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Pillars of Eternity (Obsidian Isometric RPG Kickstarter) -…

Forum Index > General Games
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Prev 1 14 15 16 17 18 69 Next
unkkz
Profile Blog Joined December 2007
Norway2196 Posts
November 21 2012 01:26 GMT
#301
So. Damn. Pumped. This i have high expectations for. Really hope they pull this through, money won´t be an issue though i guess.
TigerKarl
Profile Joined November 2010
1757 Posts
December 14 2012 01:21 GMT
#302
This will be the most important game to come for a long time, because if it turns out to be financially sucessful, then we might see more developers going back to complex rpgs, instead of dumbing them down.
Imagine a great game like baldur's gate with today possibilities in game design, that's going to be so promising. And i hope that Project Eternity will be exactly that game.
SilverStar
Profile Joined January 2012
Sweden18511 Posts
January 02 2013 15:31 GMT
#303
Was there ever an update on the forum badges and that kind of stuff?
True_Spike
Profile Joined July 2004
Poland3426 Posts
April 10 2013 13:38 GMT
#304


Big update. Shows off the dynamic lighting, sounds, day / night cycle, dynamic movement (water, trees etc.). It's all in 2D and looks gorgeous.
Boblion
Profile Blog Joined May 2007
France8043 Posts
April 10 2013 13:45 GMT
#305
Looks pretty cool, gotta admit.
fuck all those elitists brb watching streams of elite players.
kongoline
Profile Joined February 2012
6318 Posts
April 10 2013 13:46 GMT
#306
^
just WOW :o
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50601 Posts
April 10 2013 14:02 GMT
#307
Its really awesome to see them give life to the world.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
Jalle
Profile Joined July 2008
Sweden149 Posts
April 10 2013 16:49 GMT
#308
This is even more impressive considering it's all 2D. There are some really clever algorithms in play here.
Steveling
Profile Blog Joined January 2011
Greece10806 Posts
April 10 2013 17:39 GMT
#309
How did they make dynamic lighting on 2d world, dafaq.
My dick has shrunk to the point where it looks like I have 3 balls.
Andre
Profile Blog Joined August 2009
Slovenia3523 Posts
April 10 2013 17:43 GMT
#310
The most interesting thing is that it's 2D, no idea how they could've done all of those things.

Masters of the fake ~D

Really hyped up for this game. Can't wait to see combat in action.
You must gather your party before venturing forth.
sc4k
Profile Blog Joined January 2010
United Kingdom5454 Posts
Last Edited: 2013-04-10 17:48:56
April 10 2013 17:47 GMT
#311
Oh god, oh holy mother of god. It looks so much better than diablo3/ nwn/ dungeon siege. This is what should have become of the isometric RPGs in the modern age. It is gorgeous...

Holy sugar I wish I were part of their team. I would love to do anything lol...it's got to be such an awesome atmosphere, so different from the AAA titles with the rush and the targets and the focus on soul destroying speed.
RagequitBM
Profile Joined November 2011
Canada2270 Posts
April 10 2013 17:57 GMT
#312
Did they announce whether the combat will be closer to BG2, or PS:T?

Really hope it's the former.. couldn't really enjoy PS:T as much because of it.
Twitch.tv/Ragequitbm for all the fans
Torenhire
Profile Blog Joined April 2009
United States11681 Posts
April 10 2013 17:59 GMT
#313
wow what the fuck, that's insane!

2D???? Mind=blown
SirJolt: Well maybe if you weren't so big and stupid, it wouldn't have hit you.
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
April 10 2013 18:03 GMT
#314
I can't imagine anyone would design combat to be like PS:T since it's basically universally agreed upon that the combat is awful
AnomalySC2
Profile Joined August 2012
United States2073 Posts
April 10 2013 18:27 GMT
#315
Eyegasm. Honestly it looks more beautiful than most 3D games.
rezoacken
Profile Joined April 2010
Canada2719 Posts
April 11 2013 07:05 GMT
#316
On April 11 2013 02:57 RagequitBM wrote:
Did they announce whether the combat will be closer to BG2, or PS:T?

Really hope it's the former.. couldn't really enjoy PS:T as much because of it.


They want BG. Nobody wants to be close to PST in terms of combat, it was clearly an inferior game in combat design. Even Torment devs have said they'll try make combat better than in PST.
Either we are alone in the Universe or we are not. Both are equally terrifying.
adwodon
Profile Blog Joined September 2010
United Kingdom592 Posts
April 11 2013 08:54 GMT
#317
On December 14 2012 10:21 TigerKarl wrote:
This will be the most important game to come for a long time, because if it turns out to be financially sucessful, then we might see more developers going back to complex rpgs, instead of dumbing them down.
Imagine a great game like baldur's gate with today possibilities in game design, that's going to be so promising. And i hope that Project Eternity will be exactly that game.


I doubt it. Even in their hay day these games never sold the millions of copies AAA devs go for and actually creating a game like this takes considerable talent across multiple disciplines which is much harder in larger teams to bring together in a cohesive fashion.

