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rope kid
Feb 3, 2001

Warte nur! Balde
Ruhest du auch.

There will be an update tomorrow morning.

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Parenthesis
Jan 3, 2013

rope kid posted:

There will be an update tomorrow morning.

Great, is it the last class update?

Jackard
Oct 28, 2007

We Have A Bow And We Wish To Use It
It's an E3 update for all the babies.

Mr.Pibbleton
Feb 3, 2006

Aleuts rock, chummer.

Jackard posted:

It's an E3 update for all the babies.

Archer protocol was at E3? :confused:

Sensuki
Dec 29, 2012

ASK ME ABOUT BEING A MASSIVE ARTISTIC SHITLORD ABOUT VIDEO GAMES.

I AM A TREMENDOUS FIRETRUCK AND MY BURGERS ARE OUT OF CONTROL


:spergin::spergin::spergin::spergin::spergin::spergin::spergin::spergin::spergin:

Prokhor Zakharov
Dec 31, 2008

This is me as I make another great post


Good luck with your depression!
Pillars of Eternity sequel E3 confirmed, titled "Abutments of Forever"

Kibayasu
Mar 28, 2010

Prokhor Zakharov posted:

Pillars of Eternity sequel E3 confirmed, titled "Abutments of Forever"

Can't wait for Flying Buttresses of Infinity.

Fair Bear Maiden
Jun 17, 2013

Kibayasu posted:

Can't wait for Flying Buttresses of Infinity.

Not going to lie, flying buttresses are pretty much always good in my book.

FRINGE
May 23, 2003
title stolen for lf posting

Fair Bear Maiden posted:

Not going to lie, flying buttresses are pretty much always good in my book.

http://www.uponatable.com/eggs/the-flying-buttress/

quote:

A true terror of the skies, the Flying Buttress has put an end to many adventurers. They have a silent but deadly attack and often form the rear guard in elite squads of crack troops. Well known for their cheeky personalities and can-do attitudes, the Flying Buttress presents a stern challenge to any traveller. Their appearance is a total bummer.

Your best chance to spank these beasts is to ride up on them very slowly in a wedgie formation.

Cthulhuite
Mar 22, 2007

Shwmae!

Kibayasu posted:

Can't wait for Flying Buttresses of Infinity.

Buttes of Perpetuity has my vote.

Fair Bear Maiden
Jun 17, 2013
Update will be published a couple hours later than the "usual" (actually only used twice) 10am PDT time. Source: http://forums.obsidian.net/topic/66309-update-80-will-be-posted-a-few-hours-later-than-normal/

Super No Vacancy
Jul 26, 2012

Fair Bear Maiden posted:

Update will be published a couple hours later than the "usual" (actually only used twice) 10am PDT time. Source: http://forums.obsidian.net/topic/66309-update-80-will-be-posted-a-few-hours-later-than-normal/

Hmm bad sign for the game imo. Usually when you're within a few hours of an update you've heard more info about it to discuss than this

CottonWolf
Jul 20, 2012

Good ideas generator

epitasis posted:

Hmm bad sign for the game imo. Usually when you're within a few hours of an update you've heard more info about it to discuss than this

Yeah, but pushing the update back gives it more development time. Wouldn't you rather have the ultimate update, unlike any update released in the last 15 years, than a staid mediocre rushed update?

Sensuki
Dec 29, 2012

ASK ME ABOUT BEING A MASSIVE ARTISTIC SHITLORD ABOUT VIDEO GAMES.

I AM A TREMENDOUS FIRETRUCK AND MY BURGERS ARE OUT OF CONTROL


:spergin::spergin::spergin::spergin::spergin::spergin::spergin::spergin::spergin:
This is clearly evidence that Obsidian do things more the AAA way

Blotto Skorzany
Nov 7, 2008

He's a PSoC, loose and runnin'
came the whisper from each lip
And he's here to do some business with
the bad ADC on his chip
bad ADC on his chiiiiip
New update's up, hooray http://forums.obsidian.net/topic/66310-update-80-state-of-the-project-from-alpha-to-beta/

fuck off Batman
Oct 14, 2013

Yeah Yeah Yeah Yeah!



https://www.youtube.com/watch?v=Qs7xbdp4N7Y

:aaaaa:

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.

quote:

Update by Brandon Adler, Lead Producer



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:



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:



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.

https://www.youtube.com/watch?v=Qs7xbdp4N7Y

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

https://www.kickstarter.com/projects/1027299776/witchmarsh

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.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
I think this is probably the point in POE's development that, as the publishers and funding members of this game, we force Obsidian to release the game as is for ~~~ maximum profits~~

e: The environment art looks so sick. Release this game now, dammit.

Gyshall fucked around with this message at 18:21 on Jun 11, 2014

Sleep of Bronze
Feb 9, 2013

If I could only somewhere find Aias, master of the warcry, then we could go forth and again ignite our battle-lust, even in the face of the gods themselves.
Bright sun on greengrass thatch. Hrm. The seaside's nice though.

Accordion Man
Nov 7, 2012


Buglord

Gyshall posted:

I think this is probably the point in POE's development that, as the publishers and funding members of this game, we force Obsidian to release the game as is for ~~~ maximum profits~~
Fourth of July release or bust.

Fair Bear Maiden
Jun 17, 2013

Gyshall posted:

e: The environment art looks so sick. Release this game now, dammit.

The fact that most areas look this good without the paintover pass is definitely very exciting.

EDIT: Also, the armor they showed in the update looks sick.

