Update #30: How Stuff is Made
Today's update is different from what we've done so far, and is to give you a look at what's going on at the studio. During the making of Project Eternity we want to give you an idea on how our games are made. Making games is not magic - game development just boils down to a lot of work from a lot of talented people. I would like to pull back the curtain, and give you the who (the talent) and the what (the work that they do) to make Project Eternity a reality.
The Stuff
RPGs are large and complex games that have a ton of stuff, and much more stuff compared to most games. Characters, companions, dialogues, areas, monsters, abilities, spells, items, weapons, armor, sound effects, visual effects, interface art, music, crafting recipes, animations, textures, crates and quests are the bits of stuff in Project Eternity... and the list goes on and on. At the time that we finally ship the game, we will have hundreds of thousands of bits of stuff in the game. Managing and creating this stuff is one of our major problem when creating RPGs. Our task is to make all of the stuff as efficiently as possible with a high level of quality.
Right now we are knee deep in pre-production. Pre-production is the period of time at the beginning of development where everything is planned and prototyped, production schedules are made, and pipelines are constructed. I'm not talking about oil pipelines here - I'm talking about asset pipelines. An asset pipeline can be described like an oil pipeline - First the asset is made by a content creator (like an artist), next the asset is processed by a tool so that the game understands what the heck it is, and finally the asset is placed into the game world in its final location. All of the different types of assets (stuff) require a custom pipeline. Pipeline creation is one of the many problems we are tackling right now in pre-production.
The Team
We have many different roles (sometimes called "hats") on the Project Eternity team. Most of the team fall into three categories: content creators (makers of stuff), programmers (making the stuff work), and production (making sure the stuff gets made). Our role percentage breakdown is a bit different than what we typically have on a project. If you look at my fantastic pie-charts below, you can see that we are content focused because we have larger design team, and since our team size is small we don’t have the need for a large production staff.

All of these roles are equally important and are all vital for making the game great:
Art
- Animation: Animation adds life and movement to the game. Every moving object in the game requires an animator to be involved.
- Effects Art: Spell effects, sword swings, fire, smoke, and blood are animated and designed by an effects artist.
- Environment Art: The environment artists make the world look beautiful. They do a pretty good job at it.
- Character Art: Character artists create the characters, companions, and monsters. They also model and texture all of the weapons and armor.
- Concept Art: Concept artists paint and illustrate environments and characters that fit within the art and design vision. Their art is used by the rest of the team for reference on style, mood, color, size and proportion. They also paint the 2D portraits and touch up the 2D pre-rendered environment scenes.
- User Interface Art: All of the buttons that you push, the interfaces that you interact with, and all of the mouse/item/weapon/spell icons in the game are designed and crafted by the UI artist.
Audio
- Audio Design: Audio design is responsible for any and all of the audio that comes out of your speakers. This includes the creation and production of all of the music and sound effects, and making the character voices sound great.
Design
- Area Design: All of the cities, towns, dungeons, and wilderness areas that you can explore are designed by area designers. They take the environments and characters made by the artists to construct a rich and believable world. They also fill the game with quests and combat encounters.
- Narrative Design: RPGs contain thousands of lines of branching dialogue and huge non-linear storylines. The world, story, companions, factions, lore, and themes are created by the narrative designers.
- System Design: Rules and systems specialists. They like numbers and spreadsheets. Combat, abilities, spells, non-combat skills, and items are designed by the systems designers.
Production
- Production: The producers organize the team. They make sure everything is running like a well-oiled machine. Producers have the responsibility for making sure the game is delivered on time, on budget, and is awesome when it's shipped.
Programming
- Engine Programming: The engine programmers deal with system, rendering, and physics code. Unity handles a lot of our engine-level programming for us, so we can focus our programming time and energy on gameplay.
- Game Programming: The game programmers implement the game design including the rules, combat, and abilities. They also code up gameplay systems like dialogues, quests, stores, and create artificial intelligence for monsters.
- Tools Programming: Pipelines and tools used by the team are made by the these programmers. Most of their code lives "outside" of the game code.
Quality Assurance
- Quality Assurance Testing: The QA tester reports in-game problems to the rest of the team. They make sure that all the stuff is working together and functioning properly.
