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Game News Pillars of Eternity Kickstarter Update #77: Alpha Art Update

Johannes

Arcane
Joined
Nov 20, 2010
Messages
10,669
Location
casting coach
Round rooms are very IE though. BG2 had A LOT of them.

I understand. But there just aren't that many round rooms elsewhere in fantasy games, stories, movies, other literature. They get a little passé, no?

If there aren't that many, then how exactly do they become "passé?"

the problem is that they make a warrior's HALL as a round room. dunno, but halls are definitely not round in my experience.
The shape of a room doesn't define whether it's a hall or not.
 

Copper

Savant
Joined
Jan 28, 2014
Messages
469
True, but those cultures typically didn't also use longhouse type architecture as well, since it's pretty redundant. This is what they're shooting for:

800px-Barbury_Castle_-_Iron_Age_house_building.JPG


But that style doesn't really mesh with the exterior art we've already seen, which is far more focused on longhouses, and a generally Viking theme at that. Fat round halls are a bit incongruous in that context. It seems more like an attempt to tap into preexisting visual cliches about elves/noble savages, using a more organic, circular form at odds with the more angular approach of the colonies, and probably catering more to modern sensibilities in terms of visual signalling - WTF, every building in this place is more or less the same style, so unoriginal, which one is the stupid warrior hall again? oh, the big round one!

My personal favorite is actually how the primitive hut has a window, with nicely cut planks above and below.
 

Pyke

The Brotherhood
Developer
Joined
Nov 29, 2011
Messages
1,226
Location
South Africa
Crazy good.

I really wanna know how they are doing a depth pass for movement of characters in the scene. Im assuming it must be some sort of automated process for the amount of imagery they must be churning out!
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Crazy good.

I really wanna know how they are doing a depth pass for movement of characters in the scene. Im assuming it must be some sort of automated process for the amount of imagery they must be churning out!
They make the scenes in 3D first. So I would think they could pull the depth from that.
 

kaizoku

Arcane
Joined
Feb 18, 2006
Messages
4,129
I subconsciously touched myself while looking at the pictures.






please don't fuck it up. please please please.
 

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