I expect we'll see a handful of talented and driven small to mid sized studios, Larian, ineXile and Obsidian and maybe a few more will pop up but I don't see this as an easy bandwagon to jump on.

I am so impressed with what they've done with unity though, I'd love to see Unity be expanded for more isometric support, then I think we may see some more indie studios give it a pop. I must learn their secrets and wizardry!
nihlon
Profile Joined April 2010
Sweden5581 Posts
Last Edited: 2013-04-11 09:21:39
April 11 2013 09:21 GMT
#318
On April 11 2013 03:27 AnomalySC2 wrote:
Eyegasm. Honestly it looks more beautiful than most 3D games.

And it will run better on low end systems. I don't miss the ability to rotate the camera at least.
Banelings are too cute to blow up
karazax
Profile Joined May 2010
United States3737 Posts
May 16 2013 13:27 GMT
#319
Update on the Monk class:

[image loading]

Hello! I'm sorry I haven't done an update in a while. I've been working on classes and everything related to classes: abilities, skills, spells, combat...you know, the good stuff. For the past several months, Josh and I have been refining the designs for the non-core classes, the classes that are most unusual, classes like the chanter and the cipher and one of my favorites, the monk.

Monks in Eternity are different than you might expect. There are no restrictions on armor and weapons – you could wear plate and use a sword, if you wanted to, and the talent system is flexible enough so you could build a great monk that specialized in that gear. But at the core of this class is a little rule about how monks take damage. You see, when a monk gets hit, only part of the damage is inflicted on him or her immediately. The rest is redirected to a Wound, which is an effect that causes damage over time (called a DoT effect) to the monk. That slowly-ticking Wound would only seem to be delaying the inevitable result except for one thing: the monk can get rid of that Wound by using special attacks.

The monk gets all kinds of cool special attacks that do extra effects beyond simply damage and, as a side effect, also eliminate his Wounds. Some of their special attacks include:
    •Torment’s Reach - this ability increases the range of melee attacks by 200% for a short duration. Enemies between the monk and his or her target are also attacked. Costs 1 Wound to activate.
    •Turning Wheel - if the monk suffers from a DoT effect (including Wounds ticking down), he or she adds a proportional fire bonus to his or her melee damage. This is a passive ability which works automatically whenever the monk has any DoT effect.
    •Clarity of Agony - when used, this ability cuts the duration of hostile status effects in half. It lasts for a brief amount of time, halving both incoming effects and ones that are currently on the monk. Costs 2 Wounds.


Each of these attacks makes monks stronger in battle, and many also consume their Wounds, hopefully before those Wounds have done the damage the monks were originally supposed to take.

And as monks level up, they get more than just these special attacks. They can gain room for more Wounds, so they can have more of them at once to use at the same time for an extraordinarily powerful attack or use them across multiple special attacks. Monks can also change how their Wounds function. For example, they can choose to have their Wounds do less damage at the start and more at the end, so getting rid of them faster is advantageous. Monks can also choose to do their damage sequentially, letting the monk build up a lot of Wounds to fuel a crazy powerful ability and not take much damage for doing so.

So as a monk, your goal is simple: you want to take damage, so you get Wounds, so you can perform extraordinary attacks. But remember when I mentioned the monk in plate mail using a sword? Sure, you can do that, but that plate armor will inhibit your ability to get Wounds, which means you don't get as many special attacks. And unarmed attacks are among the fastest types of attacks, so a weaponless monk can get rid of his Wounds faster than any armed monk, so he will suffer very little of their damage-over-time effects. That's like having extra hit points for free! FOR FREE! Who wouldn't want that?!

This is why you see a lot of unarmed and unarmored monks running around. Not because the rules say you can't use those items, but because in most situations it's one of the best ways to play. An unencumbered monk can be a terror on the battlefield, a nightmare that just won't seem to die, no matter how hard he gets hit. Blows that seem like they should kill him only serve to make him stronger.

Trust me, you are going to love playing a monk. But if you ever feel the need to use a magical sword for its raw damage potential or wear enchanted mail to gain fire resistance for battle with a dragon, you can do that too. Because Project Eternity is all about bending the roles of each class, so you can play how you want, resolve conflicts how you want and solve problems how you want.

After all, this is *your* game.

Culture Concept
[image loading]
Large version
Concept artist Kaz Aruga has been developing the look of some of Project Eternity's various cultures. So far, he's created concepts for people from the Dyrwood, the Vailian Republics, the Aedyr Empire, and the Valley of Ixamitl. We hope you like the range we've come up with. Let us know what you think!

TOCHMY
Profile Blog Joined June 2010
Sweden1692 Posts
May 16 2013 13:48 GMT
#320
God damnit those Ixamitl clothes looks AWESOME
Yoona <3 ¯\_(ツ)_/¯ Look! It's Totoro! ☉.☉☂
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