I wonder when they will announce their stretch goals
@TheVoxelman on twitter
I wonder when they will announce their stretch goals
@TheVoxelman on twitter
whelp it looks like they are up

1.1 million, Base Goal – Achieved!
Base game includes three races, five classes, and five companions. We have ideas for these, but we want to hear your opinions on what you'd like to see. Stay tuned to Kickstarter, our website, and our forums to join in on the conversation.
1.4 million, New Playable Race, Class, and Companion!
Expands your options for character creation and adds a companion of the new class.
1.6 million, a Mac Version of Project Eternity and The Story Grows!
We've listened and we’ll make a Mac version of the game at this tier. We're also going to add a new major storyline along with new quests, locations, NPCs, and unique loot (special histories everyone?).
1.8 million, New Playable Race, Class, and Companion!
The options grow for your main character and the roster of your motley crew expands with the addition of a new companion from the selected class.
2.0 million, Player House!
Get your own house in the game that you can customize, store equipment in, and where your companions hang out, or, as the elves say, "chillax".
2.2 million, a new Region, a new Faction and another new Companion! And, dare we say it... ? LINUX!
Great news, everyone! For the Tarball Knights of Gzippia out there, we'll be adding Linux support!
Also, the world of Project Eternity grows in a major way with the inclusion of a whole new faction and the territory it holds. This adds new NPCs, quests, magic items, and hours of gameplay. And yes, you got it, another companion.
2.4 million and beyond! Coming soon!
@TheVoxelman on twitter
Mac and Linux support confirmed. Some kind of new announcement is due Monday on what will replace Linux as a $2.2 million stretch goal. I suspect iOS and possibly Android support.
Also, they're going to be offering the game DRM-free where possible (shout out to GOG).

"The worst part about these reviews is they are [subjective]--and their scores often depend on how drunk you got the media at a Street Fighter event." — Mona Hamilton, Capcom Senior VP of Marketing
*Image indefinitely borrowed from BrainBoxLtd without his consent.

I think – after all these years – it might finally be safe to say that a few people kind of liked Baldur’s Gate. Admittedly, there’s not much evidence to support this insane theory of mine, but Obsidian’s Project Eternity is scraping by decently I guess. In light of that, I got in touch with Obsidian creative overlord Chris Avellone to discuss his company’s Kickstarter-fueled overnight success. Among other things, we discussed how different systems (progression, leveling up, choice, etc) will work, why Obsidian picked a fantasy setting, why Project Eternity’s PC-only forever and ever, the potential for something like Fallout 2′s idiot dialogue options, and developers’ ability to innovate in spite of confining themselves to “old-school” rules. Contribute $586 million to the (non-existent) RPS Kickstarter to unlock the “after the break” stretch goal.
RPS: You make some pretty big claims about Project Eternity’s lineage – likening the game to Baldur’s Gate, Icewind Dale, and Planescape Torment. Can you explain how it’s like those games on more specific terms, though? For instance, you say it’ll have the “mature thematic exploration” of Planescape. What kind of themes does that entail?
Avellone: Baldur’s Gate was a party-based, tactical D&D RPG that had a strong storyline, strong companions, and stayed true and faithful to the RPG experience. The biggest takeaway from the BG example is in the way we approach the companion design. We feel that people formed attachments to companions in BG for many reasons – their humor, their backstories, their unique touches in inventory items and barks, and even how they dealt with each other and the player. Also, the amount of questing and exploration, especially in BG2, is something that people love and would love to see again.
Icewind Dale was a party-based, tactical dungeon exploration RPG across a variety of diverse environments that were a hell of a lot of fun for the level designers to make, especially Icewind Dale 2. IWD had some of the most beautiful, crazy-ass locations we’ve ever done, locations that are notoriously hard to do with modern engines.

Planescape explored the philosophies and religions of other races, it explored the idea of the mind shaping reality, and it put forth the question of your place in the universe and then gave you mechanics to compliment that. It purposely bucked many archetypes and tried to re-examine them from the opposite direction, and we’ll do the same in Eternity. We want to explore the ideas and perspectives of other cultures, religions, the concept of language and oral tradition in a world where books aren’t commonplace, and the concept of self in a world where souls transfer from being to being. What kind of cultures and religions come into being in a world like that? What does that mean for you and your companions?
Continued http://www.rockpapershotgun.com/2012/10/05/obsidian-on-project-eternity-old-school-innovation/
@TheVoxelman on twitter
Kickstarter has become so frontloaded nowadays. It's only at 2.5 million. With 6 days left it will finish at +3.5 million, has a chance at the record though?
| crissindahouse said:
|
Wow. My interest suddenly went from almost non-traceable to pretty high.
Is this concept art? I like the realistic instead of stylized look of the graphics.
Slimebeast said:
Wow. My interest suddenly went from almost non-traceable to pretty high. Is this concept art? I like the realistic instead of stylized look of the graphics. |
Pre rendered. Going to look great.
Atto Suggests...:
Book - Malazan Book of the Fallen series
Game - Metro Last Light
TV - Deadwood
Music - Forest Swords
Attoyou said:
Pre rendered. Going to look great. |
Yes, but isn't there also some artist painting being done afterwards? Because I can't see any pixels even in the 2560x1440 version of the screen and in the project page it says:
"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."
Wouldn't this suggest that the artists finalize an image by painting stuff over the rendered 2D picture? At least at this point in development.
Slimebeast said:
Yes, but isn't there also some artist painting being done afterwards? Because I can't see any pixels even in the 2560x1440 version of the screen and in the project page it says: "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." Wouldn't this suggest that the artists finalize an image by painting stuff over the rendered 2D picture? At least at this point in development. |
Yeah thats how it works, they touch them up after they render them then place them in the game . So what your seeing is how it should look in game.
Atto Suggests...:
Book - Malazan Book of the Fallen series
Game - Metro Last Light
TV - Deadwood
Music - Forest Swords