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bp9801

Pillars of Eternity (formerly Project Eternity)

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Surprised I never posted in this thread seeing as I backed it on Day One, literally.

 

Environment looks good, but there's still a ways to go before we get to play it.

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Definitely still a ways to go, but things are looking good so far. Environments have that gorgeous quality like the ones in Icewind Dale, Baldur's Gate, and the like.

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Newest update provides a bit more insight into where Project: Eternity is at. Can read the full thing here, and see a snippet of stuff below.

 

 

Art
 
Modeling Hide Armor for Male and Females - Hide armor has been challenging to model and te xture with skin tinting because there's a lot of skin shown.
Creating Orlan Heads - This includes modeling differences for the Wild and Hearth ethnicities.
Polishing Prototype 2 Areas to "Beta" - Extra shine is put into the areas to make them feel more alive and varied.
 
Design
 
Creating the Vertical Slice Area Design Document - The designers are adding more content to the world and fleshing out the village with additional quests.
Designing and Coding the Class Abilities for the Cipher and Chanter - The Cipher and his "focus" powered spells are working, and now Tim Cain is working out the Chanter phrase system.
 
Programming
 
Coding up the Save/Load and the Persistence System - This entails saving and loading games, and making sure the current map state is preserved across area transitions.
Wrapping up the Area Designer Toolbox - Doors, encounters, traps, triggers, loot, NPCs, and creatures can all be placed and manipulated through script.

 

 

And here's a view of a vertical slice (a cross section of the world) dungeon concept.

 

pe-dungeon-concept.1000.jpg

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Big update over on Kickstarter. Discusses the first "BIG" city in the game, some of the creatures, items, art, and things like the journal, conversations, player strongholds, world map, and a lot more.

 

 

Hey, everyone. As you know, over the past six weeks we have been working on our first production milestone - the cleverly titled Production 01 milestone. Our first target has been Defiance Bay (our first BIG city) and the team has been busting their collective butts to get as much fantasy roleplaying goodness as possible into the city.
 
In George Ziets' own words, "Defiance Bay is the capital and largest city in the Dyrwood, gateway to the riches of Glanfath, teeming with adventurers and explorers from all over the region. Defiance Bay is a city of the common people, where the most prominent and respected citizens are self-made men. It stands at the forefront of experimentation in soul magic and exemplifies the age of discovery."

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Makes sense for the slight rename since keeping "Project" just sounded weird.

 

Also, dear sweet zombie Jesus that looks great already.

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No new updates since (haven't looked through the forums yet) but this game is coming along quite nicely.

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Obsidian posted a new update with some nice information. The beta is on track to arrive August 18, with all keys coming from the game's backer portal. The beta is only on Steam (and Windows right now), and it'll have a separate key so people who still want their final copy to be DRM-free can claim it that way.

 

Still going to be a bit before the finished game is ready, but the beta is a good indicator that it'll be out before long!

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Obsidian posted a new update with some nice information. The beta is on track to arrive August 18, with all keys coming from the game's backer portal. The beta is only on Steam (and Windows right now), and it'll have a separate key so people who still want their final copy to be DRM-free can claim it that way.

 

Still going to be a bit before the finished game is ready, but the beta is a good indicator that it'll be out before long!

Backer Beta officially launched yesterday and Obsidian posted a wealth of new information about it and what it's looking for. Interestingly (and smartly), it has no connection to the main story of the final product, so no worry about any spoilers. More devs should do that!

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