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| Project Eternity For posts concerning Project Eternity; an isometric, party-based RPG set in a new fantasy world developed by Obsidian Entertainment. |
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#1 |
![]() Why a thread like this? – The Kickstarter site for Project Eternity has a ton of information, but finding it all can be extremely time consuming. The goal of this thread is to bring together all of the major details of the game, including those from sources other than Kickstarter, and present them in an easy to access fashion. Feedback and game details from the community are very much encouraged. If you share a detail about the game, please be sure to share the source as well. I want to make sure that all information included here is legitimate. I'll be updating this thread regularly, so check back periodically. --MarcerorSpoiler! Background Project Eternity is a roleplaying game being developed by Obsidian in the much loved style of the Infinity Engine games (i.e. Baldur’s Gate, Icewind Dale and Torment). The intent of the developers is to create a game that has an epic story, a rich world, and deep, memorable characters. The camera view is isometric, to support strategic, party-based combat for a party of up to 6 members. The combat style will be real-time with pause, but we are told that there will be a number of options to go through the game with very little combat, if that’s what you prefer. The game is using Kickstarter to fund the project, which means that this time the fans are effectively the funders and bosses, rather than some big publishing house. That can only be a good thing, considering the seasoned game development veterans who are at the helm of this project. The project was successfully funded on October 16, 2012, bringing in more than $4.1 million USD (including PayPal donations) of its original $1.1 million goal -- making it the second highest funded project on all of Kickstarter! All Kickstarter Goals were met, including a final day 4 Million Dollar Stretch Goal. See the full list of Stretch Goals Here: Spoiler!
Game Details 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. Combat uses a tactical real-time with pause system - positioning your party and coordinating attacks and abilities is one of the keys to success. The world map is dotted with unique locations and wilderness ripe for exploration and questing. You’ll create your own character and collect companions along the way – taking him or her not just through this story, but, with your continued support, through future adventures. You will engage in dialogues that are deep, and offer many choices to determine the fate of you and your party. …and you'll experience a story that explores mature themes and presents you with complex, difficult choices to shape how your story plays out. We are excited at this chance to create something new, yet reminiscent of those great games and we want you to be a part of it as well. Development Team Spoiler! Contents
Update Log Spoiler! |
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Last edited by Marceror; Fri, 7th Dec '12 at 8:15pm. |
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#2 |
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• Game Basics: Your Party, Your Characters, and More Spoiler! • Souls: Souls are A Big Deal in Project Eternity's world. Spoiler! • Technology Level: Late middle ages (swords and shields with some gunpowder weapons, seafaring ships, and of course there is magic). Spoiler! • Game Lore: Lore elements of the Dyrwood and Eír Glanfath are described. Though this corner of the world is not particularly large, the struggles of its residents will surround the heart of Project Eternity. Spoiler! • Life and Death in the Dyrwood: A Lore Update that Discusses the Topics of Life and Death In Project Eternity, Limited Medicine, and the Rarity of Curative Magic Spoiler! • Culture: Spoiler! • Linear Vs. Open World: Obsidian would like to avoid linear sequences whenever possible, but there are usually a few choke points the player will have to go through even in open games. For example, you have to get the water chip and deal with the Master in Fallout. There are a lot of ways to actually do those things, but you can't avoid dealing with them in some way. That's as "linear" as Obsidian would like to get. Source ![]() Map of the Principle Areas Where Project Eternity Will Take Place “Dyrwood and Eir Glanfath are a very small part of the overall world. The entire map that’s shown... is an area maybe a little smaller than Spain. In terms of Project Eternity, you will be spending your time exploring in and around Dyrwood and Eir Glanfath (though not necessarily all of it)” – Josh Sawyer. |
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Last edited by Marceror; Tue, 30th Oct '12 at 6:22pm. |
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#3 | |
![]() Here are five of the characters that you will meet on your journey in Project Eternity (assuming they survive this encounter). Edair is on the left. Aloth is next to him. Then Forton and Cadegund. Sagani is on the right. It has not yet been confirmed which of these will be willing to join your party. Click here to see this amazing artwork in high resolution. • Races: 6 races have been confirmed 3 of which were added by stretch goals. Most, or possibly all, races will include subraces, which have not yet been revealed. The races include:
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Spoiler! • Multi-Classing: Obsidian is considering adding multi-classing, but they are focusing on getting the base classes implemented first. Source • Leveling Your Character: Spoiler! • Characters: These are the characters that have been introduced so far. While I personally feel that it is likely that most, if not all, will be willing to join the player character's party, this has not yet been confirmed by Obsidian. 8 recruitable companions have been confirmed. You can have up to 5 of these companions in your party at once, which makes a party of up to 6 members including your own character, which you will create from scratch.