We want to go into more detail on what each person does on the team in future updates. A two sentence description trivializes the responsibilities for each team member, so in the future we will dig deeper and take a closer look into the disciplines.
Next week Josh has an update with lore and other fun worldly things.
Update by Adam Brennecke
FORUMS: Discuss the hats of the project and stuff on the Project Eternity Forums.
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Backers
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Funding period
Sep 14, 2012 -
Oct 16, 2012
- First created · 46 backed
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- Website: eternity.obsidian.net
Pledge $5 or more
317 backers
Thank you for your pledge! Everyone at Obsidian loves you! Every backer for this level or more will receive a KICKSTARTER BACKER BADGE on the PROJECT ETERNITY forums. We want to invite you to our forums where you get a place to speculate about the game, offer suggestions, and interact with the development team.
Estimated delivery: Oct 2012Pledge $20 or more
25000 backers All gone!
For early backers only! DIGITAL DOWNLOADABLE COPY OF PROJECT ETERNITY. This limited price point is only available for the first backers of PROJECT ETERNITY. All Kickstarter backers will receive a special Kickstarter only in-game achievement and item. (The item will not affect the game's balance). Includes Cooking with Tim – An RPG-themed e-Cookbook, and Making of Project Eternity Documentary (streaming).
Estimated delivery: Apr 2014Pledge $25 or more
20921 backers
DIGITAL DOWNLOADABLE COPY OF PROJECT ETERNITY. This price is only available for those who help fund before the game is released! All Kickstarter backers will receive a special Kickstarter only in-game achievement and item. (The item will not affect the game's balance). Includes Cooking with Tim – An RPG-themed e-Cookbook, and Making of Project Eternity Documentary (streaming).
Estimated delivery: Apr 2014Pledge $35 or more
8394 backers
Previous reward tier + DIGITAL DOWNLOADABLE SOUNDTRACK + DIGITAL COLLECTOR'S BOOK IN PDF FORMAT. The digital book will include concept art, player's handbook, monster manual, exclusive information about the campaign setting and characters, and the Making of Project Eternity Documentary (download option).
Estimated delivery: Apr 2014Pledge $50 or more
5727 backers
DIGITAL ONLY TIER - All previous digital rewards + NEW NOVELLA BY CHRIS AVELLONE (PDF) + DIGITAL CAMPAIGN ALMANAC + EXCLUSIVE IN-GAME PET + DIGITAL HIGH RESOLUTION GAME MAP + DIGITAL HIGH RESOLUTION CONCEPT ART PIECES + WALLPAPERS FOR MULTIPLE MONITORS + RINGTONES . You will get a new, original novella written by Chris Avellone and multiple high resolution downloads of concept art and wallpaper (single through triple monitor resolutions). We've also added in a super high resolution PDF of the game map. Our great audio guys are also going to pick out some of the best sound effects and music for you to have a little of Project Eternity on your phone.
Estimated delivery: Apr 2014Pledge $65 or more
3818 backers
Previous reward tier + BOX VERSION OF PROJECT ETERNITY. The boxed copy will include a DVD version of the game and a printed manual. This is in addition to the digital version of the game (so 2 copies total!). Please add $15 for international shipping.
Estimated delivery: Apr 2014Pledge $80 or more
769 backers
DIGITAL ONLY TIER - All previous digital rewards + DIGITAL STRATEGY GUIDE PDF + ANOTHER DIGITAL DOWNLOAD OF THE GAME. We are going to be working in conjunction with a great strategy guide company and at this reward level you will get a PDF of the guide. You will also get a second key to enjoy Project Eternity on another computer, platform, or as a gift to a friend.
Estimated delivery: Apr 2014Pledge $100 or more
1041 backers
Previous reward tier + a PROJECT ETERNITY T-SHIRT + SPECIAL THANKS IN GAME CREDITS + THANK YOU POSTCARD FROM THE DEVELOPMENT TEAM + VIP FORUM BADGE. We really appreciate your contribution, and by showing our appreciation we will add your name to the game's credits and send you a thank you note in the mail. This tier will also unlock a special VIP badge in the PROJECT ETERNITY forums. Please add $20 for international shipping.
