic elements of environment to make them feel more alive. We already have dynamic water, but we have more work to do on with elements like trees, grass, ambient visual effects, and our day/night cycle. We'll be showing you the results of those experiments in two weeks. Third, we're going to continue to develop more advanced gameplay features like fog of war, character voice sets, crafting, stores, AI patrols, and the melee engagement system.
In case you're wondering about the story, we've been working on both a lot lately as well. We really want Project Eternity to strike the right balance of elements: to introduce you to this new setting, to make you feel personally invested in your choices, to engage you with the personalities and factions involved in the conflict, and to give you all of the freedom you've come to expect from an Obsidian RPG. It's a long process, but we're feeling very positive and excited about where we're going, which is always a good thing.
Thanks for reading and, as always, thanks for your continued support. I'll be back in two weeks to show you our exterior environment running with all the bells and whistles in place!
The update also introduces the Planescape: Torment retrospective "featuring developer diaries and blogs from many of the original developers" (as a reward to all P:E backers) and the Dwarven Forge's Game Tiles Kickstarter campaign, which the folks at Obsidian want you to support.
Read the update in full here.