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Last edited by Marceror; Mon, 29th Oct '12 at 10:34pm. |
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#4 | |||||
![]() Project Eternity's team of crazed environment artists have been working hard on developing our first environment for the game. Early on in the Kickstarter campaign, we told you that we wanted to make maps the Infinity Engine way. That is, we wanted to build 3D levels, render them out as 2D images, and then have our artists paint in beautiful details, highlights, and color-tweaks before they went into the game. Looking back at the levels some of us worked on for Icewind Dale, we were still thrilled with the quality that we could achieve with this approach. For Project Eternity, we're using 10 years of improvements in rendering technology and hardware to get the job done, but we still love what we can do the "old-fashioned" way. We hope you share our enthusiasm. Click here to see this beautiful screenshot in high resolution. This sure ain't your dad's 2D isometric game! • The Endless Paths of Od Nua (aka The Mega Dungeon): It seems that this dungeon will be the Watcher's Keep or Durlag's Tower of Project Eternity. It is a large dungeon, the size of which was determined based on the number of financial backers: 3 to start, +1 level per 2,500 backers above 50k, +1 for 20k Facebook likes for Obsidian. There are FIFTEEN confirmed subterranean levels that ended up in the dungeon as of the end of the Kickstarter campaign! Here's some more details: Quote:
Spoiler! • Adventurer's Hall: Like how parties were created in Icewind Dale? This option is for you then! Quote:
• Player Stronghold: Quote:
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• Firearms: Josh Sawyer talks in greater detail about the inclusion of firearms, and their role in the game. Spoiler! |
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Last edited by Marceror; Sat, 27th Oct '12 at 7:57pm. |
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• Combat Mechanics:
Spoiler! Spoiler! • Attributes: Not much has been shared about attributes as of yet, except this. Low intelligence characters will talk like dummies, and NPCs will regard them as the dimwits that they are. So if you crank that intelligence down, your game will play out differently as a result! Power gamers, you have been duly warned! ![]() Spoiler! • Skills: Skill progress will be closer to Icewind Dale II where you get a number of points per level to spend on skills. We don’t have “skill” and “non-skill” classes, so with each character it’s more about deciding where to spend points rather than having one super-skilled character and five drooling buffoons dragging their swords behind them. Spoiler! • Armor Design: Josh Sawyer talks about the early considerations related to the design of armor in Project Eternity. Spoiler! • Resource Management: Spoiler! • Health & Regeneration: Spoiler! • Reputation: There will be no alignment system or morality meters in Project Eternity. Instead, your actions will be judged based on your reputation. Spoiler! • Level Scaling: Project Eternity will have very little level scaling and almost entirely in critical path areas since there’s a lot of variability in when players approach them. Especially when it comes to optional content and general exploration, there will be no level-scaling. In this regard, Fallout: New Vegas might be a fair comparison (from the 10/12/2012 PC Gamer Live Chat). • Level That Will Be Reached in Project Eternity: Obsidian expects that leveling will be a bit quicker than in the original BG and Pool of Radiance, but not as brisk as it was Icewind Dale, so somewhere in the 10th-12th level range (A/D&D equivalent) seems likely. • Enemy AI: We will probably develop encounters in a manner similar to the IE games, hand-placing groups of enemies in the environment for staged encounters and using patrolling or wandering enemies to add in a "wild card" element. To me, it's not as important to make enemies clever as it is to make enemies distinct in their behaviors and strengths. It's up to the designer to be shrewd about how the encounters are staged and scripted. Source • The Loot System: Spoiler! • Game Modes: Even among the ranks of RPG superfans, there exists a subset of players who can't get enough challenge. They want all of the difficulty features set to "I am pro." Collectively, we've worked on a bunch of these challenge modes in the past and enjoyed the results. Project Eternity seems like a very appropriate place to highlight suites of these difficulty options as distinct gameplay modes that players can opt-into at the beginning of any game. We've come up with three modes we'd like to support, which also includes the ability to turn many of their sub-features on and off on an individual level in an ordinary game: Expert Mode, Trial of Iron, and Path of the Damned. Spoiler! • Quest Markers: It is a common trend with current games for massive magical arrows to show up on maps that tell players exactly where to go to complete their current quest, and quest related NPCs have similar magical arrows announcing them in a most unnatural way. Obsidian wants to make the game feel old-school, so they won't be including quest arrows that point players exactly in the direction to go next. Source Hi-Resolution |
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Last edited by Marceror; Sun, 4th Nov '12 at 7:15am. |
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#6 |
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• Voice Acting: We want to give our designers a free hand when it comes to writing dialog, which means we are going to have to limit how much of that will have voice acting attached to it. Our goal is to have a lot of the critical dialog voiced along with things like greetings and important things that the companions have to say.