Drifter
Oct 22, 2000

Belated Bear Witness
Soiled Meat

Sleep of Bronze posted:

Bright sun on greengrass thatch. Hrm. The seaside's nice though.

Could still be alive, you know. Maybe elf cows and goats go up to the roof to eat. Point is you can have green grass up there if you want.

Better green than brown, is what I say.

rope kid
Feb 3, 2001

Warte nur! Balde
Ruhest du auch.

Sod roofs are cool.

https://www.youtube.com/watch?v=VQaVbbJUM9A

Super No Vacancy
Jul 26, 2012

ok can I pay toward your next game now I'm really only in this for the anticipation

Fair Bear Maiden
Jun 17, 2013
Dandy Hat of the Diseased Yak

Airfoil
Sep 10, 2013

I'm a rocket man

Sleep of Bronze posted:

The seaside's nice though.

Pleasant place to hang out. At least, until a wicht wanders up and guts you like a trout.

Mymla
Aug 12, 2010
The armor in this game looks pretty great so far. Will we actually be able to see it up close ingame, though?

Blotto Skorzany
Nov 7, 2008

He's a PSoC, loose and runnin'
came the whisper from each lip
And he's here to do some business with
the bad ADC on his chip
bad ADC on his chiiiiip

Still hoping for the Frog Helm of Banishment and the Frog Helm of Invitation.

Fair Bear Maiden
Jun 17, 2013

Mymla posted:

The armor in this game looks pretty great so far. Will we actually be able to see it up close ingame, though?

They might have changed their minds since, but I think at one point it was mentioned that you'd see the paperdolls in the inventory screen.

rope kid
Feb 3, 2001

Warte nur! Balde
Ruhest du auch.

Mymla posted:

The armor in this game looks pretty great so far. Will we actually be able to see it up close ingame, though?
You'll see it in the inventory on the "paper doll" (actually just a copy of your character model).

Proletarian Mango
May 21, 2011

rope kid posted:

You'll see it in the inventory on the "paper doll" (actually just a copy of your character model).

Can we zoom in on the paper doll? What the texture resolution going to be on characters and armor? I'm curious considering this is an isometric game an all.

rope kid
Feb 3, 2001

Warte nur! Balde
Ruhest du auch.

No zoom on the paper doll. The texture resolutions are not super high.

Vermain
Sep 5, 2006




I worked in a sod-roofed log cabin for a few summers and it was easily a good 5-6'C cooler inside than outside without an air conditioner or a fan. They're really great.

Prokhor Zakharov
Dec 31, 2008

This is me as I make another great post


Good luck with your depression!

Please put the guy filming this in the game where these roofs are present, tia

epmode
Feb 11, 2008


Amazing. That's exactly what I was hoping for when I first saw that ocean screenshot.

doctor iono
May 19, 2005

I LARVA YOU

Leinadi posted:

I'm currently playing through Planescape: Torment (again) and man, if there is one thing PoE takes away from this it's the sheer playfulness of it. You just never know what might happen in a conversation. Even the standard "let me ask you something else" nodes have little surprises in them sometimes. Not to mention all the items you can interact with. It's just so mischevious (and well-written of course), I love that.

I know Josh has talked about the quest density in BG2 as a bad thing. But I hope some of PS:T's overall... I dunno, I guess density, will make it into PoE. There are just so many interesting little things hidden in conversations and everywhere. It feels like the game really filled up to the brim with fun stuff.

One of the things that makes the writing of P:T so special for me is the descriptive text. It can express so many things you can't (or shouldn't) put in dialogue, setting the mood/tone or establishing little character mannerisms. It's one of those things that we lost when RPG dialogue went fully-voiced. It sucks, too, because unless the developers put a ton of work into facial and body animations, conversations usually consist of watching dead-eyed people awkwardly gesticulate as they spout dialogue at you (Vampire: Bloodlines is the only exception I can think of).

So I was pretty excited to hear that Pillars would be written in the general style of P:T. Does it have that level of descriptive text, or is it more like the Fallout series in that regard?

Jerusalem
May 20, 2004

Would you be my new best friends?

Oh sweet, they're almost at Beta, that means the game is coming along nicHANG ON A SECOND I FORGOT I'M A BETA-BACKER! :neckbeard:

Sensuki
Dec 29, 2012

ASK ME ABOUT BEING A MASSIVE ARTISTIC SHITLORD ABOUT VIDEO GAMES.

I AM A TREMENDOUS FIRETRUCK AND MY BURGERS ARE OUT OF CONTROL


:spergin::spergin::spergin::spergin::spergin::spergin::spergin::spergin::spergin:
Is this a post-E3 article?: http://www.redbull.com/en/games/stories/1331658188490/pillars-of-eternity-interview

coffeetable
Feb 5, 2006

TELL ME AGAIN HOW GREAT BRITAIN WOULD BE IF IT WAS RULED BY THE MERCILESS JACKBOOT OF PRINCE CHARLES

YES I DO TALK TO PLANTS ACTUALLY
There're quotes from several different team members but no new media. Either they visited Obsidian for the day, or it's an E3 piece written not to breach NDA.

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Mordaedil
Oct 25, 2007

Oh wow, cool. Good job.
So?
Grimey Drawer

What a lie this video is.

Here in Norway, having goats eating your roof is generally seen as a tradition. I live like 100 meter from a house with sod roof, but usually they just get the occational cats, because we live in the city where there are no goats. In the moutains goats are everywhere. Especially if you pack lunch.

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