Estimated delivery: Apr 2014Pledge $110 or more
792 backers
COLLECTORS DIGITAL ONLY TIER - All rewards from the previous digital tiers + SPECIAL THANKS IN GAME CREDITS + THANK YOU POSTCARD FROM THE DEVELOPMENT TEAM (sent physically) + VIP FORUM BADGE + EARLY ACCESS BETA KEY + all the other digital rewards of the $140 tier available now and added during the Kickstarter campaign. If you are looking for all the rewards of the Collector's Edition, but you don't need the physical goods, then this is a great reward tier for you.
Estimated delivery: Apr 2014Pledge $140 or more
3496 backers
Previous reward tier + we will upgrade your box to a COLLECTOR'S EDITION BOX. You will find a CLOTH MAP OF THE GAME WORLD and the PROJECT ETERNITY CLOTH PATCH inside the box + EARLY BETA ACCESS + PROJECT ETERNITY MOUSE PAD. The collector's edition box will include a cloth map just like the old RPGs that we love. You will also get early access to the game with a BETA KEY. Includes Making of Project Eternity Documentary (DVD/Blu-ray). The game patch is an embroidered high quality non-iron on patch. Game patches are a tradition at Obsidian, and we want to share that tradition with you! Please add $20 for international shipping.
Estimated delivery: Apr 2014Pledge $165 or more
972 backers
FIRST EXPANSION/WASTELAND2 DIGITAL ONLY TIER - All rewards from the previous digital tiers + PROJECT ETERNITY'S FIRST EXPANSION + DRM free digital download copy of WASTELAND 2 + all the other digital rewards of the $250 tier available now and added during the Kickstarter campaign. If you don't need the physical goods, then this is a great reward tier for you.
Estimated delivery: Apr 2014Pledge $250 or more
1746 backers
Previous reward tier + you get your COLLECTOR'S EDITION BOX signed by CHRIS AVELLONE, TIM CAIN, JOSH SAWYER, and the rest of the development team + full color printed PROJECT ETERNITY COLLECTOR'S BOOK + an elite version of the PROJECT ETERNITY CLOTH PATCH. The book will be a full color book that includes concept art, player's handbook, monster manual, exclusive information about the campaign setting and characters, and a special behind the scenes look at making the game. Please add $30 for international shipping.
Estimated delivery: Apr 2014Pledge $350 or more
30 backers All gone!
Obsidian-AMD Loot Bag (US. ONLY). The Loot Bag contains an AMD Processor donated by our incredible friends over at AMD, a signed Obsidian game (not Project Eternity), and a random assortment of Obsidian loot such as pens, coasters, t-shirts, game patches, doodles, etc. The AMD Processor is an A10, does not have a heat sink attached, and will be shipped OEM style. The Loot Bag includes everything in the $250 tier level too. Since we are shipping computer parts, we can't ship outside the USA with this one.
Estimated delivery: Apr 2014Pledge $500 or more
367 backers
The Complete Kickstarter Obsidian Pack: signed COLLECTOR'S EDITION BOX (cloth map, elite cloth patch, and printed manual included) + your name and a personalized message on a MEMORIAL STONE IN-GAME + full color PROJECT ETERNITY *HARD COVER* COLLECTOR'S BOOK SIGNED by the development team + A GOLD PLEDGE SPECIAL THANKS in the credits + T-SHIRT + DIGITAL DOWNLOADABLE COPY OF PROJECT ETERNITY + DIGITAL DOWNLOADABLE SOUNDTRACK + A GOLD PLEDGE VIP FORUM BADGE. Your name will also go on our top pledger plaque in our office, so we can always remember your special contribution.
Estimated delivery: Apr 2014Pledge $750 or more
29 backers Limited (1 of 30 left)
Chris Avellone draws you a CUSTOM TROLL PORTRAIT. Chris Avellone has graciously volunteered to draw a custom troll portrait for you to help raise additional funding towards our last stretch goal target of $3.5m for Big City #2. Chris will number and sign the portrait, write a humorous message to you, and a print will be physically and digitally sent to you. This is a limited run of 30 at a $750 tier (includes all the goods in the $500 tier), so get in quickly. If you are above the $750 tier and would like a custom troll by Chris Avellone please contact Obsidian and we will work with you.