• Music with Soul: Here are links to 3 musical pieces associated with PE (I wasn't sure how to imbed these to play direct from the browser, so sorry for the links)
Spoiler! • Graphics: Project Eternity will use high-quality isometric pre-rendered background graphics, like the Infinity Engine games (but at a higher resolution). The character models will be in 3D though, and also some special effects will use 3D technology where it makes sense. (Nothing that will require a very powerful or modern computer though.) Rotating the camera will obviously not be possible, but zooming might be. Spoiler! • User Interface (UI): The UI Direction Is Not Yet Set, But Developer Josh Sawyer Shares His Early Thoughts On The Matter Spoiler! • Supported Platforms: Project Eternity is going to run on Windows, Mac, and Linux operating systems. No console platforms will be supported, and it does not look likely that mobile platforms will be. So dust off that PC! • Digital Rights Management (DRM): The game will be DRM free! • Language Support: The initial release will be in:
We are also looking for ways of translating the game for our fans all over the rest of the world. As we have more information and our funding increases, we’ll make sure to keep everyone updated on what languages will be coming with Project Eternity.• System Requirements: It's too early in development to give hardware requirements. Our target is to run on older machines and to support a wide variety of hardware. We will be announcing the system requirements at a later date so stay tuned for an announcement down the road. • Multiplayer: Nope. Obsidian is focused on creating a great single-player game. • Modding Support: We've partnered with the Nexus Network to host mods. Additionally, we will be releasing file format information and leaving a lot of our data tables open for easy modification. Source
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Last edited by Marceror; Sun, 4th Nov '12 at 6:46am. |
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#7 |
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Obsidian Project Eternity Post-Kickstarter Updates
Update #34: First Art Update December 4, 2012 - Art Director Rob Nesler gives us some early glimpses into what's going on in art land. Behold the Aumaua wizard: Update #33: PayPal Ends Soon! Current Developments November 27, 2012 - In addition to PayPal closing soon, Adam shares some of the key areas of focus for the development team. Among them, the look of two of the new races, the Orlans and Aumaua, is being figured out. Update #32: Meet the Developers - Steve Weatherly November 20, 2012 - Not technically an update about Project Eternity, but as Obsidian stalls for time while they figure out exactly what PE is going to be, they share some background info on one of the PE developers. Update #31: Enter the Story Zone November 15, 2012 - Josh Sawyer discusses his thoughts regarding story development, though he manages to share absolutely nothing specific in 5 minutes of talking! Update #30: How Stuff is Made November 09, 2012 - Adam Brennecke shares details related to the pre-production process. Update #29: Fulfillment and the Pros and Cons of Nostalgia and Realism October 30, 2012 - A skeletal Josh Sawyer talks about Obsidian's early thoughts on the mechanic of armor in Project Eternity. Spoiler! Update #28: What We're Up To October 23, 2012 - Josh gives the first video update since the Kickstarter campaign ended. He discusses the realities of pre-production, budgeting, etc. Spoiler! Update #27: How’d we do, and what’s next? October 17, 2012 - Darren Monahan provides a written update to let everyone know the the final outcome of the recently completed Kickstarter campaign. Obsidian Project Eternity Kickstarter Updates Spoiler! Other PE Related Videos Project Eternity Interview & Developer Insight November 29, 2012 - Adam Brennecke talks "Why Project Eternity?" and more with TotalBiscuit Project Eternity Interview: Feargus Urquhart "This is the game, I always wanted to make" November 11, 2012 - Feargus talks at a very high level about Project Eternity with Video Game Sophistry Spoiler! Here is a recent Matt Chat, where Matt Barton interviews Josh Sawyer about our favorite new CRPG in progress! Josh still seems to struggle with microphone issues, but the video is fully intelligible (still listening to it as I type). There is some great information about spell casting in the later part of the video. Spoiler! |
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You do want to venture forth, don't you? So gather your friggen' party already! Last edited by Marceror; Fri, 7th Dec '12 at 8:12pm. |
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#8 |
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WIP It Good!
