Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Pillars of Eternity Beta Discussion [GAME RELEASED, GO TO NEW THREAD]

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,228
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
 

Athelas

Arcane
Joined
Jun 24, 2013
Messages
4,502
That voice set of Pallegina hints at an encumbrance limit. :M

Incidentally, do I even want to know how you tracked down this extremely obscure bit of information?
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
JES smacking down minimalist scum

The conversation UI could take up the entire screen and you wouldn't technically be losing any functionality since the game is paused. I can sort of understand having a more minimal dialogue UI in a game where conversations happen in real-time and you might want to do other things concurrently, but it doesn't apply for PoE.
 

Maculo

Arcane
Patron
Joined
Jul 30, 2013
Messages
2,533
Strap Yourselves In Pathfinder: Wrath
Oh shit, Roguey has finally arrived in the thread. Not surprising considering the amount of Codexer's that obviously missed him/her/xer.

I was hoping Obsidian would be faster with the beta patches. I hope this is not indicative of the speed of future patches.
 

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
Sensuki posted the full developer credits over on the Obsidian forums btw

Project Leads
Project Director - Josh Sawyer
Executive Producer - Adam Brennecke
Art Lead - Robert Nesler
Audio Lead - Justin Bell
Design Lead - Josh Sawyer
Character Art Lead - Dimitri Berman
Environment Art Lead - Hector Espinoza
Level Design Lead - Bobby Null
Production Lead - Brandon Adler
Programming Lead - Adam Brennecke
QA Lead - Matthew Sheets
Writing Lead - Eric Fenstermaker

Animators
Lead Animator - Mark Bremerkamp
Lead Animator - Shon Stewart
Character Technical Director - Antonio Govela
Animator - Seth McCaughey
Animator - Cathy Nichols
Animator - Krystina Haggerty
Animator - Stephanie Dowling
Additional Animation - Kien Tran

Character Art
Lead Character Artist - Dimitri Berman
Character Artist - James Chea
Character Artist - J.D. Cerince

Environment Art
Lead Environment Artist - Hector Espinoza
Environment Artist - Sean Dunny
Environment Artist - Holly Prado
Environment Artist - April Giron
Additional Environment Art - Paul Fish
Additional Environment Art - Rose Gomez
Additional Environment Art - Bobby Hernandez

VFX
VFX Artist - John Lewis
VFX Artist - James Melilli

Concept Art
Concept Artist - Kazunori Aruga
Concept Artist - Polina Hristova

Audio
Composer & Lead Audio Designer - Justin Bell
Audio Designer - Mikey Dowling
Audio Designer - Zachary Simon

System Design
System Design - Josh Sawyer
System Design - Tim Cain

Narrative Design
Lead Narrative Designer - Eric Fenstermaker
Narrative Design - George Ziets
Narrative Design - Chris Avellone
Narrative Design - Carrie Patel
Narrative Design - Josh Sawyer
Narrative Design - Matt McLean
Narrative Design - Robert Land

Level Design
Level Design - Jorge Salgado
Level Design - Jeff Husges
Level Design - Olivia Veras
Level Design - Matt Perez
Level Design - Ryan Torres
Level Design - Denise McMurray
Level Design - Liz Fiacco
Level Design - Constant Gaw
Design Fellow - Liam Esler
World Almanac - Paul Kirsch

Production
Lead Producer - Brandon Adler
Associate Producer - Rose Gomez
Additional Production - Justin Britch
Additional Production - Carter Thomas

Programming
Lead Programmer - Adam Brennecke
Gameplay Programmer - Tim Cain
Gameplay Programmer - Steve Weatherly [1]
Gameplay Programmer - Brian Macintosh
Gameplay Programmer - Roby Atadero
Tools Programmer - David Szymczyk
Graphics Programmer - Michael Edwards
Graphics Programmer - Jay Fong

Kickstarter Team
Adam Brennecke
Feargus Urquhart
Darren Monahan
Chris Avellone
Chris Jones
Tim Cain
Josh Sawyer
Robert Nesler
Dimitri Berman
Hector Espinoza
Polina Hristova
Justin Bell
James Chea
Sean Dunny
Bobby Null
Brian Menze
Scott Everts