Estimated delivery: Apr 2014Pledge $1,000 or more
114 backers Limited (86 of 200 left)
NAME AND DESIGN AN NPC (Non-Player Character). Help us design PROJECT ETERNITY! We will send you a PROJECT ETERNITY NPC character sheet for you to fill out for our design team. We will turn your personalized character design, with your name, class, and race into an NPC in the shipped game (within reason of course). You will also receive The Complete Kickstarter Obsidian Pack ($500 reward tier) + 5 EXTRA DIGITAL DOWNLOADABLE COPIES OF PROJECT ETERNITY to gift your friends and family.
Estimated delivery: Apr 2014Pledge $1,000 or more
49 backers Limited (1 of 50 left)
HELP DESIGN AN EPIC HIGH LEVEL WEAPON, ARMOR OR ARTIFACT. Help us design PROJECT ETERNITY! Your personalized item will be used by thousands of players and will be one of the best in the game. You can provide the lore, look, and type of the item (within reason), and we will put it in the shipped game. You will also receive The Complete Kickstarter Obsidian Pack ($500 reward tier) + 5 EXTRA DIGITAL DOWNLOADABLE COPIES OF PROJECT ETERNITY to gift your friends and family.
Estimated delivery: Apr 2014Pledge $3,000 or more
7 backers Limited (13 of 20 left)
BECOME A CUSTOM PORTRAIT IN THE GAME + GET A SIGNED ART PRINT OF YOUR PORTRAIT. Help us design PROJECT ETERNITY! Your personalized portrait will be seen and used thousands of players. With a supplied photograph and some additional input from you, a talented Obsidian artist will make a custom portrait to be used in the shipped game. The artist will sign a print of the portrait that will be sent to you. You will also receive The Complete Kickstarter Obsidian Pack ($500 reward tier) + 5 EXTRA DIGITAL DOWNLOADABLE COPIES OF PROJECT ETERNITY to gift your friends and family.
Estimated delivery: Apr 2014Pledge $5,000 or more
3 backers Limited (3 of 6 left)
NAME AND HELP DESIGN AN ENEMY ADVENTURING COMPANY. What beats the classic RPG challenge of squaring off against a diverse enemy party with skills, abilities, and equipment to match your own? Nothing, that's what! Now you can design a crew of knuckle-cracking skull-crushers to ambush players at the worst possible moment. Ha, HA! You are the devil himself! We will send you six PROJECT ETERNITY NPC character sheets for you to fill out for our design team. We will turn your personalized party design into a lethal wrecking crew to oppose the player in the shipped game (within reason of course). You will also receive The Complete Kickstarter Obsidian Pack ($500 reward tier) + 15 EXTRA DIGITAL DOWNLOADABLE COPIES OF PROJECT ETERNITY to gift your friends and family. You also get the top tier WATCHER FORUM BADGE.
Estimated delivery: Apr 2014Pledge $5,000 or more
5 backers All gone!
NAME AND HELP DESIGN AN INN OR TAVERN. Help us design PROJECT ETERNITY! Your personalized area will be prominently seen in the shipped game. You can name it (within reason), and with your input, the design team at Obsidian will create an inn or tavern in your honor. You will also receive The Complete Kickstarter Obsidian Pack ($500 reward tier) + 10 EXTRA DIGITAL DOWNLOADABLE COPIES OF PROJECT ETERNITY to gift your friends and family + DESIGN AND NAME AN NPC + DESIGN AN EPIC WEAPON. You also get the top tier WATCHER FORUM BADGE.
Estimated delivery: Apr 2014Pledge $10,000 or more
5 backers
The Ultimate Pledge Pack. We really want to thank you for your generous pledge in person. You will receive an INVITE TO THE OBSIDIAN PROJECT ETERNITY DEVELOPER LAUNCH PARTY + AN INVITE TO COME PLAY A GAME AT OBSIDIAN. You and a buddy get to party with the game developers at Obsidian and get a behind the scenes tour of the Obsidian office. You get to have a once in a lifetime opportunity to play a board or pen and paper game of your choice with Chris Avellone, Tim Cain, Josh Sawyer, and Feargus Urquhart! You must be able to pay for travel and accommodations to the Obsidian office in Irvine, California for the party and game day. You will receive everything else: The Complete Kickstarter Obsidian Pack ($500 reward tier) + 10 EXTRA DIGITAL DOWNLOADABLE COPIES OF PROJECT ETERNITY to gift your friends and family + DESIGN AND NAME AN NPC + DESIGN AN EPIC WEAPON + CUSTOM PORTRAIT. You also get the top tier WATCHER FORUM BADGE.
Estimated delivery: Apr 2014
Comments
Creator scout on November 14, 2012
Hopefully there is some qwerky/ fun shit in this game.
Creator Ash Meredith on November 13, 2012
Great update thanks.
Creator gel on November 12, 2012
@Sondre, I don't need to be schooled on what QA is or how important it is. The comments below me (and maybe yourself) don't understand that perhaps the reason some past Obsidian games were buggy were not related to their QA being bad, but other reasons that publishers and developers don't make public for various reasons. Just don't assume bugs = QA screwed up. There's so much more going on.
Creator Thor Dymond on November 12, 2012
The insights that you're showing along the way through development are very interesting. I loved reading about the challenges to designing a good armour system, and this window into the practical world of games production is illuminating. This is altogether different experience than a meagre content drip to appease fans, I hope you will have the energy and time to continue providing these snippets, for they offer a unique and engaging experience before the game has been finished!
Creator Laurie R Wicker on November 12, 2012
As a former QA tester, I can tell you that at this point there is little for QA to do other than make sure the latest build actually loads and runs. All the hard work and long hours come much further along in dev, as I can attest from 18+ hour/7 day weeks in the final push to release. I don't have any issue with the current level of QA and am very confident from the current report that these guys have got a solid plan and are VERY competent at their jobs.
Creator Stefan on November 12, 2012
Thank you for the nice update! :)
Creator Will Beason on November 12, 2012
@Bryy,
Not necessarily. (I'll excuse technicalities like Age of Empires, Minecraft, and SimCity which aren't RPGs) As an RPG, Drox Operative IS decidedly non-linear. But with this kind of freedom, you lose the ability to have progressive dialogue as the story unfolds (the computer might not even know what the story is). It also means each additional feature could, on its own, break the game for everyone. Also, it requires extensive balancing for every unexpected interaction the features could have (which is why Drox Operative needs - and has - a large Beta community which provides a lot of feedback). So while you can't have infinite freedom nonlinear game, there definitely are nonlinear games that exist.
Project Eternity is just the kind and scope of game that couldn't be made "truly nonlinear" yet. It may be a very open world (like Morrowind), but I imagine with the kind of story they are going to tell there will be one solution at the end of the game (kill the Big Bad), making the game linear.
Creator Bryy on November 11, 2012
@Zael,
As others have said, non-linearity is IMPOSSIBLE in a video game. The most obvious reason being that it is not real life.
Creator Kosmas Poulianos on November 11, 2012
Great update guys. Letting us see the amount of effort and passion that goes into this game is awesome. It makes us backers feel a part of the process.
Creator just jase yeah on November 10, 2012
Im always hanging out for Eternity updates more than any other, they really help develop the community and makes us backers feel part of the process, thanks guys!
Creator Lena LeRay on November 10, 2012
Thank you for sharing this information. :D This is one of my favorite updates so far.
@Zael: AI isn't developed to the point where a computer game can have a "truly nonlinear" storyline, as opposed to a multilinear one. There's just no way they could program that in. Their hope of making a quality multilinear experience is probably a significant part of why that designer wedge is so large.
Creator Nigel Lau on November 10, 2012
Loved the update even though its pre production.Love the way how they are pretty open and detailed about what goes into this project :)
Creator Michał Przybylak on November 10, 2012
Wow... I feel like someone's taking me seriously :O
Creator Greenfr0G on November 10, 2012
Nice, honest and interesting update. I´ve feared some people might complain "oh, this is the stuff we already know," but I never really saw somebody to flesh out making of game so clearly and honestly. Definitely informative, I´ve enjoyed that.
Creator EOPE42 on November 10, 2012
Very interesting update, one of the best I've seen on KS-games.
Creator Marceror on November 10, 2012
Yep, QA is absolutely essential to any development project, performed by professionals who are doing ther darndest to break the game.