(I realize this will make absolutely no sense once the above posts are edited, but I couldn't resist. )
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I was trying to daydream, but my mind kept wandering. - Steven Wright |
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#9 |
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Gems: 11/31
Latest gem: Bloodstone |
The reason I think their systems closely resemble DND is because that is what they are most use to working with which is a good thing in my opinion. It makes everything familiar and yet fresh at the same time to most of here us here.
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Love Knows No Bounds! |
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#10 |
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Yes Topken. Rather than doing something off the wall, Obsidian really appears to be sticking as close as they can without infringing on the DnD IP. I see this as having our cake and eating it too. We all love DnD, but we don't (or shouldn't) love the strings that are attached to that title. That appears to be the mindset of the developers. Hell, there are even 11 base classes, and all of them but one are directly modeled after the 11 DnD base classes. The only 1 that isn't in is the sorcerer, and that's because the way mages cast spells in PE largely makes the sorcerer irrelevant. The class that replaced it, the Cipher, is also based on a DnD class. So yeah, expect a lot of similarities.
I updated to include art for Forton the monk -- who I love already -- and for the extra Mega Dungeon level. We will soon be at 60k backers and 20,000 Facebook likes, so that's 2 more levels coming soon. |
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__________________
You do want to venture forth, don't you? So gather your friggen' party already! |
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#11 | |
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Quick update. I have made a number of "stealth" information updates over the past couple of days. In order to remove the stealth aspect of those updates, I am now including an update log in the first post, where I plan to point out what changes are being made day to day.
I think I have pretty much included everything relevant that has been written in the various updates on the Kickstarter site. I am now in data mining mode, pulling out details from the various update videos and adding information that is being shared in interviews and updates around the web. I continue to encourage other community members to bring any details that I may have overlooked to my attention, for inclusion in this update. Also of interest, I have been invited down to Obsidian's offices next week for an exclusive tour with Adam Brennecke. Sort of a funny story how that came about. I'm trying to see if I can fit it into my schedule. |
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__________________
You do want to venture forth, don't you? So gather your friggen' party already!
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#12 |
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Gems: 21/31
Latest gem: Pearl |
Not sure if this has been posted yet, but I found another NPC portrait. Here it is.
http://media.obsidian.net/eternity/m...on-700x956.jpg |
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#13 | |
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Join Date: Jun 2000
Location: Cori Celesti
Posts: 20,808
Blog Entries: 13
Like: 159
Liked 123 Times in 80 Posts
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#14 | |
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Well okay. It's actually a little embarrassing actually. On Friday morning Obsidian included this post on their Kickstarter site:
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I read this post while I was rather exhausted, after working 16-17 hour days all last week to meet a major deadline. I didn't notice that at the end of that post was a schedule of events, some of which included a "livestream" link next to them. Maybe if I had been less tired I would have realized that the livestream link was most likely an indication that Obsidian's comment about literally opening their doors was just poor wording on their part (they actually meant they would open their doors, virtually). I also thought it strange that they included no address, but I'm resourceful enough to find that. At the end of the day, they are only 30 minutes away from me, and I needed some fresh air after delivering on my deadline at work. So, I hopped in my car after the lunch hour, and drove to their office. I had no problems getting into their parking lot. The parking attendant was very polite, in fact. I had no problems getting into the lobby of their building (it's a large office in Irvine CA, shared by numerous companies). I easily found that Obsidian was in suite 200 by looking at a large legend in the lobby. I went up to floor 2, and sure enough, I was looking at their reception area. I was already feeling a lot like a stalker at this time, as there was absolutely nothing to indicate that Obsidian was expecting company, but I had come too far just to turn around. The receptionist, not surprisingly, had not heard about any public invitation. I showed her the Obsidian post on my iPhone, and she seemed to agree with my interpretation. She made a couple of phone calls. I'm not sure who the first was to, but the second was to Darren Monahan, their CIO and one of their founders. I heard him laugh as (I believe) he reread the post I was talking about, and soon after the receptionist simply apologized, telling me that a literal visit hadn't been their intent. Given no other option, I turned around and left. I was angry, frustrated and embarrassed at my experience. When I got home, I proceeded to share about it on the Kickstarter site. As you might expect, I