Special Thanks from Kickstarter Team
Joe Bullock
Nathan Davis
Kazunori Aruga
Kieran Yanner
Matt Festa
Richard Taylor
Everyone at Obsidian
 

Grotesque

±¼ ¯\_(ツ)_/¯
Patron
Vatnik
Joined
Apr 16, 2012
Messages
8,986
Divinity: Original Sin Divinity: Original Sin 2
Premature hockey mom voice for a godlike paladin from a fantasy world with tortuous names.
I think its a match...
 

imweasel

Guest
Cain was spending most of his time getting out of the way of Sawyer's ego.

He didn't design very much, just the Stronghold mechanics and a few other minor things.

Premature hockey mom voice for a godlike paladin from a fantasy world with tortuous names.
I think its a match...
The male wizard voice in PoE is Sawyer himself. Now that is a match made in heaven.
 

Arkeus

Arcane
Joined
Oct 9, 2012
Messages
1,406
I still get really weirded out as most of the 'attacks' on the games actually seems like great things about it.

I guess i'd have to play the beta to really get an impression, but it seems a°) a buggy mess, b°) half the flexibility of the classes isn't implemented at all yet, c°) playing other stuff.
 

Grotesque

±¼ ¯\_(ツ)_/¯
Patron
Vatnik
Joined
Apr 16, 2012
Messages
8,986
Divinity: Original Sin Divinity: Original Sin 2
Quick, quick! Man the defenses! Tim Cain is in danger of losing face on the Codex!

Anyone who thinks less of Tim Cain (because of the design quality of PoE) is trepanated. It's all on Mr. Sawyer.
Anyway, everything beats working at Blizzard for example
 

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,799
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Been working on a UI with a portrait sidebar

Progress:

MASTERPIECE.png
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
Joined
Mar 10, 2003
Messages
24,924
"Et tu, Cain?"

Eh. He's just Sawyer's bitch on this one. Can't blame him for this mess.

Hell, the fukklin' Obsidian boss was told to STFU. I doubt the 'newbie' has any power.

LMAO
 

coffeetable

Savant
Joined
Dec 18, 2012
Messages
446
Lead Programmer -Adam Brennecke
Gameplay Programmer - Tim Cain
Gameplay Programmer - Steve Weatherly [1]
Gameplay Programmer - Brian Macintosh
Gameplay Programmer - Roby Atadero
oh cool, i thought it was just brennecke/cain/weatherly. if all five of these are (still) on the project + they're all on bugstomping duties, the update this week is gonna be mega
 

Grog

Educated
Joined
Jul 15, 2006
Messages
80
Potentially some big calls(tm) coming, but for now I think I'm going to attack the skills system - currently it's not achieving the design goals for the game. It is possible to gimp your character skill-wise by not assigning points optimally. I don't think the current triangle system is working, and should be either altered or changed.

Have to try and be reasonable though because skill values have been assigned to dialogues, so the solution kinda has to be coarse enough that it doesn't fuck up the way skills are checked in dialogues currently.

If anyone is finding the opposite/disagrees please state why, if anyone has any suggestions, please make them

It seems like maybe they should just take a page from D&D 5 and make skill picks a have it / don't check along with character level. No need to redo all the numerical checks. No way for investment in a skill to end up a waste. And you could make rogues a dedicated skill character by giving them extra picks ( and talents to do the same for everyone else ).
 
Self-Ejected

Bubbles

I'm forever blowing
Joined
Aug 7, 2013
Messages
7,817
The list of companions is also in the game files, though I'm not sure if there's any value to it:

Kana Rua, male aumaua chanter
Sagani, female dwarf ranger
Aloth, male elf wizard
The Grieving Mother, female cipher
Pallegina, female godlike paladin
Eder, male human rogue
Durance, male fighter
Hiravias, male orlan priest
 

felipepepe

Codex's Heretic
Patron
Joined
Feb 2, 2007
Messages
17,274
Location
Terra da Garoa
Only one Godlike? I wonder if it will be a traumatized/angry person, due all the prejudice towards Godlikes...
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom