Pillars of Eternity: RPG style from the good old days...

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Pillars of Eternity: RPG style from the good old days...

Post by Anakha56 »

http://www.kickstarter.com/projects/obs ... t-eternity
Project Eternity
by Obsidian Entertainment

Project Eternity is an isometric, party-based RPG set in a new fantasy world developed by Obsidian Entertainment.

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 aims to recapture the magic, imagination, depth, and nostalgia of classic RPGs that we enjoyed making - and playing. At Obsidian, we have the people responsible for many of those classic games and we want to bring those games back… and that’s why we’re here - we need your help to make it a reality!

...
Follow the link for further info & if you want to donate.

I am hating owning a CC right now :(. I so want to donate toward this...
Last edited by Anakha56 on 11 Dec 2013, 19:19, edited 1 time in total.
Reason: Change title to reflect game name change...
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Re: Project Eternity: RPG style from the good old days...

Post by rustypup »

curse you, sir...

<shut up and take my money!>
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Re: Project Eternity: RPG style from the good old days...

Post by StarBound »

While I admire BG for what it was it was not my type of game at the time it was released. Its just this generations over use of action and cover shooting thats driving me back to the older games.
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Re: Project Eternity: RPG style from the good old days...

Post by Anakha56 »

Goal reached & then some.

A update on the forums:

http://forums.obsidian.net/topic/60221- ... and-races/
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.

***

That's all for today's update. We'll have more information on the world and systems in the near future. Please give us your feedback and thank you for all of the ideas and support you've given so far!
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Re: Project Eternity: RPG style from the good old days...

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good news for Roev... err.. those who care... :P

$25 early-beta access option added...
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Re: Project Eternity: RPG style from the good old days...

Post by rustypup »

trailer tunes published on soundcloud...

<edit>is nowhere safe!? pretentious asperger sufferers appear to really *love* soundcloud... </edit>
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Re: Project Eternity: RPG style from the good old days...

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1:47 for visuals...

:D
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Re: Project Eternity: RPG style from the good old days...

Post by StarBound »

So this is more like Bulder's Gate where Torchlight is more like Diablo?
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Re: Project Eternity: RPG style from the good old days...

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hoping it's better, but i'd settle for BG 2.0... :)
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Re: Project Eternity: RPG style from the good old days...

Post by rustypup »

Image
obsidian.net wrote:The Vertical Slice is just that, a cross section (think of it as a slice of bread cut out from the middle of a loaf) of the world of Project Eternity. At the end of this phase the game will be feature complete, and the content building portion of the team, including area designers, environment artists, and character artists can make shippable content now. Our Vertical Slice is eleven maps large; encompassing our village and dungeon from Prototype 2, and the dungeon and wilderness area from Prototype 1 (we call this area "The Valley of Hector" internally). The content from the prototypes are refactored to fit within the context of the world and overall story of the game. Feature-wise, we are targeting to have the majority of the world building tools complete and all of the character classes playable up to level five.


major milestone for the platform if they pull it off... :D
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Re: Project Eternity: RPG style from the good old days...

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Re: Project Eternity: RPG style from the good old days...

Post by rustypup »

another in-game screencap..
Image

no detail on whether this is an MP party or not... for pre-alpha, the lighting is superb...
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Re: Project Eternity: RPG style from the good old days...

Post by Anakha56 »

Can't browse the site now but RPS did have a art scene and a screen shot scene of your pic and they looked very similar with the screenshot having better lighting.
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Re: Project Eternity: RPG style from the good old days...

Post by rustypup »

update!

pre-alpha chat log:
Image
Stronghold
Tim went on a tear and got most of the backend systems for the player stronghold in place. There are a ton of really fun things you can do with your stronghold like sending companions on missions, buying rare loot off of merchants, building upgrades, and even purchasing hirelings to defend your keep from attack. Watching Tim's stronghold get robbed blind because he has low security and high prestige never gets old.
:D
Spoiler: (show)
Image
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Re: Project Eternity: RPG style from the good old days...

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Re: Project Eternity: RPG style from the good old days...

Post by rustypup »

major update

name officially changed to Pillars of Eternity

backer site is up and sort of running...

and this :D :
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Re: Pillars of Eternity: RPG style from the good old days...

Post by rustypup »

big reveal: release pegged for winter, 2014

more teasing..


Image Image
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