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Pillars of Eternity
Project eternity is now up:
http://www.kickstarter.com/projects/...oject-eternity Obsidian Entertainment and our legendary game designers Chris Avellone, Tim Cain, and Josh Sawyer are excited to bring you a new role-playing game for the PC. Project Eternity (working title) pays homage to the great Infinity Engine games of years past: Baldur’s Gate, Icewind Dale, and Planescape: Torment. Project Eternity will take the central hero, memorable companions and the epic exploration of Baldur’s Gate, add in the fun, intense combat and dungeon diving of Icewind Dale, and tie it all together with the emotional writing and mature thematic exploration of Planescape: Torment. |
re: Pillars of Eternity
From their forum discussion, it seemed like a lot of people wanted an old-school isometric 2D RPG. I just hope that they don't use a retro look for the graphics, as I don't really like that trend.
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re: Pillars of Eternity
I wonder if the over-funding goals are going to be to actually complete the game instead of release it as a buggy piece of shit?
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re: Pillars of Eternity
http://www.kickstarter.com/projects/...oject-eternity
Isometric 2d rpg set in new fantasy world Umm yup. Backed |
re: Pillars of Eternity
Originally Posted by superdeluxe
(Post 11384742)
http://www.kickstarter.com/projects/...oject-eternity
Isometric 2d rpg set in new fantasy world Umm yup. Backed |
re: Pillars of Eternity
Yup. Confused why some people went in at 25$
Has made 300k in 2 hours lol |
re: Pillars of Eternity
Project Eternity will take the central hero, memorable companions and the epic exploration of Baldur’s Gate, add in the fun, intense combat and dungeon diving of Icewind Dale, and tie it all together with the emotional writing and mature thematic exploration of Planescape: Torment. :bow: |
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I'm in.
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I don't know what this is, but I threw down for the $20.00 tier because it's limited.
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I am in...hell yeah
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re: Pillars of Eternity
As with all Kickstarters, I'll wait until it's actually out and then give them my money.
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Backed!
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400k in 4 hours. It's going to meet its goal in a day lol.
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Over 620k. Europe is starting to wake up
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I decided to back this one on pedigree alone. Besides, I still have a month to change my mind and cancel, but the lower price tier will be gone in a day or two.
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re: Pillars of Eternity
Put in my $20.
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Almost 800k in 15 hours
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990k with 40 minutes to go till we reach 24 hours
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re: Pillars of Eternity
That's awesome! It could reach its goal in day.
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re: Pillars of Eternity
Originally Posted by superdeluxe
(Post 11384783)
Project Eternity will take the central hero, memorable companions and the epic exploration of Baldur’s Gate, add in the fun, intense combat and dungeon diving of Icewind Dale, and tie it all together with the emotional writing and mature thematic exploration of Planescape: Torment. |
re: Pillars of Eternity
Ok please let me know when I can get excited about this project..
When you have the creative talent that was behind PS:T. Making the game that they want to with no publisher interference, while there is a chance this might not Pan out, at least this will look like PS:T, BG ( isometric 2d party based RPG). Which DA wasnt. |
re: Pillars of Eternity
And funded in 27 hours
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re: Pillars of Eternity
Originally Posted by kgrogers1979
(Post 11385959)
I really wouldn't get too excited just yet. A lot of games hype some huge promises and fall way short of it. Remember when Dragon Age was supposed to be the spiritual successor to Baldur's Gate...
