The latest update for Obsidian's Project Eternity shows some in-game footage with a day/night cycle, environmental effects and characters.
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. We also wanted to introduce dynamic elements into the environment that were mostly absent from the classic games, like dynamic water, movement in foliage, and dynamic lighting of the scene.
In a 2D game, this required our programmers and artists to come up with some creative solutions. What they came up with surprised us initially and it continues to amaze us. While we are still working on refining some of the dynamic elements, we're very happy with the progress we've been able to make and hope you feel the same way. Special thanks to Hector Espinoza, our lead environment artist, and Michael Edwards, our rendering programmer, who did a lot of amazing work to bring this environment to life.
Thanks for reading, thanks for your feedback, and we'll see you next week.
Yeah, character detail looked slightly disappointing, we'll see when they get more character stuff up. Also the fact that it was only 720p and the characters were so small probably contributed to that.
Are guys serious? It's just a presentation. Haha. Get bent. This looks amazing in its current stage of dev. They were obviously trying to show off the world detail. I'm sure the characters will have the same attention to detail. I'm so glad I backed this!!!
"Your body is made to be healthy. Itís made to have muscle to be able to avoid being eaten by sabretooth tigers, tyrannosaurus rex, and zombies." - CrossFit North Arlington
Some responses from Josh Sawyer (guy in the video) to feedback on the footage:
"* The baked-in 2D lighting will not shift with time of day. This is an acceptable trade-off in our opinion because the shadows can be very high quality and it puts no burden on the system. We really do want this game to look great and run well on a large spectrum of systems, so we want to be careful about processor-intensive lighting operations.
* Dynamic objects (like the characters) can cast dynamic shadows. We are already exploring how we want additional dynamic lights in the scene to a) light the objects and b) affect their shadows.
* There are some known character animation glitches we weren't able to work out before we finalized the demo. Our idle is very subtle right now; it will be more pronounced and include fidget animations in the future. The walk animation is also new and hasn't been tweaked much. Finally, there is some odd blurring/artifacting that appears in the compressed videos of the characters, which is why the walk cycle seems to have a blur/stutter in it. That doesn't appear in game.
* The scene where the characters enter the scene and the sabre guy walks across the creek is our current default zoom level. We currently control zoom on the mouse wheel. It can get closer than what's in the demo and as far out as the "wide" shots, so you have a lot of flexibility there.
* We are still experimenting with the tree, grass, and bush animations. Our goal is for them to look natural but add life. If they are distracting/odd or too still, that doesn't work."