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KickStarter Underworld Ascendant Pre-Release Thread

Infinitron

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Real-time vs baked lighting: https://www.othersideentertainment.com/forum/index.php?topic=1926.msg26109#msg26109

index.php
index.php


Working on confirming how best to upload the narrative video with 505 right now.

In the SXSW thread, you asked for pictures.......

So I believe I mentioned a week or so ago that we were looking into fixing our lighting system in order to create "real darkness" and "levels of darkness". (If I did not, I apologize). Basically, a lot of our rooms for the pre-alpha and for a time afterwards had lights "baked" into them, such that there was artificial mood lighting in place for when we actually have lights that would cast the way we wanted them to. Now that we're nearing the end of Alpha, we've started to work with our new Art Director, Ryan, to pinpoint how we want our shadow system to work. He's a big advocate for adding blues and greens as shadows rather than just a harsh black shadow, for example.

I've attached two examples of areas below, one with real time lighting (the first) and one with baked in lighting (the second). Ideally, we're looking to create lighting that softens the harsh shadows of 1 with the colors of 2, but is closer to 1's darkness.

Also, please note that these areas are still a heavy WIP and under construction as we speak!

Yeah, it seems the table is floating a little bit in the second shot. Good catch!

So as all of you are more or less pinpointing, we want to have a good balance. The entire game won't look like screenshot1, or screenshot2. The colors of screenshot2 are quite nice, and adds an atmosphere, but it's also (spoilers?) an area infused with more mana. (Thus, the mana wisps.) Additionally, it's pretty easy to see in this room. Nothing wrong with high visibility, but because the lights are pre-baked, that would mean if I shot soaker arrows at every torch... everything would still be tinged a light blue, and we wouldn't have areas of real darkness.

The real darkness shot in screenshot1 is just one example of an area that would naturally have true darkness. It's an interior space, so there's no "mana wisps" or torches nearby to illuminate the space. The color is more grim, and a lot of 2000-era games had this kind of "shade with black" lighting, thus the reference that Curratum is making. We're not offended by the suggestion, we can see how other players may see that as well. That's why we'll bring some of the blue tinges from screenshot2 to the real time darkness sections of screenshot1, and bring more true darkness from areas like screenshot1 to screenshot2.

Balance!
smiley.gif
 

agris

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Real-time vs baked lighting: https://www.othersideentertainment.com/forum/index.php?topic=1926.msg26109#msg26109

Now that we're nearing the end of Alpha, we've started to work with our new Art Director, Ryan, to pinpoint how we want our shadow system to work. He's a big advocate for adding blues and greens as shadows rather than just a harsh black shadow, for example.

Blaine

Also, the first shot looks like a game I wouldn't immediately dismiss, the second shot looks cartoon-y and child-like. Also^2, if they want us to compare two styles, why show two completely different maps? Demonstrate each lighting system using the same damn map.
 

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Zombra

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That "baked lighting" looks terrible. Am I about to rob a convenience store in the Underworld? Why do I have panty hose pulled over my face? I can't fucking see.

bank.png
 

Blaine

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Retarded Fuckface from Otherside Forums said:
With all due respect, the pre-baked lighting shot looks way, WAY better.

The real-time lighting looks like a game out of 2005.

Probably because greenblear fake not-darkness for cawwadoody kiddies hadn't been invented in 2005.
 

Junmarko

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Real-time vs baked lighting: https://www.othersideentertainment.com/forum/index.php?topic=1926.msg26109#msg26109

index.php
index.php


Working on confirming how best to upload the narrative video with 505 right now.

In the SXSW thread, you asked for pictures.......

So I believe I mentioned a week or so ago that we were looking into fixing our lighting system in order to create "real darkness" and "levels of darkness". (If I did not, I apologize). Basically, a lot of our rooms for the pre-alpha and for a time afterwards had lights "baked" into them, such that there was artificial mood lighting in place for when we actually have lights that would cast the way we wanted them to. Now that we're nearing the end of Alpha, we've started to work with our new Art Director, Ryan, to pinpoint how we want our shadow system to work. He's a big advocate for adding blues and greens as shadows rather than just a harsh black shadow, for example.

I've attached two examples of areas below, one with real time lighting (the first) and one with baked in lighting (the second). Ideally, we're looking to create lighting that softens the harsh shadows of 1 with the colors of 2, but is closer to 1's darkness.

Also, please note that these areas are still a heavy WIP and under construction as we speak!

Yeah, it seems the table is floating a little bit in the second shot. Good catch!

