Pillars of Eternity
#61 Napisany 15 września 2012 - 19:06
#62 Napisany 15 września 2012 - 22:25
#63 Napisany 16 września 2012 - 11:44
#64 Napisany 16 września 2012 - 11:46
#65 Napisany 16 września 2012 - 11:57
Wsparłem zanim osiągnęli 1.1mil. LIKE A BOSS!
#66 Napisany 16 września 2012 - 12:07
#67 Napisany 16 września 2012 - 15:20
To potencjalnie aż 4 miesiące więcej niż projekty zapowiedziane na 2013.
No i duzo mniej niz projekty ktore zostana wydane w 2018... Nie skladam preorderow wczesniej niz na 2 miesiace przed premiera i nie bede finansowal projektu na ks na ktory musze czekac 1.5 roku... Jak kogos to bawi to powodzenia.
#68 Napisany 16 września 2012 - 16:18
A Hala preorderowałeś wcześniej kłamczuszku.
#69 Napisany 16 września 2012 - 17:15
#70 Napisany 17 września 2012 - 08:12
Że co? Neverwinter Nights 2 ma gejmplej podobny do gier na Infinity Engine, z bardziej ograniczonym rozmiarem miejscówek, lepszym system rozgrywki (bo D&D3.5 > AD&D). Grałem w NWN2 i Maskę Zdrajcy w 2009 i jakiekolwiek bugi to pomijalna kwestia. Może w chwili premiery było gorzej, teraz jest dobrze. Jedynie Alpha Protocol jest w surowym, zabugowanym stanie, ale grę jak najbardziej da się przejść.
Obsidian stworzyło zresztą własny silnik, Onyx Engine, i pierwsza gra na nim (Dungeon Siege) była dopracowana w chwili premiery (tak słyszałem, bo sam w to nie grałem). Za kilka godzin ujawnią co to ma być/
Stary, mnie kamera w NWN2 po prostu dobija, już sto razy wolę ustawioną na sztywno (prawie) jak NWN1. W NWN2 niby opcji konfigu wchuj a ja i tak ciągle widziałem albo sufit albo podłogę (zasysam w NWN2 LOL)
hehe, w DS zagraj. Jak nie zaśniesz po 15 minutach stawiam piwo.
#71 Napisany 17 września 2012 - 09:46
#72 Napisany 17 września 2012 - 14:16
Stary, mnie kamera w NWN2 po prostu dobija, już sto razy wolę ustawioną na sztywno (prawie) jak NWN1. W NWN2 niby opcji konfigu wchuj a ja i tak ciągle widziałem albo sufit albo podłogę (zasysam w NWN2 LOL)
hehe, w DS zagraj. Jak nie zaśniesz po 15 minutach stawiam piwo.
Ja nie zasnąłem nawet po półtorej godziny. Po proszę Kozela jasnego
#73 Napisany 17 września 2012 - 14:29
#74 Napisany 17 września 2012 - 14:35
#75 Napisany 18 września 2012 - 01:49
Update #3
http://www.kickstart...ty/posts/310512
Warto kliknąć, bo jest też filmik.
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.
#76 Napisany 18 września 2012 - 21:24
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?).
Wywiady, jeśli kogoś:
http://kotaku.com/59...ng-my-dream-rpg
http://www.gamebansh...-interview.html
http://www.eurogamer...14-release-date
Kilka cycatuf:
Avellone:
[I'm] tired of designing content and interactions that caters to consoles and console controllers. Those limitations affect RPG mechanics and content more than players may realize.
It means we FINALLY have a world of our own that we can build upon, not just for this title but for future releases down the line. We've wanted to do our own RPG world for a long, long time, and it's been hard to pursue outside of existing franchises. Project: Eternity is our chance to take all the RPG knowledge, mechanics, lore, and characterization we've learned over the years and turn it into the game our fans have been hungering for.
Feargus:
Yes, yes and yes – we are still rolling up the system, but our goals are very much along the lines of creating a robust and multi-faceted RPG system. That means having a huge focus on support abilities and not just combat ones. Josh has been whiteboarding up a system for a number of months now for the support ability system and it’s looking very, very cool.
Cain:
Those budget numbers [1-3mil --Ryan] are just right for what we are trying to make. We have an engine already, and we aren't using an established IP with pre-defined game mechanics and an art style that we have to mimic. Both of these things save us a lot of time, because we are now free to make those elements ourselves.
#77 Napisany 19 września 2012 - 22:13
#78 Napisany 19 września 2012 - 22:41
#79 Napisany 20 września 2012 - 07:48
#80 Napisany 20 września 2012 - 13:13
"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."
Tymczasem: perełka. Urquhart w komciach napisał, że wydawcy kontaktowali się z Obsidian proponując im "złoty" deal:
We were actually contacted by some publishers over the last few months that wanted to use us to do a Kickstarter [and] I said to them “So, you want us to do a Kickstarter for, using our name, we then get the Kickstarter money to make the game, you then publish the game, but we then don’t get to keep the brand we make and we only get a portion of the profits” They said, “Yes”.
Albo mają jaja ze stali, albo zmysł biznesowy Czycha. ;>
http://gamingbolt.co...o-a-kickstarter
#81 Napisany 20 września 2012 - 13:18
A dlaczego wydanie gry przez jakiegoś wydawcę musi się wiązać z utratą prawa do marki?? Jeśli wydawca nie finansowałby produkcji gry, to dziwne wydaje się, żeby rościł sobie jakieś pretensje do marki.Albo mają jaja ze stali, albo zmysł biznesowy Czycha. ;>
http://gamingbolt.co...o-a-kickstarter
#82 Napisany 20 września 2012 - 13:55
#83 Napisany 20 września 2012 - 14:00
Dobra, teraz zaczaiłem, że śmiałeś się nie Obsidian a z "wydawcy"...i wszystko stało się jaśniejsze. Ehh...Ziomek od wydawcy tak chciał zbudować umowę. zj** i tyle. Przypomina mi to fundusze hedżingowe: fundusz zarabia na tym, że ktoś pracuje, a ewentualne straty przenoszone są na klientów.
#84 Napisany 21 września 2012 - 16:51
http://www.kickstart...ty/posts/313192
#85 Napisany 21 września 2012 - 18:16
#86 Napisany 21 września 2012 - 19:26
#87 Napisany 22 września 2012 - 11:33
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".