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Pillars of Eternity Beta Discussion [GAME RELEASED, GO TO NEW THREAD]

Merlkir

Arcane
Developer
Joined
Oct 12, 2008
Messages
1,216

This reads like fanfiction for some reason, like how I wrote about my meeting with the Teenage Ninja Turtles as a kid. :D

Chris was already in rock star mode,.... he looked over at me and nodded, clearly having noticed my Codex Press hat, and asked if I was ready. I said I had plenty of questions to ask and he just raised his eyebrows and smiled.

SENPAI!!!

Chris noticed this and jumped down from the stage to help me. My heart fluttered for a moment when he told me that he couldn’t...

The porn version writes itself.

edit: great read, of course. :)
 
Last edited:

Got bored and left

Guest
Chris was already in rock star mode,.... he looked over at me and nodded, clearly having noticed my Codex Press hat, and asked if I was ready. I said I had plenty of questions to ask and he just raised his eyebrows and smiled.

SENPAI!!!

Chris noticed this and jumped down from the stage to help me. My heart fluttered for a moment when he told me that he couldn’t...

The porn version writes itself.

edit: great read, of course. :)

12461.jpg




This bad boy is just icing on the cake, isn't it? :D
 

Sensuki

Arcane
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Oct 26, 2012
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Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign

What happened to the custom buttons? Those looked nice :d

Not to be picky, but the combat log looks a tiny bit out of place, can it be replaced as well?


The custom buttons aren't implemented yet, they'll be in the next version, and yes - we do have to do something about the combat log. We are waiting to see if Obsidian change it, if not, we'll change the texture I guess.
 

Sensuki

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Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Area loot now optional

BKlooster said:
I wanted to stop by and say that I am the programmer that worked on the area loot. I have added the area loot as a slider option in the game options. Barring any issues, this feature should make it in to the release build. The slider will go from 0m (the previous single looting mechanic) to 8m. The current area loot value is 4m.

BKlooster says he's a Junior Programmer on the team.

https://www.linkedin.com/pub/brett-klooster/51/216/a90
 

Sensuki

Arcane
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Messages
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Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Writing Credits have changed (this is probably related to dialogue and item/description stuff)

Lead Writer - Eric Fenstermaker

Writers

Carrie Patel
Olivia Veras

Additional Writers

Chris Avellone
Liam Esler
Jeff Husges
Robert Land
Matt McLean
Jorge Salgado
Josh Sawyer
George Ziets
 

Sensuki

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Messages
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Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
http://www.reddit.com/r/projecteternity/comments/2zanll/obsidian_entertainment_ama_answers_are_here/

/u/Kinetic_Waffle:

So... bit of a more general question here...

What's your favourite part of the game? Both what you've worked on and are most proud of, and what you've played with for the most enjoyment? What're the bits of the game that just came out better than you guys expected and you look at and think, 'Yeah. We did that right.'

Eric Fenstermaker:

For what I got to work on, I'm excited for the reactivity in the game. I was sitting in our narrator's voiceover recording session a few months ago, and almost all of it was lines of epilogue, because of all the various permutations of player choices that can be made in the game. We got to the end of the session and he was only like halfway through the script. On the one hand, I'm thinking, I'm gonna get yelled at because we had (at the time) only scheduled and budgeted for one session for him. But on the other hand, I'm thinking, damn straight we need two recording sessions for this ending. That's an RPG, son.

And we went kind of overboard with player backgrounds and development, too. One of the big goals for the narrative was to make sure the player was able to really roleplay the character they envisioned. So we started with 17 backgrounds, but then we added several additional layers of nuance to better define that background. You're a drifter, sure, but are you more of a swindler who gets chased from town to town or are you more of a roving psychopath? You make those choices early on in a conversation with an NPC, and then they show up in a procedurally generated biography. Then you play the game and the bio keeps getting longer with every major choice you make. By the end of the game you've got this entire memoir that you wrote by playing the game - a chronicle of the character you've been defining the whole time. And the odds are that because of all the different possible choices throughout the game, no two biographies will turn out the same.

In terms of my favorite part to play... difficult without spoilers, and I'm biased toward the first half of the game, which I've played more, but there's an area where you're sneaking around a place you're not supposed to be, and you can either go in guns blazing or you can be more clever about it and sneak through incognito. In the latter case, you're prompted for a password when you're right in the belly of the beast, and when they ask it there's a wisecrack you can give instead of the real answer, and I usually can't resist and it leads to a really challenging and fun fight.
 

Shevek

Arcane
Joined
Sep 20, 2003
Messages
1,570
This game just keeps getting better and better. That backgrounds thing sounds fucking fantastic.
 
Joined
Dec 12, 2013
Messages
4,336
Writing Credits have changed (this is probably related to dialogue and item/description stuff)

Lead Writer - Eric Fenstermaker

Writers

Carrie Patel
Olivia Veras

Additional Writers

Chris Avellone
Liam Esler
Jeff Husges
Robert Land
Matt McLean
Jorge Salgado
Josh Sawyer
George Ziets

So all our legendary writers are just "additional writer"? Obviously if writing turns out to be good, it will be them who gets all the credit. :troll:
 

Merlkir

Arcane
Developer
Joined
Oct 12, 2008
Messages
1,216
Somene on the OBS forums is already trying to render PoE-like scenes and BMac explains how depth maps work (pretty much as expected):


More specifically, the height of each pixel off the ground is encoded as a normalized floating point number into the 24-bit height texture. The reason you get the striations and other strange patterns is that the image viewer has attempted to render this floating point number as a 24-bit RGB value, which doesn't exactly make sense - the stripes are not a feature of the format but rather an artifact. You should pull any of the HGT_AR textures out of the build to get a better idea, that render is not completely accurate, though it shows the basic idea.

http://forums.obsidian.net/topic/70875-question-to-devs-how-does-the-depth-map-work/#entry1585143
 

Bleed the Man

Arcane
Patron
Joined
May 30, 2013
Messages
655
Location
Spain
Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
So all our legendary writers are just "additional writer"? Obviously if writing turns out to be good, it will be them who gets all the credit. :troll:

I hope this game serves to show the talent of Eric like MotB did for Ziets. I think he's previous work is really great, and I'm glad that he has the spotlight this time.
 

veevoir

Klytus, I'm bored
Patron
Joined
Jan 15, 2015
Messages
1,797
Location
Riding the train, high on cocaine
Shadorwun: Hong Kong BattleTech
Holy fuck, that's a lot of lightnings. Tempts to roll a druid just for the coolness factor. And smokescreen generation.

So how long would anybody last there without invulnerability? :D
 

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