So as all of you are more or less pinpointing, we want to have a good balance. The entire game won't look like screenshot1, or screenshot2. The colors of screenshot2 are quite nice, and adds an atmosphere, but it's also (spoilers?) an area infused with more mana. (Thus, the mana wisps.) Additionally, it's pretty easy to see in this room. Nothing wrong with high visibility, but because the lights are pre-baked, that would mean if I shot soaker arrows at every torch... everything would still be tinged a light blue, and we wouldn't have areas of real darkness.

The real darkness shot in screenshot1 is just one example of an area that would naturally have true darkness. It's an interior space, so there's no "mana wisps" or torches nearby to illuminate the space. The color is more grim, and a lot of 2000-era games had this kind of "shade with black" lighting, thus the reference that Curratum is making. We're not offended by the suggestion, we can see how other players may see that as well. That's why we'll bring some of the blue tinges from screenshot2 to the real time darkness sections of screenshot1, and bring more true darkness from areas like screenshot1 to screenshot2.

Balance!
smiley.gif
Physical box better be shaped like a Trapezoid or I'm gonna be pissed :lol:
 

Blaine

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Underworld Ascendant's been in stasis in the back of my mind for so long that I'd forgotten it began development in mid-2014, and has since been pushed back two years. Release date is given as "2018."

I don't like the game's stylized art design (that particular kind with slightly big heads and hands, too many rounded edges on things, etc.), I don't like its nufantasy color palette, and I'm suspicious of greenblear, despite their insistence that it will be "balanced" with actual shadows.

The game will either be good due to its veteran development team despite some worrying signs, or it won't be good; either way, no sense wasting time and effort fretting over it. Back into stasis it goes. Someone wake me when this game actually releases.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Big update: https://otherside-e.com/wp/update-aelita-the-abyss-and-more/

UPDATE: Aelita, the Abyss, and More!

Hey Everyone,

It’s springtime in The Stygian Abyss!

To celebrate the new season, we have a host of new updates to share for Underworld Ascendant, including the new Key Art we have featured below!

505Games_UA_Key-Art_Landscape_smaller-1024x512.png


PCGamer Interview with Paul & Warren at SXSW
Many thanks to everyone who attended or tuned into our PC Gamer exclusive panel at SXSW, where OtherSide’s Paul Neurath and Warren Spector were interviewed by Editor-in-Chief Evan Lahti about what players can look forward to when exploring the Abyss.

If you missed it, you can watch the full panel in its entirety right here.

If you haven’t already, also make sure to subscribe to the official Underworld Ascendant YouTube channel for all the latest trailers, news, and updates by clicking here.

Narrative Cast Spotlight: Cabirus & Aelita
The clip shown during the SXSW panel provided a spotlight of some of the game’s major narrative cast, such as your enigmatic advisor Cabirus and roguish ally Aelita.

As a treat to our newsletter and forum fans, you can watch the clip here.

The video begins with the first in-game footage of Cabirus, who, as you know, is voiced by fan-favorite Stephen Russell (Thief: The Dark Project Fallout 4, Dishonored 2).

You then get to hear the first in-game dialogue by Aelita, who is voiced by the incredible Fryda Wolff (Mass Effect: Andromeda, XCOM 2, Fallout 4).

IMG_9176-768x1024.jpg

Fun Fact: Fryda provided VO for an early demo of Underworld Ascendant, as a rogue character who later grew into Aelita.

To pull a few lines from her character description, Aelita is: “A charismatic anti-heroine and dynamic adventurer. Larger than life; death-defyingly clever.”

When not away on adventures, Aelita acts an intermediary between the player and the game’s three conflicting Factions. She advises you on how to survive the Abyss and how to navigate the intricacies of dealing with the Factions. Because the Abyss is such a deadly environment, Aelita is regularly surprised that the player is still alive. She’s also been known to make the occasional savvy trade. As an exclusive treat for our followers, we’re sharing concept art of her character, which was created by character artist Pete (BioShock Infinite) Anderson.

As an exclusive treat for our followers, we’re sharing concept art of her character, which was created by character artist Pete (BioShock Infinite) Anderson.

aelita-concept_pete-anderson-620x1024.png


We’re big fans of both Stephen and Fryda’s work on the game and can’t wait to share more on their characters soon.

New In-Game Screens
We’re also debuting a new batch of screens, including a look at a few new environments and some dark, claustrophobic spaces in Underworld Ascendant that fans requested to see.

21e07f4c-9125-4267-9c72-5ac4bde3aad5-1024x540.png
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The first level of Underworld Ascendant may be especially notable for longtime fans of the series because it’s a modern follow-up to the first level of Ultima Underworld®.

As you may know, that level was designed by Paul and introduced players to The Stygian Abyss, and, according to many, the Immersive Sim genre. There are more than a few notable landmarks that fans will enjoy, as well as that game’s signature moldy cheese and other questionable food items.

It’s also our “un-training level” where we try to break players from assumptions they might’ve brought in from other games and how to teach them to teach themselves within the deep immersive sim environment.

You’ll see and hear more about it in future updates… and in the upcoming Backer Alpha.

Introducing: Dev Diaries
devdiarybanner-1024x383.png

Last week, in honor of Ultima Underworld®‘s 26th Anniversary on March 21st, we posted the first dev diary of an ongoing series we’ve been working on with our publisher, 505 Games. For those of you who have been out of touch with our progress since 2015, or could use a refresher, these videos are behind-the-scenes shots at what it’s like working on Underworld Ascendant and what we’re trying to accomplish.

Don’t forget to share these with your friends and other fans who are just hearing about the game! We have more of these in the works, so let us know if there’s anything you’re interested in seeing!

You can watch the first of the Dev Diaries here on YouTube.

A Particularly Revealing Bug
As you know, we like to post regular progress reports on our forums and peeks at fun bugs and the like on our social accounts.

We recently posted the following clip showing a physics bug affecting an in-game rope, which it got people’s attention… for reasons different than originally intended.

ropebug_still-1024x663.png


In the clip, you can hear a snippet of previously-unrevealed in-game audio that and our forums and Twitter quickly started lighting up with comments like, “phenomenal,” “some real Thief vibes coming through,” and “the atmosphere here is haunting!”

To give credit where it’s due, that’s the stellar work of our audio director Jim Bonney (BioShock Infinite, Mafia III, Perception). Our director and writer Joe Fielder recently mentioned on our forums, “Jim’s a phenomenal talent and one of the nicest people I’ve ever worked with. It’s amazingly fun to collaborate with him and I’m really confident that he and the rest of our audio team are going to make the game sound great.”

That clip also gave a peek at our current progress on refining darkness and light in The Stygian Abyss, which we’ll have more to share about soon.

The Final Developer Roundtable
devroundtable_deepslug-1024x485.jpg


Thanks to those who made it to our last, but not least, Developer Roundtable last month. You can read the recap and discussion on our forums here, or watch the archive on YouTube.

If there’s a question we missed or you’re curious about what our stage of development is like, let us know on our forums.

Fresh Insider Blog!
3_IMG_0500.jpg

We have a new insider blog available, written by Senior Designer Chris Siegel!

You can read the blog post here on our site.

The password is available here on our Kickstarter: (backers only!)

What’s Next? PAX East!
While we won’t have a public demo at PAX East, we’ll be demoing Underworld Ascendant behind closed doors for press and influencers, and giving them a chance to play the games themselves.

Expect new articles, screenshots and maybe even some new footage afterwards…

Best,

The Team at OtherSide

In Other News…
In case you missed it:
* What makes Thief so special? Paul Neurath talks with Ars Technica about his personal history behind Thief and how the stealth system was designed

* How prepared are you for re-entering the Abyss? Check out our weekly polls and test your knowledge before we launch this year!

* 0451: A Statement of Design Intent by Campster

* We were featured in Edge UK this month! You can pick up your own copy here.

* Retro Gamer covers the history of Looking Glass
 

Infinitron

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Also yesterday's weekly update: https://www.othersideentertainment.com/forum/index.php?topic=1929.0

Afternoon, everyone!

I've been scrambling to catch up on assets I need to review and meetings I've held off since being at GDC last week, so I'm sitting in on the Weekly Build Review this afternoon. This means each of us walks the rest of the team through the levels and features we worked on individually while also playing through the level.

It's nuts to see how different the build looks each week! I barely recognize some of the areas we're browsing through, and it's also fun to see bugs and features listed as we all run through it. ("You can do that?! Is that a bug or-?" "We're keeping that now").

We're mostly preparing our next milestone build for PAXEast, which means finishing up Alpha and cordoning off areas for playtesters next week.

FUN FACTS! As we polish up AI and "behavior states," we've noticed that the Outcasts, who are set to be "cautious", especially if you appear to be stealthing/crouching, walk very slowly towards you, and the experience was more unnerving than we imagined. We're looking to expand that behavior, but we enjoy that experience of turning the corner and being equally cautious of a stranger's silhouette approaching you...

EDIT: apparently the image I attached didn't go through. Modified my post to include the imgur links!

 

crakkie

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I remember Fryda was going into VO after Obsidian. It looks like she got successful with it.

I miss her oft-pornographic livejournal.
 

Runciter

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Isn't the similarity obvious? I wish they hadn't gone the dichromatic route.
 

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