Chaotic_Heretic
Arcane
Update #47
http://www.kickstarter.com/projects/larianstudios/divinity-original-sin/posts/643240
http://www.kickstarter.com/projects/larianstudios/divinity-original-sin/posts/643240
http://www.kickstarter.com/projects/larianstudios/divinity-original-sin/posts/643240
http://www.kickstarter.com/projects/larianstudios/divinity-original-sin/posts/643240
Silverglen, Method to the madness, Learn Russian, Font check, Shout out!
Why do RPGs take so much time to develop? And how do you try to quantify the quality of what you are making? These and other questions are things developers like ourselves often think about, but seldom agree upon. That's because the answer to these questions is very complex, and cannot be summarised easily. In this latest update, we reflect a bit on on the metier of making RPGs. And we do a shoutout! And we want you all to learn Russian! And we found back a cool movie! And you need to tell us what you think of our new font. And there's also another Larian-leak, through which it is revealed that there exists such a place as Silverglen!
The implicit revelation of Silverglen
It happens from time to time, more than often in fact, that the implementation of a quest takes much more time than a designer originally anticipated. Typical reasons are the game engine not supporting everything the designer wants to do or there being much more possibilities that need to be handled than originally assumed.
In this latest update video, Bert, our resident scripting guru, explains how Björn and Mara's problems caused him multiple headaches, and how regular exercise, healthy food and a strict lifestyle helped him through this particularly difficult period in his life.
He also discloses one of our closest guarded secrets - the existence of ... Silverglen!
Method to the madness
Swen updated his blog today, explaining what he thinks is important in role playing games. It shouldn't come as a surprise that he cares a lot about character development - really a lot! So much in fact that he considers everything else to be subservient to it when it comes to making RPGs. He somehow managed to drag in Ultima VII too, again.
"And so it came to be that my youthful self invented the FUME paradigm, a pattern against which one can evaluate the likelyhood of Swen falling in love with a RPG, or not. If it scores low on the FUME scale, statements you can expect from me include such gems as “it sucks” or “that shouldn’t have been made”
If you want to know what makes Swen fall in love, check it out. It's not hard to see how universal appliance of his rules would lead to better RPGs, but it's also not hard to see why universal appliance of these rules is pretty hard
Font check!
It's that time of the year again - we need to make final decisions about our fonts! Thomas has been diligently testing out various fonts on unsuspecting bunnies (see from the archives) and tell us that the following font is good for our eyes. While judging, take into account that it is none other than Jan writing the dialogue - meaning, expect many many many lines. Let us know if it's too big, too small, too ugly, too whatever, for once decided, it's going to stay for a very very long time.
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Whatdoyouthinkabouthisfonteh?
From the archives
The last game we made that featured two main protagonists was Beyond Divinity, and though we're pretty sure DOS is going to be a vastly superior game, Beyond Divinity spawned some great ideas that even led to some pretty impressive fan efforts. Check out this gem about the special soul forge relationship between a divine paladin and a very surprising death knight.
Does it have anything to do with DOS? No, but we thought Plowking's movie deserved another mention, because it really is cool. And don't worry - there is no soul forge between our two protagonists. Far be it from us to pull the same stunt twice. We figured out a fate far worse for our two heroes
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