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Game News Project Eternity Kickstarter Update #61: New Screenshot

Discussion in 'News & Content Feedback' started by Infinitron, Aug 7, 2013.

  1. Infinitron I post news Patron

    Infinitron
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    RPG Wokedex Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Kingmaker
    Tags: Arcanum: of Steamworks and Magick Obscura; Brandon Adler; Chris Avellone; Obsidian Entertainment; Pillars of Eternity

    This week's Project Eternity Kickstarter update has pretty graphics! Check 'em out:

    We showed you this concept that Polina Hristova had developed, back in Update #55.​

    And here is the in-game level--about to get violent--as developed by environment artist Sean Dunny:​

    [​IMG]

    We think it looks pretty good. Thoughts?​

    Love the look of those characters! Graphics whores with complaints about the lighting and shadows may be interested in Josh Sawyer's follow-up comments here.

    In other news, Chris Avellone's Arcanum misadventures continue here:


    The full update also has some job postings from Obsidian, for work on a "3D world" with "3D effects". Is that for Project Eternity or could it be something else?
     
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  2. pakoito Arcane Patron

    pakoito
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    The characters suffer from a "floating in the scene" feeling to them. More than videogame usual anyway. Other than that I was quite impressed, honest.
     
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  3. Zed Codex Staff Patron

    Zed
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    That was Polina Hristova's concept? She just climbed the Obsidian rankings.

    The game is looking crazy good. They should take a look at that stone debris near the door though, it clips through the wall.

    Yep they either need shadows cast from lighting (more than 1 shadow) with a fade the further away the shadow is from the character.

    Or go with blob shadows.
     
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  4. pakoito Arcane Patron

    pakoito
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    Apparently they won't

    http://forums.obsidian.net/topic/64238-update-61-in-game-art/page-2#entry1358932

     
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  5. Zeriel Arcane

    Zeriel
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    This is the first classic "Baldur's Gate" style RPG I've seen with good character models. Interest went from "this'll be good" to "DON'T STOP NOW I'M SO CLOSE".

    Edit: Excluding Torment of course, the art of which I can't even critique, it was just solid everywhere.
     
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  6. Excidium P. banal

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    That come at me bro relaxed stance looks mighty stupid but I assume it's placeholder
     
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  7. Grotesque ±¼ ¯\_(ツ)_/¯ Patron

    Grotesque
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    axe & ball+chain dual wielding is such badass!
     
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  8. selkin Educated

    selkin
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    Floating is the first thing that came to my mind as well when I took a glance at the character models.
     
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  9. selkin Educated

    selkin
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    Other than that it's gorgeous.
     
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  10. DemonKing Arcane

    DemonKing
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    How do the adventurers know what's on the other side of the door? Did they open it once, peer in, have second thoughts and then close it again for a rethink?

    Or is it just fancy Next-Gen powers where you can detect what's on the other side of doors using your super spider sense?
     
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  11. Zeriel Arcane

    Zeriel
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    Not for nothing, but you're being a gigantic faggot.
     
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  12. Excidium P. banal

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    Maybe PE will implement the revolutionary feature of listening at doors
     
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  13. tuluse Prestigious Gentleman Arcane

    tuluse
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    Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
    Can you hear an ooze?
     
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  14. Brother None inXile Entertainment Developer

    Brother None
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    Fog of war isn't in yet.
     
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  15. undecaf Arcane Patron

    undecaf
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    Shadorwun: Hong Kong Divinity: Original Sin 2
    That could be a somewhat workable feature, actually. A player initiated perception (or what ever suits the purpose) check for a possibility to get a bit of sneak peek info about what's on the other side of the door/obstacle.
     
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  16. pakoito Arcane Patron

    pakoito
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    Mark of the Ninja had an awesome sound positioning system that shouldn't be difficult to copy. Instead of a character you see the sound he makes, the bigger the louder.



    Then there's also the old RPG cue of putting words on the fog of war to represent people talking or casting a spell afar.
     
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  17. DarkUnderlord Professional Throne Sitter

    DarkUnderlord
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    Looks great - but the first thing I want to do when I see something like that is to grab the camera and zoom around the world and look at it. One of the things I disliked about the IE games was walking around on a painting. Even TOEE suffers a bit from a lack of "feel" that you're there and able to interact with the environment. There were always spots where you felt like you should be able to walk - but couldn't because of the way they'd put it together.

    Technically, those characters are floating. They're the only thing in the scene that's "3D", the rest is a flat image isn't it?
     
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  18. pakoito Arcane Patron

    pakoito
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    Pretty much, yes. And from what I understand from what Sawyer said (check my other post in this page) they don't share the lighting system because that'd be two of them to match in real time and takes a huge processor toll. Characters have a fixed lighting point that comes from the scene, several of them placed around.
     
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  19. thesheeep Arcane Patron

    thesheeep
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    Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Kingmaker
    Hmm... I guess that appeared less disturbing in IE games because there the characters also were pure 2D sprites.

    What is sometimes done in various engines to better blend in models with the ground they are on is applying the ground color a bit to the bottom of the model.
    If you walk on a red carpet, your feet will also become slightly red, etc.
    Maybe they could do something along those lines.
     
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  20. Semper Arbiter

    Semper
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    MCA Project: Eternity
    technically the characters are walking on a flat plane and every interactable object (doors, containers), the lights and visual effects (fog, water, fire, etc.) are 3d models. examples of this can be seen in update #49.
     
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  21. Stainless Veteran Arcane

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    Hm, it reminds me more of PST than BG2. IIRC, Society of Sensation interior had similar design.
     
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  22. LeStryfe79 President Spartacus Patron

    LeStryfe79
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    Looks great.
     
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  23. villain of the story Arcane

    villain of the story
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    I wish Tim Cain were playing and recording Arcanum. At least he would be providing commentary and we wouldn't endure Chris not having a clue and failing even at basic interface operation.
     
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  24. Maculo Prophet

    Maculo
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    I am rather surprised by the overall art direction. It reminds of PST with the environments and the way the characters stand out. Not sure what I was expecting otherwise, but a good update nonetheless.

    Having read Sawyer's responses, I also was not aware that the lighting schemes could hog processing to such a degree.
     
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  25. dunno lah Arcane

    dunno lah
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    Chris and Tim Play Arcanum is the best way to go. That way, Tim can also lay the smackdown on Chris for his popamolitude.
     
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