Project Eternity to Recapture “Infinity Engine Feel”

Josh Sawyer, Project Director of Obsidian’s upcoming game Project Eternity, posted an update on the game’s Kickstarter page describing the progress that the studio has made thus far. In addition to releasing a few images of the work-in-progress, Sawyer shared details about where studio is currently at with the game.

Sawyer said of the game’s first prototype: “We just did an audit of the work that remains from the first prototype and where we will be going with the next prototype. Our first prototype allowed us to prove a lot of the basics of movement, character design, stealth, combat controls, inventory, resting, quests, scripted skill interactions, dialogue, status effects, and the ability and spell systems.”

He added that while there’s still a lot of work to do with the aforementioned elements, the studio succeeded in giving the prototype “that IE feel”, referring to the Infinity Engine, which powered Black Isle Studios’ RPGs including Planescape: Torment and Icewind Dale.

“How I organized and moved my characters, how I used them differently in combat, how I explored areas very much captured the feeling of the Infinity Engine games in gorgeous high-res environments,” wrote Sawyer.

The developer says that they are going to try another approach to building interior environments in the game to make sure that they can “capture as much of the organic feeling of the classic levels as we can.”

He added that the game’s engine has dynamic water, but that there’s still work to be done with trees, grass, ambient visual effects, and a day/night cycle they’re planning to implement.

“In case you’re wondering about the story, we’ve been working on both a lot lately as well,” wrote Sawyer. “We really want Project Eternity to strike the right balance of elements: to introduce you to this new setting, to make you feel personally invested in your choices, to engage you with the personalities and factions involved in the conflict, and to give you all of the freedom you’ve come to expect from an Obsidian RPG. It’s a long process, but we’re feeling very positive and excited about where we’re going, which is always a good thing.”

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