Creator Ber on November 10, 2012
I was really surprised at how small the audio sliver was. Is that one person doing all sound effects, music, and overseeing character voices?! Good update though, was an interesting read :)
Creator Mark OToole on November 10, 2012
Note for those alarmed by the small QA size: The numbers typically grow as a game gets closer to release. There isn't much call for a large QA team in a game's infancy.
Creator Céline .S. Sauvé on November 10, 2012
Wow, that Design slice is _huge_! ;)
Can't wait to dive into that game, though I know that I'll have to. *sighs*
Creator Theobeau:OOoE\Mad man with a box/Exiled on November 10, 2012
While a long time fan of cRPGs I've only recently become interested in how games get made.
For that reason this post was quite illuminating and a good example of how KS backed projects engage with their fan base.
Creator Riddlewrong on November 10, 2012
@Zael
I don't get it. If you want to play a strategy game, an off-beat shooter, or a political text adventure.. why are you looking to this project? Tarn Adams makes really cool games. They're really elaborate takes on established genres, but none of them have much to do with a game in the style Project Eternity.
This would be like me complaining that Project Eternity is going to be nothing like Ben Croshaw's "1213". Well. Duh.
Creator André Reis on November 10, 2012
The amount of work involved in making a game is astonishing, but remember, you have our support guys so keep it going! :)
Creator ImRhoven - 5.16 shades of Torment on November 10, 2012
@zLumer,
Yes, I would very much prefer the game being delayed over it being released in a buggy state. Why the heck would you, as a costumer, want to go through the frustrations of a buggy game and wait months for patches that may or may not come and fix a few issues, when all that can be avoided by just waiting a couple more weeks/months to get the game with a lot less bugs. It's the same waiting but without the frustration.
This is the very reason why I stopped buying games at release. Now I wait for price drops, patch releases and modders having had the time to fix the worst bugs and so I spend less on a game that is more finished. Everyone wins! No not really, but I do.
Why would you pay full price for a incomplete product? I bet that if your plumber left your house with the message that there might be leak or 2 still in your new bathroom, but that he'll be back in a month or 2, maybe, you wouldn't just pat him on the back and hand over your money.
That Obsidian managed to extort such a large sum of money from me up front anyway is a testament to how much I miss this type of game...
Creator Dars1m on November 10, 2012
@Chris if your that interested in QA, they had a Beta Key at the $110 reward level, which I believe you can still upgrade to. I for one would not like to be involved in the Alpha stages of this game, as because of the size of the game, and the variety of systems int it, I have the feeling there may still be some game breaking glitches and bugs left in at that point. I also don't really feel like Beta Testing, but that is more personal preference.
Creator Zael on November 10, 2012
*sighs*
So it's going to be multi-linear and not a truly non-linear experience. Guess indie people like Tarn Adams are the only ones brave enough to venture in that direction with their games.
Creator Sempavor - Bandit of the Obsidian Order on November 10, 2012
What a great post! :)
Creator Bartosz on November 10, 2012
I'd love to hear more from programming department. Something like wasteland2 team posted recently, though probably with more details:) there is so much interesting stuff about the engine, the way you're gonna do the graphics, the systems..
All that awesome stuff!!!
Creator Adrian Zaza Vic on November 10, 2012
filler update is filler
Creator Sashh on November 10, 2012
Good update, I,m looking for more details.
Creator Silver, ∞ Grey Eminence in Exile & WoOS on November 9, 2012
I already knew most of the generic dev stuff, but the PE piechart was interesting.
Creator Bryy on November 9, 2012
@Chris,
QA is the worst thing ever. Why it was the reward for The Tester is beyond me.
Creator Shane Cunningham on November 9, 2012
Great update. At every juncture it's demonstrated that these guys know what they're doing. We're in safe hands people!
Creator Konstantin Karasik on November 9, 2012
That was awesome, thanks!
Always wandered what type of roles you have in the game industry and now i know. Well if ever i think my prefered role would be area designer/ narrative designer
Creator T.J. Brumfield on November 9, 2012
As for the QA comments, KOTOR2 was shipped really early from a short timetable to begin with, and then LucasArts didn't have money to patch much. FO:NV was built on the crappy Gamebyro engine. Morrowind, Oblivion, and FO:3 were equally buggy. DS3 however was built on Obsidian's own engine and wasn't nearly as buggy because they had far more control over it.
