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Update #53: The Man Who Makes Monsters

Update by Bobby Null, Designer and Beast Master

PE-CeanGula.580x441.jpg

Greetings, everyone! I’m on update duty this week, and while this will be relatively brief, I’ll give you a little insider info I hope you find interesting. Today we will be talking about the bestiary. Yeah, that’s right… it’s time to talk about monsters.

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  • 4 days ago
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Update #52: Monk!

Update by Tim Cain, Senior Programmer and Designer

pe-monk-580x507.jpg

Hello! I’m sorry I haven’t done an update in a while. I’ve been working on classes and everything related to classes: abilities, skills, spells, combat…you know, the good stuff. For the past several months, Josh and I have been refining the designs for the non-core classes, the classes that are most unusual, classes like the chanter and the cipher and one of my favorites, the monk.

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  • 1 week ago
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Update #51: Prototype 2 Update

Prototype 2 Update

Update by Adam Brennecke, Executive Producer and Lead Programmer

Project Eternity Town Concept

Last month we finished our prototype 1 build. In Update #47, Josh outlined our goals for the first prototype, which focused on establishing “that IE feel”. Not only did we hit that mark with the look of our characters and environments, but we also hit our target with movement, combat, and gameplay systems.

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  • 3 weeks ago
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Update #50: So… Project Eternity!

Update by Josh Sawyer, Project Director
 
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Thanks to everyone who contributed feedback to our visual demo last week.  While we are still working out some aspects of our environment art, we appreciate both the kind words and the suggestions for improvement that we received.
 
Due to all of the coverage we received, we noticed a lot of new folks asking about the game as well as past backers who may have missed a lot of the updates that have happened since the Kickstarter campaign ended.  We thought it would be a good idea to restate what Project Eternity is all about and update our FAQ.

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  • 1 month ago
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Update #49: Water, Trees, Day/Night, Lighting… All That Jazz

Update by Josh Sawyer, Project Director

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.

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  • 1 month ago
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Update #48: Documentary News and More Arcanum

Project Eternity the Documentary Update
Article by Adam Brennecke, Executive Producer and Lead Programmer
 
pe-Documentary.580.jpg

In Update #23 Feargus announced that Obsidian would fund a documentary of the making of Project Eternity without using a dime from the Kickstarter funding. Here’s a behind-the-scenes of the behind-the-scenes and some other tidbits about the documentary.

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  • 1 month ago
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Update #47: Odds and Ends

Update by Josh Sawyer, Project Director
 
pe-jumpOverBridge.intro.580.jpg
 
We’ve got a lot of things in progress on Project Eternity right now.  As Darren wrote in the last update, we’re winding down our first prototype.  We just did an audit of the work that remains from the first prototype and where we will be going with the next prototype.  Our first prototype allowed us to prove a lot of the basics of movement, character design, stealth, combat controls, inventory, resting, quests, scripted skill interactions, dialogue, status effects, and the ability and spell systems. 

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  • 1 month ago
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Update #46: How (Proto-)Typical

Update by Darren Monahan, dinosaur fan

image

Yep, you’ve seen this before - but not animating!

In this week’s update, we’re back with me for one more! We’ll cover what the team’s up to currently.

To start, every one of Obsidian’s games goes through a series of phases. Those phases, chronologically, are: Prototype, Vertical Slice, Production, and Finalization. At the end of each phase, the team and owners do an analysis of the progress; we verify that we’ve hit key goals, and (hopefully) officially move the project into the next phase.

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  • 2 months ago
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Update #45: FATE: Fulfillment, Arcanum, Torment, Egads!

Update by Darren Monahan, Operations Guy

Fulfillment

In this week’s update, we go over a lot of different little things going on here at Obsidian. Here’s a quick teaser: I’ll be covering a brief update on fulfillment; we have another three videos of Mr. Avellone’s Let’s Play series in Arcanum: Of Steamworks and Magick Obscura, we’ve got some really great news for fans of Planescape: Torment (along with some sexy fan artwork to share!) and lastly, a project we backed recently that we think is pretty cool that you might too.

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  • 2 months ago
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Project Eternity Update #44: The Rules of (Melee) Engagement

Update by Josh Sawyer, Project Director and Lead Designer

Last week, our art director, Rob, showed you our godlike concepts and dazzled you with an in-depth technical breakdown of how we’re doing animation rigging on the project. This week, we’ll be talking about a different technical subject, but one that’s more connected to gameplay: engagement — specifically, melee engagement.

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  • 2 months ago
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