From what I understand Project Eternity is going to be done in the same style as Baldur's Gate & Icewind Dale with 2D pre-rendered backgrounds, top down isometric view, and tactical pause-n-play combat. To me, that's awesome. I love those style of RPG's. I still get enjoyment from re-playing the original Baldur's Gate games and Icewind Dale. |
re: Pillars of Eternity
We have stretch goals:
We are excited to announce the stretch goals for Project Eternity! 1.1 million, Base Goal – Achieved! Base game includes three races, five classes, and five companions. We have ideas for these, but we want to hear your opinions on what you'd like to see. Stay tuned to Kickstarter, our website, and our forums to join in on the conversation. 1.4 million, New Playable Race, Class, and Companion! Expands your options for character creation and adds a companion of the new class. 1.6 million, a Mac Version of Project Eternity and The Story Grows! We've listened and we’ll make a Mac version of the game at this tier. We're also going to add a new major storyline along with new quests, locations, NPCs, and unique loot (special histories everyone?). 1.8 million, New Playable Race, Class, and Companion! The options grow for your main character and the roster of your motley crew expands with the addition of a new companion from the selected class. 2.0 million, Player House! Get your own house in the game that you can customize, store equipment in, and where your companions hang out, or, as the elves say, "chillax". 2.2 million, a new Region, a new Faction and another new Companion! And, dare we say it... ? LINUX! Great news, everyone! For the Tarball Knights of Gzippia out there, we'll be adding Linux support! Also, the world of Project Eternity grows in a major way with the inclusion of a whole new faction and the territory it holds. This adds new NPCs, quests, magic items, and hours of gameplay. And yes, you got it, another companion. We've been listening to your feedback, and have the following announcements: DRM Free: We are looking into it! Please check back for updates. Digital Only Tiers are coming! PayPal is coming asap. Please be patient! New $5k Tier. We are looking into a new $5k tier since it sold out so quickly! We are looking into equivalent alternatives. Thank you fans! Obsidian |
re: Pillars of Eternity
I hope they get enough to make a Mac version. I'd rather play it on my Mac than on my PC.
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that looks like it is going to happen...1.47 million now...needs 130,000 for the mac version..
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We need more details from the guys at Obsidian.
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The additional tiers are nice, but hopefully it doesn't just lengthen the development time to add those features. Or they do it after the release of the originally planned game as patches or additions. I think i've seen some Kickstarter projects add months to the release to accommodate these type of things.
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My concern too.
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I would rather this take longer to release, then try and hit some sort of release date. Release it when ready, but make sure you keep everyone up to date.
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re: Pillars of Eternity
Originally Posted by superdeluxe
(Post 11388374)
I would rather this take longer to release, then try and hit some sort of release date. Release it when ready, but make sure you keep everyone up to date.
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re: Pillars of Eternity
More info was posted about the game. There's a link to a forum post on their website that goes into more detail, but their servers are hammered and I wasn't able to reach it.
Your Party The maximum party size is the player's main character (PC) and up to five companions for a total of six characters. This does not preclude the addition of temporary characters in special circumstances. Companions are never forced on the player. Players can explore the entire world and its story on their own if they so choose. We feel companions are excellent sounding boards for the player's (and other companions') actions, but the story is ultimately about the player's personal conflict among the larger social and political complexities of the world. Formations A key element of the classic party-based tactical combat that we are developing is the use of party formations. As in the good ol' games, you can arrange your party in a large number of set formations. You can also construct your own formations if you want to get fancy. When moving companions, you have the ability to rotate formations for more precise positioning. Character Creation At a minimum, players will be able to specify their main character's name, sex, class, race (including subrace), culture, traits, ability scores, portrait, and the fundamental starting options of his or her class (gear, skills, and talents). We have not worked out customization details of character avatars, but we believe those are important and will be updating on these specifics in the future. For the full run-down, please see the rest of the text on the Obsidian forums here: http://forums.obsidian.net/topic/602...ers-and-races/ |
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Full update since the forums crapped the bed:
Project Eternity is still early in development and we are still working on many of the cultures, factions, and ethnic groups of the world and debating many of the system concepts. However, there are certain fundamental things we want to let you know about the game and the setting for Project Eternity. Your Party The maximum party size is the player's main character (PC) and up to five companions for a total of six characters. This does not preclude the addition of temporary characters in special circumstances. Companions are never forced on the player. Players can explore the entire world and its story on their own if they so choose. We feel companions are excellent sounding boards for the player's (and other companions') actions, but the story is ultimately about the player's personal conflict among the larger social and political complexities of the world. Formations A key element of the classic party-based tactical combat that we are developing is the use of party formations. As in the good ol' games, you can arrange your party in a large number of set formations. You can also construct your own formations if you want to get fancy. When moving companions, you have the ability to rotate formations for more precise positioning. Character Creation At a