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Pillars of Eternity


Norak

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  • 2 hafta sonra ...
  • 1 ay sonra ...
Paradox patlatmış açıklamayı, ondan KS updateten önce duyduk.

http://forums.obsidian.net/topic/68878-pillars-of-eternity-early-2015-beta-feedback-and-game-polish/

Publisher baskısı olmadan oyunların zamanında çıkmasına izin verdiği için Kickstartera bir kez daha teşekkür ediyoruz.

"Brian Adler" said:

We were really pushing for a release this year because we felt it was possible. I still think we could have done it if we needed to, but it would have been a death march for the team, it would have lacked polish, and it likely would have been a buggy experience. We want Eternity to be good. We all have a lot of pride in what we do. Plus, we want to give the backers a game that they can be proud to have backed.
http://forums.obsidian.net/topic/68877-delayed-to-early-2015/page-5#entry1519332


http://i.imgur.com/ogm9A2A.gif
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Yeter ki seni tatmin edelim

Sawyer said:

Major things we are working on right now:

* Restructuring class advancement to allow more options, both within the selection of core class Abilities and through the (many) Talents that we implemented based on backer feedback.

* Modifying some class features to be more transparent or just fundamentally work better. Monk wounds (and many of their abilities) were very confusing previously. We've revised them to make what's happening much clearer and easier to use.

* Save/load and other persistence issues. This has been more troublesome than we initially expected and it has caused problems over a much longer period of time than we expected. Save/load issues can be infuriating, so we really need to spend the necessary time on it.

* Memory overhead. Dan Spitzley has already made good progress on this by looking at audio memory issues and inefficient texture use/atlasing.

....


Devamı için: http://forums.obsidian.net/topic/68877-delayed-to-early-2015/page-9#entry1520405

Sawyer said:

I know some people wonder why this was the specific time when we chose to announce our delay. After all, there were big problems in Gamescom/BB build, so why not announce a delay immediately? I think it's a reasonable thing to wonder about, so hopefully this explanation will answer some of your questions.

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.

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http://forums.obsidian.net/topic/68877-delayed-to-early-2015/page-10#entry1520422
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