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Obsidian's Pillars of Eternity [BETA RELEASED, GO TO THE NEW THREAD]

Frusciante

Cipher
Joined
Aug 24, 2012
Messages
716
Project: Eternity
Don't get your hopes up for a gameplay video. They allready said that they were not going to show the gameplay to the public. Think they're just going to post some screenshots and boot photos.
 

Ramireza

Savant
Joined
Apr 14, 2013
Messages
287
Don't get your hopes up for a gameplay video. They allready said that they were not going to show the gameplay to the public. Think they're just going to post some screenshots and boot photos.

Well, its ok if they show the ppl that made this game possible nothing then screenshots, thats ok!
 
Weasel
Joined
Dec 14, 2012
Messages
1,865,966
The public isn't ready for such an intense dose of fun. Sawyer's combat system needs to be exposed gradually, with the appropriate foreplay.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,950
Why would Feargus prevent them?
He's extremely reluctant when it comes to turn-based games and has been ever since Interplay.

Well, its ok if they show the ppl that made this game possible nothing then screenshots, thats ok!
You already bought it, they don't have to show you anything.

The videos are for the people who haven't, and first impressions are everything.

Entitled backers are the worst. :M
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,950
Why would Feargus prevent them?
He's extremely reluctant when it comes to turn-based games and has been ever since Interplay.

Seriously? How do we know that? (Genuinly interested)

Back in the day Obsidian even wanted to strike a deal for the TOEE engine as well. Thats why I don't believe Feargus would activly prevent one.
http://www.rpgcodex.net/forums/inde...dian-entertainment.65183/page-11#post-1827634
http://www.rpgcodex.net/forums/inde...dian-entertainment.65183/page-11#post-1827682

Engine doesn't necessarily determine combat style.
 

Athelas

Arcane
Joined
Jun 24, 2013
Messages
4,502
Why would Feargus prevent them?
He's extremely reluctant when it comes to turn-based games and has been ever since Interplay.

Seriously? How do we know that? (Genuinly interested)

Back in the day Obsidian even wanted to strike a deal for the TOEE engine as well. Thats why I don't believe Feargus would activly prevent one.
'All that is necessary for the triumph of evil is that good men do nothing.'

:troll:
 

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
Why would Feargus prevent them?
He's extremely reluctant when it comes to turn-based games and has been ever since Interplay.

Seriously? How do we know that? (Genuinly interested)

Back in the day Obsidian even wanted to strike a deal for the TOEE engine as well. Thats why I don't believe Feargus would activly prevent one.
http://www.rpgcodex.net/forums/inde...dian-entertainment.65183/page-11#post-1827634
http://www.rpgcodex.net/forums/inde...dian-entertainment.65183/page-11#post-1827682

Engine doesn't necessarily determine combat style.

Eh, I don't see any confirmation in there.

Maybe time will prove you right, though.
 

Athelas

Arcane
Joined
Jun 24, 2013
Messages
4,502
I dunno, I get the impression RTwP (which was only ever used in Bioware/Black Isle games) is just as obscure as (non-jRPG) turn-based combat. Dragon Age combat (the only mainstream RTwP franchise) becoming more actiony and the huge success of the X-Com reboot certainly point in that direction. Of course, RTwP can probably bank on the popularity of Diablo-likes.
 
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Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,398
imo Fergus is right.

In most TB games designers just don't focus on quality of combat but only on scale of it. Properly designed TB game should have only meaningful combat.
Worst thing ever is to wait for 5 lvl2 kobolds to move their assess so you can oneshot them with fireball with your lvl 85 wizard.

TBC is amazing as long as there is proper design behind it.

Without that you are looking at 10 minutes fights with lvl fucking one goblins every now or then.


edit:

That is why i liked TOEE combat. Every encounter was more or less important and you couldn't simply fireball that shit.
 