minimum, players will be able to specify their main character's name, sex, class, race (including subrace), culture, traits, ability scores, portrait, and the fundamental starting options of his or her class (gear, skills, and talents). We have not worked out customization details of character avatars, but we believe those are important and will be updating on these specifics in the future. Companions In Project Eternity, companions exist for both narrative and mechanical purposes. Companions are designed to have a driving interest in the player's central conflict. Their personalities and motivations open plot branches and generate conflicts for players to resolve over the course of the story. They are highly reactive to the player's actions and to the world around them. Additionally, companions exist to give players strategic management options in party composition that expand the party's capabilities in exploration, combat, and quest resolution. It is no coincidence that there are at least as many companions as there are classes. As stated above, companions are not required to play through Project Eternity's story, but we feel that they can add greatly to the experience. The Set-Up The player witnesses an extraordinary and horrific supernatural event that thrusts them into a unique and difficult circumstance. Burdened with the consequences of this event, the player has to investigate what has happened in order to free themselves from the restless forces that follow and haunt them wherever they go. The Nature of You Your character is not required to be of any particular race, cultural background, sex, class, moral outlook, personality, organization, etc. The premise is that you are a victim of circumstance. How you choose to deal with your situation is up to you. You can bear it with stoicism and restraint or fly off in a rage at anyone who gets in your way. The world will react to your choices, but the game is designed to give you the freedom to play your character the way you want to. Races We are still developing the races of Project Eternity, but we are creating a range that encompasses the recognizable (e.g. humans, elves, dwarves), the out-of-the-ordinary (e.g. the so-called "godlike"), and the truly odd (?!). Races and subraces differ from each other culturally, but the races also have different physiological factors that can contribute to friction and confusion between them. Within even the recognizable races (including humans), we are creating a variety of ethnic subtypes and nationalities. This world's races did not all spring forth from the same place, and millennia of independent development have resulted in distinctive and unconnected groups. For example, the dwarf ranger below is originally from a southern boreal region that is quite different from the temperate homes of her distant kin to the north. Additionally, Project Eternity's world contains some isolated races and ethnicities, but transoceanic exploration and cultural cohabitation have heavily mixed many racial and ethnic groups over time. This mixing is not always... peaceful. At times it has degenerated into genocide and long-standing prejudices are ingrained in many cultures. First thought: 6 member party! |
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More info t euro gamer :
http://www.eurogamer.net/articles/20...4-release-date Guns! And no alignment ! |
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well you got your mac version...
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re: Pillars of Eternity
$1.6 million reached. Mac version on the way. Also DRM-free version being offered through GOG (they're going to find a different solution for Mac since GOG doesn't support it).
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re: Pillars of Eternity
Update 4 today!:
Well you all did it, you helped us get to $1.6M and we now have a Mac version and are adding more story into the world. We have also been listening and reading your feedback on Kickstarter and have some changes that are happening as soon as this update is posted. One thing, we are not updating just yet are the stretch goals, but don’t worry those are going to get updated very soon. Oh, and we are putting a schedule together for updates that will include guest stars almost every day – Josh will be talking more about the design tomorrow (Sep 20), our unflappable CTO Chris Jones (architect of the Fallout and Arcanum engines) on Friday (Sep 21), and I think we will be able to squeeze one in from Mr. Tim Cain over the weekend.* So, what are those changes?!? DRM Free Option You asked and we are delivering. In conjunction with GOG, we are going to offer a DRM free version of the game for our Kickstarter Backers. When the campaign ends, you will be able to choose whether you would like a key from GOG or Steam. For our Mac friends, we are still working on a DRM free option, since GOG does not currently support the Mac. Oh, and the great guys at GOG are having a special right now on all of the great Infinity Engine games, so check that out as well. New Digital Tiers We are adding a $50 and an $80 digital tier. The $50 tier will get you the digital version of the game, the soundtrack, the digital version of the Collector’s Book, a collection of wallpapers made for multiple resolutions and multiple monitors, high resolution concept art, a high resolution version of the map, and ringtones. For the $80 tier, you will get all of that plus a digital copy of the strategy guide, and a second digital download of the game. Add-Ons This is a short list for right now, but we will be adding more as the days pass including some pretty swank Obsidian-wear. Add a Digital Download of the Game +$25* Add Three Digital Downloads of the Game +$60* As a quick tutorial on how to add add-ons, goto the Project Eternity site on Kickstarter and then hit the Manage Your Pledge button. The reward tier you had already selected will still be selected and the amount will be in the big box at the top. All you need to do is add the dollar amount that covers the add-ons you would like to your pledge and enter the new total number. For instance, if you are at the $35 Pledge level and want to add one Digital Download, you would enter $60 as your total pledge. New for our Collector's Edition Box Level ($140) Lastly we want to announce that we are going to give our backers at the Collector’s Edition Box Level ($140) a little extra today and that is Beta access to the game! That’s just a little taste of what we will be adding into tiers in the coming days and weeks through stretch goals and the occasional random act. |
re: Pillars of Eternity
Update 5, closing in on 1.8 million stretch goal!
