|Thursday, October 9, 2014|
Why Pillars Of Eternity Won't Arrive Until 2015
6:00 AM | Cord Kruse | Comment on this story
Obsidian Entertainment's J.E. Sawyer has revealed reasons for the timing of the recently announced delay of its upcoming Pillars of Eternity fantasy RPG. Now scheduled to launch in early 2015 the game is inspired by classic RPGs like Baldur's Gate, and features the isometric view point and turn-based-with-pause combat system made popular by such titles. Pillars of Eternity will give players the chance to experience a high fantasy setting populated with interesting characters and challenges to overcome.
When you, the individual developer, think there is a timeline problem on a project, it's usually not enough to simply rely on spidey-sense. There are exceptions to this, e.g. if you're working on a small team where everyone has high exposure to almost every aspect of the game. But with a team of 20+ people working on a project at a company of well over 100, gut feelings aren't substantive enough to make immediate course-corrections. What they are good enough to do is start investigating and start planning potential scenarios. When the Backer Beta went out, Adam, Brandon, and I all knew there were major problems, but we needed to quantify those problems in terms of time spent across our team. I.e., how many problems, how long do these problems take to fix, and who has time to fix these problems? We also had found work, which is a general way of bundling those valuable and worthwhile new features and options that backers and internal developers bring up that we think we really should take the time to pursue.Read the full article at the link below.
Why The Pillars Of Eternity Delay Wasn't Announced Earlier
What The Pillars Of Eternity Developers Are Working On Now
Pillars Of Eternity Delay Announcement
Pillars Of Eternity Hero Edition
Pre-Order Pillars Of Eternity Hero Edition
Darkelfs Invade Runemaster
6:00 AM | Cord Kruse | 1 comment
Paradox Interactive recently released a new "Darkelf" dev diary for its upcoming Runemaster role-playing game based on Norse mythology. Players take the role of a champion and must explore procedurally generated maps and complete quests based on the six worlds of Norse myth, with each choice defining their champion. To succeed they will also need to recruit and command troops in tactical combat.
InspirationLearn more about the Skald hero class in the update linked below.
Runemaster: Darkelfs Details
In Norse mythology there is a bit of confusion and disagreement regarding the Darkelfs. There are Dökkálfar, Svartalfs and Dwarfs, which some scholars interpret as being different names for the same race. While the Dökkálfar and Svartalfs are seldom mentioned, Dwarfs are referenced a lot more frequently. Both Dökkálfar and Svartalfs loosely translate to "Darkelfs", which is why we decided to use that name for the main race of Svartalfheim, which itself translates to "home of the Darkelfs".
When we started making concept art for the various races, we tested different approaches for each of them. While designing the Troll, we made many different versions and one of them turned out to be perfect for the Darkelfs, and so we continued iterating on that until we were more than satisfied with them.
We imagine the Darkelfs as bald and sombre shaped by the world they live in, as Svartalfheim is depicted as being under ground. The Darkelfs also borrow some features from bats, especially their ears. These are long and go straight up, unlike other elfs whose ears tend to tilt to the back.
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