Durante

Learned
Patron
Joined
Sep 17, 2013
Messages
140
Shadorwun: Hong Kong
I dunno, I get the impression RTwP (which was only ever used in Bioware/Black Isle games) is just as obscure as (non-jRPG) turn-based combat. Dragon Age combat (the only mainstream RTwP franchise) becoming more actiony and the huge success of the X-Com reboot certainly point in that direction. Of course, RTwP can probably bank on the popularity of Diablo-likes.
Just as obscure? Try incredibly rare. It's by far the least used RPG combat design:
battle2yuue.png


That's also one reason why I'd welcome Obsidian sticking with RTwP.
The other reason is that I believe that well-done RTwP is much better than TB, particularly in party-based games. And unlike many of the indies developing TB RPGs, I'm confident that Obsidian can pull RTwP off.
 

Athelas

Arcane
Joined
Jun 24, 2013
Messages
4,502
I dunno, I get the impression RTwP (which was only ever used in Bioware/Black Isle games) is just as obscure as (non-jRPG) turn-based combat. Dragon Age combat (the only mainstream RTwP franchise) becoming more actiony and the huge success of the X-Com reboot certainly point in that direction. Of course, RTwP can probably bank on the popularity of Diablo-likes.
Just as obscure? Try incredibly rare. It's by far the least used RPG combat design:
I should've been more clear - I meant 'obscure' in terms of (potential) mass market appeal.

Nice graph by the way.
 

potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
Update 80? Jesus christ, if you read all those you don't even need to play the game, you already know everything about it.
 

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,878
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Well the good thing about their updates is they don't really have any story spoilers. They've given away the premise, and Josh has let some things slip to some game journalists. Animancy is most likely the core theme of the game, which should be cool.

Most of the systems stuff is from forum posts though. If you'd just read updates only you'd have pretty much no idea how combat works.
 
Unwanted
Douchebag! Shitposter
Joined
Jan 19, 2014
Messages
3,059
I dunno, I get the impression RTwP (which was only ever used in Bioware/Black Isle games) is just as obscure as (non-jRPG) turn-based combat. Dragon Age combat (the only mainstream RTwP franchise) becoming more actiony and the huge success of the X-Com reboot certainly point in that direction. Of course, RTwP can probably bank on the popularity of Diablo-likes.
Just as obscure? Try incredibly rare. It's by far the least used RPG combat design:
battle2yuue.png


That's also one reason why I'd welcome Obsidian sticking with RTwP.
The other reason is that I believe that well-done RTwP is much better than TB, particularly in party-based games. And unlike many of the indies developing TB RPGs, I'm confident that Obsidian can pull RTwP off.


This graph is exactly as I suspected. The codex keeps whining about Popamole and RTwP flooding the market. But truly all I've seen these past 2 years are Turn Based combat RPGs.

RTwP a la Infinity engine is actually pretty rare and it's nice that Obsidian went for it, it's refreshing and gives us a break from all these TB systems.
 

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
Update by Brandon Adler, Lead Producer

pe-header-580.jpg

Hey, everyone. Due to E3 crunch we are going to push off Josh's next class update for a couple of weeks. Instead, I will give an update about the general state of affairs for each department on the project now that we are getting ready to head into our Beta period. The next update will feature Josh's final class update along with info from the Eternity E3 presentation. Let's get into it.

Status

Area Design

All of the areas have been in the game for about a month now, and the area designers have been revisiting each area to make sure everything is in order. They're using specially crafted Alpha checklists to make sure that none of the major items are missed. For example, designers are checking that the area has a proper navigation mesh, ambient sound effects are placed, and scene transitions are working as intended.

Josh (Project Director) and Bobby (Area Design Lead) are heading up meetings to review all of the quests in the game. Each quest is played through by the team and analyzed. We ask basic questions like "Why is this quest fun?", "Does the player care about this quest?", and "What hooks the player into starting the quest?" If anything is lacking, the design team spruces the quest up to make it a memorable one.

Over the Beta period the designers will continue fixing bugs and polishing content.

Environment Art

Much like our area designers, our environment artists have been revisiting all of the areas of the game and performing their Alpha checklists to make sure all of the areas pass art Alpha. In addition to the checklists, they are performing polish work that had been identified previously by Bobby and Rob (Art Director) on areas.