Developing setting and atmosphere are very important to us at Obsidian. We try to build worlds that are believable even when they are fantastic. To do that, we strive to create people, cultures, and conflicts that are both strongly defined and heavily interconnected. In observing community discussion about the game, we've noted two recurring requests for more detail: on the nature of souls and on the level of this world's technology. This update deals less with culture details and more specifically with those two topics since they are fundamental to the way the world works. There's also some information at the end about a new $5,000 backer tier we're excited to introduce. Thanks for reading! N.B.: I know I said I'd talk about mechanics today. I forgot that I had already said I'd talk about technology earlier. Sorry! The next update I do will talk about non-combat skills the nature of classes in Project Eternity. Souls As we hinted at in our pitch videos, souls are A Big Deal in Project Eternity's world. The mortal world has not unlocked all of the secrets of how souls "work" and differing schools of metaphysical philosophy can be found in virtually every culture. What is known is that sapient souls move through an endless cycle of waking life and purgatorial slumber among the gods. Often this slumber lasts for years of "real" time, but occasionally it is brief, with a soul immediately moving on to a new life. Far from being a flawless process, souls are subject to "fracturing" over generations, transforming in myriad ways, and not quite... working right. Some cultures and individuals place a high value on "strong" souls, souls with a "pure" lineage, "awakened" souls that remember past lives, "traveled" souls that have drifted through the divine realms, or those that co-exist with other souls in one body. However, the opposite is also true, resulting in negative discrimination and sometimes outright violence. Through a variety of techniques (e.g. martial training, meditation, ritualistic evocation, mortification of the flesh), some individuals are able to draw upon the energy of their soul to accomplish extraordinary feats. These abilities range from the mundanely superhuman to the explosively magical. Having a strong soul seems to make this easier, but sometimes even people with fragmented souls are able to accomplish the extraordinary. The individual's body seems to act as a conduit and battery for this power, drawing in replenishment from seemingly omnipresent "fields" of unbound spiritual energy in the world around them. Thinkers, spiritualists, and scientists of the world have theorized for thousands of years about the nature and purpose of this process, but others have turned to prayer for answer. Rather than illuminate the presumed higher purpose of this cycle, the gods have obfuscated the truth, at times spreading cosmological lies, pitting believers and empowered chosen agents against each other, and tacitly approving the prejudices of their followers to maintain power. Whatever the fundamental nature of mortal souls is, the people of the world accept the reality of what they have observed: that all mortal bodies contain perceptible energy bound to the individual, and that once they die, their energy will move forward in the eternal cycle that they are all a part of -- that as far as they know, they have always been a part of. Technology The cultures of Project Eternity are in a variety of different technological states. Though some remote civilizations are still in the equivalent of Earth's Stone Age or Bronze Age, most large civilizations are in the equivalent of Earth's high or late Middle Ages. The most aggressive and powerful civilizations are in the early stages of what would be our early modern period, technologically, even if they are not culturally undergoing "Renaissance"-style changes. For most large civilizations, this means that all of the core arms and armor of medieval warfare have reached a high level of development: full suits of articulated plate armor, a variety of military swords, war hammers, polearms, longbows, crossbows, and advanced siege weaponry. Architecturally, these cultures also employ technologies found in Earth's Gothic structures, allowing them to create towering vertical structures. The most recent technologies seeing use in the world are ocean-going carrack-style ships and black powder firearms (notably absent: the printing press). Cultures with large navies and mercantile traffic are exploring the world, which has led to contact with previously-unknown lands and societies and settlement in new lands. Despite their intense drive, these explorers have been restricted from aggressive long-range exploration by monstrous sea creatures that pose a lethal, seemingly insurmountable threat to even the stoutest, most well-armed ships. Black powder firearms are of the single-shot wheellock variety. Largely considered complex curiosities, these weapons are not employed extensively by military forces. Their long reload times are considered a liability in battles against foes that are too monstrous to drop with a single volley, foes that fly or move at high speed, and foes that have the power of invisibility. Despite this, some individuals do employ firearms for one specific purpose: close range penetration of the arcane veil, a standard magical defense employed by wizards. The arcane veil is powerful, but it does not react well to the high-velocity projectiles generated by arquebuses and handguns. As a result, more wizards who previously relied on the veil and similar abjurations have turned to traditional armor for additional defense. New $5,000 Tier Bam! We started with a $5,000 tier that allowed the backer to set up an inn and receive some additional items. Fortunately or unfortunately, that sold out almost immediately. We've come up with a new tier that is aimed toward (but not limited to!) the forum communities that have shown (and continue to show) us so much support. Some of the most fun we've had as players, DMs, and game designers has happened when we got to deal with a group of enemy adventurers -- mercenaries, thugs, whatever you want to call them -- squaring off against the party. This new tier allows you to build a fighting force of extraordinary magnitude to throw at the player. We've also switched around a few of the bonuses in this tier, giving out more digital downloads. We can't wait to see what you come up with. That's all for this update! Tomorrow we'll have some words from Chris Jones about the technology we're using to build Project Eternity. New 5k Tier: http://s3.amazonaws.com/ksr/projects...jpg?1348165584 |
re: Pillars of Eternity
Update 6: Focusing on Tools!
At Obsidian, we have always tried to choose the engine and toolset most suited to the game we are making. When making a sequel to an existing game, we use the engine from the original game so that we don’t waste time recreating the inner workings and gameplay behavior in a new engine before we can even start developing new content. When creating a new game from scratch, we evaluate the options available to us and choose the one we think fits best. In the case of Project Eternity, we feel the best fit is Unity. Unity enables small teams to be very productive. Unity has an amazing development environment that makes it very easy for programmers, artists and designers to work together to build great games. In a very short time we have already made great progress prototyping some of the core functionality for Project Eternity. We do intend to use some of our in-house tools in conjunction with Unity where it makes sense, such as in the case of creating conversations and editing some of the RPG-specific game data. Unity makes it very easy to extend not only the game engine but the development tools as well, and we feel integrating some of the tools that have already proven effective on previous Obsidian games will get us off to a great start on the development of Project Eternity. Unity also supports a wide range of target platforms. We knew that a likely request from the community was going to be support for Mac and Linux versions of the game, and we wanted to make sure we were in the best position to do that. While we could have ported Onyx, our internal engine technology, to those platforms, the time and effort required to do so would reduce the budget we have to make the game and result in less of the awesome gameplay and content our fans desire. Mac and Linux will still require time and effort from us to test, maintain and support but Unity gets us most of the way there. In fact, our experience with Unity so far has made us confident enough that we have decided to remove Linux support from the stretch goals and just commit to providing a Linux version right here and now! Of course, we can’t take something away from our stretch goals without putting something else in its place, so what is that going to be? The $2.2 million stretch goal will still include a new Region, a new Faction, a new Companion and all the hours of additional gameplay, quests, NPCs and items that go along with those things. But we’ve also got something new coming to this stretch goal, and it’s big enough that it’s deserving of its own update to talk about it! So tune in this coming Monday, September 24th where we will reveal our new stretch goals, unveil a fun new tracker for them, and announce our schedule of guest stars for the week! Thank you for supporting Obsidian and Project Eternity! Chris Jones CTO, Obsidian |
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