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Wasteland 3 Fig Update #28: Still A Megaton Of Work Left To Go

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Wasteland 3 Fig Update #28: Still A Megaton Of Work Left To Go

Game News - posted by Infinitron on Tue 14 May 2019, 18:05:53

Tags: inXile Entertainment; Wasteland 3

There's been virtually no real news about Wasteland 3 for the past ten months. This has led some to believe that the game is languishing in some sort of development hell - a perception encouraged by the unusual rate of turnover in its writing team. Others have theorized that inXile have been using their pile of Microsoft cash to substantially overhaul and improve it. Whatever the case, there's still no real news in today's long overdue Wasteland 3 Fig update. But at least inXile are admitting that two and a half years after its crowdfunding campaign, the game still needs a lot of work. Oh, and they also threw in a look at some random character for good measure. I quote:

Communications Wasteland

It’s been a while since our last update, and that’s because we’ve been hard at work on Wasteland 3, and getting a lot of the core pieces of the game in-place. As we’ve said before, the game is effectively playable from start to finish—but there’s still a megaton of work left to go. Sure, you can complete quests and navigate most of the areas, but this is the most time-intensive stretch of the project. We have the bones—the skeleton is there—but it’s filling it with all the sinew, cartilage, and guts that really make the Wasteland experience what it is. Things are really shaping up, but the most critical work is just getting started. We’ve been hiring and growing the company, as well as putting a lot of the new Microsoft development resources to good use, and that’s going to help us be able to make Wasteland 3 even bigger and better.

We’ll have development updates to share during E3, so look forward to our next update with more specifics then.

Face to Face in the Wasteland


As you saw in our Fig campaign launch trailer, Wasteland 3 is the first game in the series to feature a cinematic conversation system. It gets you up close and personal with the big story characters you’ll encounter in Colorado, and one of those is MacTavish. He’s a coarse, blustering mechanic in Colorado Springs, who wears a luchador mask because . . . well . . . you’ll have to wait and see.

In this update we wanted to share some of the process that’s going into bringing this character to life. First it starts with a character pitch or write-up, and from those largely text-based descriptions the artists work up concepts and shape studies to hone on in a final look and design for the character’s appearance and style. In an effort to not spoil too much we’ll skip ahead a bit to his final concept piece.

Once we have a concept done we’ll move on to a high-poly model like this one, which we’ll break down into the pieces that will help give it a high quality appearance in-game, but without requiring a super-computer to render. After that comes mocap, and then the voice recording we’ve done is married to that with final animations.

This is a look at his masked face model, which isn’t too far from what you’ll see in-game. We’ll have more to share on MacTavish in the future, as well as the creative process for bringing some of our other characters to life.

Look Forward to E3!

Thank you for your patience as we continue development and work toward more consistent backer updates. To restate it again: we’re committed to our backer promises, and you can expect the Steam and GOG versions of the game on launch day. No store exclusivity.

We’re looking forward to sharing more with you during E3!​

I guess E3 is when we'll finally get to see some gameplay footage. As for the writing team, I asked George Ziets about that and he replied. Judge for yourself!

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