had a number of people backing me up and saying that it was shameful of Obsidian not to at least come out and say hi to me, and a number of people who were flaming me for not understanding the intent of the post to begin with. After about 15 minutes of fairly heated chatting back and forth (much like a bar fight, my "supporters" and my "opponents" began arguing with each other), Darren Monahan popped in and apologized, and invited me to come back next week for a tour with Adam. Shortly after that I believe Feargus (he's the only one who doesn't sign his name when he posts using a shared Obsidian account on KS) also chimed in that he was sorry about what happened, and that he was looking forward to having me come by. Once Darren and (most likely) Feargus said their peace, all the Kickstarter posters were happy, agreeing that Obsidian is a great company to take care of a fan like that, even a misguided one. So I just need to contact them with some proposed times next week and see what we can work out! This will be far cooler than what I had originally expected, as I never thought I'd get this sort of 1 on 1 attention. If I end up doing it, I'll certainly share about it. ![]() @Rawgrim, I'm aware of the artwork for Forton. I added it here shortly after it was posted by Obsidian yesterday. |
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You do want to venture forth, don't you? So gather your friggen' party already! Last edited by Marceror; Sun, 14th Oct '12 at 8:13am. |
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#15 |
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Join Date: Jun 2000
Location: Cori Celesti
Posts: 20,808
Blog Entries: 13
Like: 159
Liked 123 Times in 80 Posts
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Marceror, that's hilarious, but in a good way. All's well that ends well?
Great to hear that one of our own will be getting a private audience at Obsidian - take some pics! If they let you, of course. You can flash your imaginary SP press card around for better effect.
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#16 |
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I will definitely try to come back with some pics! I'm also hoping to see if I can get an exclusive game detail or two, to be posted here first. I'm not sure what to expect, but will try to make the most of it.
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__________________
You do want to venture forth, don't you? So gather your friggen' party already! |
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#18 |
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The Small One
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So, one question that I have not found the answer to, on Kickstarter or here, is, when is the expected release date?
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#19 |
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Instigator
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#20 |
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Scot, good point. Estimated release date has been added to the introductory post.
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You do want to venture forth, don't you? So gather your friggen' party already! |
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#21 | |
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I have added a couple of details that came out of my interview with Adam Brennecke yesterday. Namely, he gave me a sneak peak of a new companion who is an Orlan Cipher and a detective, currently under development. He also shared a couple of details about the Priest and Paladin classes.
Adam is a really nice, down to earth guy. Chatting with him was a real pleasure. |
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You do want to venture forth, don't you? So gather your friggen' party already!
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#22 |
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I've been a bit slow getting to updates this week, but I have made several this evening, including changing the Video section into more of a timeline that now includes all Kickstarter updates since PE was first announced until today. I have also broken up Game Mechanics and Technical Details into their own posts, as the Game Mechanics section has grown rather large. A number of other changes have been made as well, reflected in the change log in the first post.
Cheers! |
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__________________
You do want to venture forth, don't you? So gather your friggen' party already! |
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#23 |
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Gems: 13/31
Latest gem: Ziose |
We appreciate you hard work here Marc. It's handy, having all those infos in one place!
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"When in doubt, Nahals's Reckless Dweomer!" |
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#24 |
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Gems: 1/31
Latest gem: Turquoise |
I know this might be a little late since I'm new here, but wow, everything's so... organized. Fantastic job, Marceror!
I cannot wait for this to be released!
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I'm all about stupid! |
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#25 |
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Join Date: Oct 2000
Location: San Pedro, CA, USA
Posts: 9,726
Blog Entries: 18
Like: 20
Liked 45 Times in 32 Posts
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Anyone else notice the lake in the bottom right of the map is "Lake of Drow Tombs"?
I assume "Drow" should be "Drowned" and got covered, but I thought it was funny.
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Who put the rapist in therapist? |
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