Creator Daniel Fearon on November 9, 2012
I'd be interested in hearing more about how communication/cooperation between the groups is handled. For example, there must sometimes be an overlap between narrative and area design.
Creator gloomyMoron on November 9, 2012
You're giving us stuff, and things? Oh man, no one tell Bill O'Reilly about this.
Creator William Schneider on November 9, 2012
Project Eternity - Team Distribution | Other Game - Team Distribution
*ahem* other game = South Park - The Stick Of Truth *ahem*
Both are games which I am looking forward to a great deal!
Creator twincast: Eternally Tormented Mangy WOOS on November 9, 2012
"We have many different roles (sometimes called "hats") on the Project Eternity team."
So that's why there are so many behatted heads at the Obsidian offices!
Creator Shoeclaque on November 9, 2012
Great update! It's nice to know what wheels are turning behind it all (whatever everyone else his talking about... :)). Cheers to the dev team!
Creator zLumer on November 9, 2012
@Sondre
What gel is trying to say is that not only QA is responsible for bugs in the game.
There are tight schedules, deadlines and release dates that get in the way of fixing bugs.
It's nice to have the game cool and bug free, but it's also important to release it fast, even if it means skipping a couple of bugs.
Or you would rather have the game delayed? Then just wait a couple months after the release for patches.
Creator Digi on November 9, 2012
Statler: Oh, so that's why Obsidian games are so buggy! It all makes sense now!
Waldorf: Because they only have the budget to hire a small QA team?
Statler: They have a budget?
Dohohohoho!
Creator Starkillr on November 9, 2012
I imagine they will offer beta testing to backers when they get to that stage. A good QA team is more useful than anything we can help with :)
Creator Nigel Lau on November 9, 2012
Considering the past history with ummmm 'bugs' in previous games i think a lot of us will be hoping QA/Testers/Whoever do a lot better job this time around....
Creator Sondre on November 9, 2012
@gel QA is there to assure the quality of a product. If you skip it, then you'll have no assurance of quality.
Bugs are a defect in quality, they are caused by glitches in the aformentioned "asset pipeline". QA is there to catch the defects so that they don't appear in the final product. The quality of the QA and the quality of the asset pipelines as a whole is therefore adamant to the final quality of the product.
Creator gel on November 9, 2012
You can stop with all the QA comments now. QA is not the reason why pretty much any game has bugs on release. So just save the QA advice because you're all being misguided.
Creator Alan Villarreal on November 9, 2012
Hoping QA is solid. That is what is on everyones minds. We want a solid experience!
Creator Sondre on November 9, 2012
Considering that you are now entirely on your own I would advice you to invest a little more on QA. You won't be able to blame anyone else if the release is horribly bugged.
For the final stages of QA, you should get external, professional, College/University graduate QA to look it over. They'll see things with a fresh eye and they'll be able to speak your lingo so that you'll get the best possible feedback/reports.
Creator Brandon on November 9, 2012
Chris, QA is NOT hanging around playing the game all day. Play testing is completely different than what QA engineers do. With no QA, you won't even make it TO alpha testing. As giant_snark pointed out, once alpha/beta testing starts, QA guys run the triage on all problem reports and tease out the actual bugs to report to the dev team for fixing. In the early stage of the development, they'll be unit testing and integration testing the bare bones of the system. Proper QA is not crowd sourced.
Creator giant_snark on November 9, 2012
@Chris I seriously doubt that a closed alpha can make up for a complete lack of in-house QA testing personnel. If anything the participants in an alpha just find more even more bugs for the QA guys to then properly document for squashing. A horde of "X stopped working when I tried to Y, not sure what's going on" tickets from alpha testers means someone still has to find the actual cause of the bug in a reproducible fashion before it can be then fixed by programmers.
Creator Chris on November 9, 2012
I find that you have QA people a bit iffy.
I mean sure, for small parts maybe, but what should have been done and what should still be done is let the people who are funding the game test it, or at least the higher funders. Most other kickstarters have offered the prototype builds, alpha builds, etc.
I can understand having maybe one or two people that test out a room as you think it's finished but to maybe run around a whole town and see what works and what doesn't, we'd love that sort of stuff.