Currently, the environment artists have done a pass on all of our critical path areas and they will be moving onto our side content once we enter Beta.
Take a look at one of the areas that has gone through Alpha polish without a paint-over pass:

pe-twin-elms-hearthsong-580.jpg

Systems Design

Now that our systems are all in place, Josh has been focused on balance and polish bugs that have piled up over the course of the project. For me, this is one of the more exciting times in the project because the game really starts to take shape and become fun.

Game balance will continue throughout our Beta period, right up to our release.

UI

Kaz (Concept and UI Artist) has been finishing up the last remaining UI screens. He is now working on Scripted Interaction images, icons, area paint-overs, and portraits and will be doing so for the foreseeable future.

Animation

The animation team has been wrapping up the last B priority items and will moving into full-time polish until the end of the project. B priority animations are things like special creature attacks, class-specific spell casts, or animations for minor creatures (animal critters, for example).

Once the animation team has finished up creating the animations, they will be focused on animation polish.

Character Art

Our character artists have completed all of the creatures and creature variants we planned for the game (and even a few that we hadn't planned on). They have also created all of the base weapon and armor variants, and now character art is focused on finishing up all of the unique armors and weapons.

Once they complete the last bit of gear, they will move onto creating a few additional head and hair variants for each race. Like the rest of the team, they will also be polishing content for the remainder of the project.
Have a peek at one of our unique armors:

pe-unique-leather-580.jpg

Narrative

The narrative team finished up the critical path a few weeks ago and now they have their focus on completing side content in our various regions. Eric (Lead Narrative Designer) has been tweaking and polishing the E3 demo areas, while Carrie (Narrative Designer) has been hard at work finishing up some of our companions. Narrative is also polishing up the areas that will be used in for our Backer Beta.

Over the next few months narrative will finish our companions, and we are going to start finalizing and locking down on the writing to prepare for localization and voice over.

Programming

At this point, the project is completely feature locked. The programmers are fully focused on fixing the mountain of bugs that have built up over the course of the project. There are still some items that need to be finished (installers, for example), but the majority of the work will be put towards fixing and polishing existing systems. This is where the build (that may have been unstable throughout development) really starts to come together.

VFX

The team is continuing to crank away at VFX. It is one of the areas of the game (along with narrative and audio) that are not at an Alpha level, which is intentional. The later on the project that you can bring the VFX team on, the lower the amount of rework that they will have to do on assets that may get changed.

We have added VFX on a little less than half of the spells and abilities, on all of our VFX creatures (creatures that are VFX driven instead of our normal creature pipeline), and on all of the critical path areas. We are scheduled to be finished with VFX in a couple of months.



Audio

Much like VFX, audio usually comes onto our projects a bit later than other departments. Many of our areas have had an ambience pass and are sounding really good. Same goes for our creatures - more and more of their SFX are being hooked up every day. We have also completed our initial pass on things like UI sounds, and very shortly, our audio team will create sounds for our spells and abilities.

Justin (Audio Director) has been working on finishing all of the music tracks for the game. In fact, he just finished composing our main theme.

Much like VFX, this audio team is scheduled to finish in a couple of months.

Overall

Overall, the project is coming together nicely. We have a ton of work that still needs to be done, but the team is starting to see the light at the end of the tunnel. There are no major roadblocks ahead of us at this point and now it's a focus on getting as much polish done as we can before our final release candidate.

That's it for this update. Let us know what you think in our forums.

Kickin' It Forward - Witchmarsh

pe-ks-witchmarsh-580.jpg

From time to time we like to spread the word about interesting Kickstarter Projects that catch our eye. This time around, it's a project called Witchmarsh - a story-driven action RPG set in 1920s Massachusetts with a supernatural flair. Here is a quick summary taken from their Kickstarter page:

"It's the Roaring Twenties! Join an unlikely team of detectives as they charge headlong into the darkest corners of rural America. Their mission: find and return twelve missing townsfolk who vanished under mysterious circumstances. A handsome reward is in store should they succeed, but with the supernatural lurking around every corner, will any of them live long enough to collect it?"

Take a look and if you like what you see, show them your support! There's only a short time left before their campaign ends.
 
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