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Old 04-09-2013, 11:13 PM   #1
randir14
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Project Eternity Footage


The latest update for Obsidian's Project Eternity shows some in-game footage with a day/night cycle, environmental effects and characters.

Quote:
Welcome. Today's update is a big one, though not by volume of text. Today we're showing you our game in action. Specifically, we're showing what we've been doing for our exterior environments. The Infinity Engine games were known for their art, and we wanted to hit the high standard of visual quality established by games like the Icewind Dale series. We also wanted to introduce dynamic elements into the environment that were mostly absent from the classic games, like dynamic water, movement in foliage, and dynamic lighting of the scene.

In a 2D game, this required our programmers and artists to come up with some creative solutions. What they came up with surprised us initially and it continues to amaze us. While we are still working on refining some of the dynamic elements, we're very happy with the progress we've been able to make and hope you feel the same way. Special thanks to Hector Espinoza, our lead environment artist, and Michael Edwards, our rendering programmer, who did a lot of amazing work to bring this environment to life.

Thanks for reading, thanks for your feedback, and we'll see you next week.
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Old 04-10-2013, 12:52 AM   #2
OmegaVader
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Just perfect. Exactly what I would envision Baldur's Gate and the Infinity Engine would look like today.
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Old 04-10-2013, 12:56 AM   #3
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Just perfect. Exactly what I would envision Baldur's Gate and the Infinity Engine would look like today.
Yeah, the game looks way better than I expected.
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Old 04-10-2013, 01:00 AM   #4
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Wow. Was a little dubious when they said it'd be isometric, but that looks pretty nice.
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Old 04-10-2013, 01:30 AM   #5
Coldeath
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Mad props to the guys cant wate for this
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Old 04-10-2013, 04:24 AM   #6
defiant
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Fucking awesome!
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Old 04-10-2013, 04:50 AM   #7
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interesting, looks promising. Glad I contributed to this one!
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Old 04-10-2013, 06:15 AM   #8
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Character detail is disappointing for a normal game but about what I'd expect from an indie title that chooses to throw back to isometric for nostalgia.
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Old 04-10-2013, 07:29 AM   #9
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Yeah, character detail looked slightly disappointing, we'll see when they get more character stuff up. Also the fact that it was only 720p and the characters were so small probably contributed to that.

The environment looked awesome.
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Old 04-10-2013, 07:37 AM   #10
MADxMrMike
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Are guys serious? It's just a presentation. Haha. Get bent. This looks amazing in its current stage of dev. They were obviously trying to show off the world detail. I'm sure the characters will have the same attention to detail. I'm so glad I backed this!!!
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Old 04-10-2013, 08:01 AM   #11
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I thought it all looked great. The hardest thing was picking out all the details on a small ass screen. I'm very interested in seeing how this pans out.
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Old 04-10-2013, 09:45 AM   #12
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Wow, this looks SO much better than what they've shown for Torment. Glad I funded this one for $65 and canceled the other.
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Old 04-10-2013, 10:04 AM   #13
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OMG....can it be? Everyone actually likes a game????!?!??!?!?!??! I'm going to play the powerball....this is a momentous occasion.
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Old 04-10-2013, 01:04 PM   #14
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Originally Posted by wunshot View Post
OMG....can it be? Everyone actually likes a game????!?!??!?!?!??! I'm going to play the powerball....this is a momentous occasion.
Looks shitty.

C-C-C-Combo Breaker

/just kidding looks good!
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Old 04-10-2013, 01:37 PM   #15
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Some responses from Josh Sawyer (guy in the video) to feedback on the footage:

Quote:
"* The baked-in 2D lighting will not shift with time of day. This is an acceptable trade-off in our opinion because the shadows can be very high quality and it puts no burden on the system. We really do want this game to look great and run well on a large spectrum of systems, so we want to be careful about processor-intensive lighting operations.

* Dynamic objects (like the characters) can cast dynamic shadows. We are already exploring how we want additional dynamic lights in the scene to a) light the objects and b) affect their shadows.

* There are some known character animation glitches we weren't able to work out before we finalized the demo. Our idle is very subtle right now; it will be more pronounced and include fidget animations in the future. The walk animation is also new and hasn't been tweaked much. Finally, there is some odd blurring/artifacting that appears in the compressed videos of the characters, which is why the walk cycle seems to have a blur/stutter in it. That doesn't appear in game.

* The scene where the characters enter the scene and the sabre guy walks across the creek is our current default zoom level. We currently control zoom on the mouse wheel. It can get closer than what's in the demo and as far out as the "wide" shots, so you have a lot of flexibility there.

* We are still experimenting with the tree, grass, and bush animations. Our goal is for them to look natural but add life. If they are distracting/odd or too still, that doesn't work."
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Old 04-10-2013, 08:24 PM   #16
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Quote:
Originally Posted by ElektroDragon View Post
Wow, this looks SO much better than what they've shown for Torment. Glad I funded this one for $65 and canceled the other.
Give them a little time; this game was started first. I doubt intensely that they'll come up with an inferior alternate environmental rendering method for Torment.

If it's the art direction you dislike, though, whatever.
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Old 04-10-2013, 10:08 PM   #17
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Give them a little time; this game was started first. I doubt intensely that they'll come up with an inferior alternate environmental rendering method for Torment.

If it's the art direction you dislike, though, whatever.
He likes it well enough to have already planned on pirating it.
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Old 04-11-2013, 07:56 AM   #18
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My jaw dropped when i saw how detailed the environments turned out.

Add into that a cool story and combat and we have a winner
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