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Torment Torment: Tides of Numenera Pre-Release Thread [ALPHA RELEASED, GO TO NEW THREAD]

srdobos

inXile Entertainment
Developer
Joined
Dec 7, 2013
Messages
6
Notice that the movement is less abstract and more simulated than in PoE, with characters speeding up to run towards farther destinations and slowing down to walk towards nearer ones. That's okay in combat because turn-based, but even outside of combat I'm not a huge fan of that.
I'm glad somebody noticed that. It is one of the more subtle improvements made over PE, but took quite a bit of headscratching to figure out. I feared that it would go unnoticed.

Improvement? Pshaw.

Hey, wait a minute...you're Steve Dobos, aren't you? Welcome, Steve.

Folks, meet Torment's lead programmer (or something like that I think)
Hi. Thanks.

I certainly think that the animations are a technical improvement over PE. Whether one is a fan of the animation driven locomotion or not is understandably subjective. I don't want to imply that our animations are finished, or that what is shown is locked in stone. We still have much work and quite a bit of tuning to do in order to reach that sweet spot between responsiveness and fidelity. There is plenty of time for observation and commentary to affect the final system.
 

Adam Heine

Arcane
Developer
Joined
Feb 16, 2013
Messages
61
Location
Chiang Mai, Thailand
I don't think that many people knew who Kevin Saunders and Colin McComb were before this Kickstarter.
Man when I was introduced to the team even I went "Adam Heine who is that?"
(sorry Adam)

No worries. I'd never heard of you either ;-)

Kidding. Seriously, we all knew when I was brought on that I was only tangentially related to the original Torment. My credentials are primarily in impressing people like Colin, Chris, and Kevin in short periods of time :)
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,495
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
Hi. Thanks.

I certainly think that the animations are a technical improvement over PE. Whether one is a fan of the animation driven locomotion or not is understandably subjective. I don't want to imply that our animations are finished, or that what is shown is locked in stone. We still have much work and quite a bit of tuning to do in order to reach that sweet spot between responsiveness and fidelity. There is plenty of time for observation and commentary to affect the final system.

OK. Just to keep you motivated, here's a worst case example of realistic movement simulation done wrong in an isometric game:



(Oh god that game)
 

Athelas

Arcane
Joined
Jun 24, 2013
Messages
4,502
And in the end I prefer the idea of a game designed by known bros (Zeits, Saunders, McComb, etc) vs those of dubious or unknown broness (Sawyer/Fenstermaker respectively).
:what: Pretty sure you must have gotten those credentials switched around.
 
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srdobos

inXile Entertainment
Developer
Joined
Dec 7, 2013
Messages
6
Hi. Thanks.

I certainly think that the animations are a technical improvement over PE. Whether one is a fan of the animation driven locomotion or not is understandably subjective. I don't want to imply that our animations are finished, or that what is shown is locked in stone. We still have much work and quite a bit of tuning to do in order to reach that sweet spot between responsiveness and fidelity. There is plenty of time for observation and commentary to affect the final system.

OK. Just to keep you motivated, here's a worst case example of realistic movement simulation done wrong in an isometric game:



(Oh god that game)

If we are even half as good as that, I'd say job well done.
 

Nihiliste

Arcane
Patron
Joined
Jan 16, 2014
Messages
2,998
And in the end I prefer the idea of a game designed by known bros (Zeits, Saunders, McComb, etc) vs those of dubious or unknown broness (Sawyer/Fenstermaker respectively).
:what: Pretty sure you must have gotten those credentials switched around.

No, I'm not talking about credentials and achievements, just my subjective measure of who seems like a bro. And who seems to like the same aspects of games that I do.
 
Joined
Jul 31, 2013
Messages
207
Location
Inside your mind
The first thing that comes to mind while watching the pre-alpha video for the first time is:
"Fuck!!! i forgot to pick up the kid from the kindergarten!!!... wait, the video is just 3 minutes long??? THE CHILD CAN WAIT!"

First reaction after watching:
:kwafuckyeah:

Extremely happy with the result, especially after considering that it's just the pre-alpha and it's already looks great!
 

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
And in the end I prefer the idea of a game designed by known bros (Zeits, Saunders, McComb, etc) vs those of dubious or unknown broness (Sawyer/Fenstermaker respectively).
:what: Pretty sure you must have gotten those credentials switched around.

No, I'm not talking about credentials and achievements, just my subjective measure of who seems like a bro. And who seems to like the same aspects of games that I do.

I'm still not sure what makes you not like Fenstermaker though. By association?
 

Starwars

Arcane
Joined
Jan 31, 2007
Messages
2,829
Location
Sweden
I was pretty skeptical of this project because of McComb (sorry man, you're totally cool dude) as it is/was my understanding that he handled the majority of Curst in PS:T. And that part was just... not good. When you get there, it's just like stepping into another game (in a bad way).
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
I was pretty skeptical of this project because of McComb (sorry man, you're totally cool dude) as it is/was my understanding that he handled the majority of Curst in PS:T. And that part was just... not good. When you get there, it's just like stepping into another game (in a bad way).

Dude, that's old. Also he has a much larger portfolio than "Curst in PST".
 

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
I was pretty skeptical of this project because of McComb (sorry man, you're totally cool dude) as it is/was my understanding that he handled the majority of Curst in PS:T. And that part was just... not good. When you get there, it's just like stepping into another game (in a bad way).

Dude, that's old. Also he has a much larger portfolio than "Curst in PST".

Yes, Broken Hills and San Francisco in Fallout 2
 
Joined
Jul 31, 2013
Messages
207
Location
Inside your mind
I was pretty skeptical of this project because of McComb (sorry man, you're totally cool dude) as it is/was my understanding that he handled the majority of Curst in PS:T. And that part was just... not good. When you get there, it's just like stepping into another game (in a bad way).

Dear sir,

Look at my profile picture...
Now look again!
Now stop looking...
Now look with just one eye open without using your hand!
Ha!!! look at your face... twitching and shit.

Now that i have your attention please understand dear sir (with a bizarre twisted face...)

McComb is a fucking genius.
Just look at his face... those dark eyes and the way he talks...
He was fucking born in the Bloom!!!

He is Torment!
(or a pirate... he kinda looks like a pirate without a parrot and a hat).

Now if you'll excuse me... I have a wasteland to visit.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,495
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
Yes, Colin McComb may not be the world's strongest area designer. Luckily, on this project, he's not being employed as one.
 
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Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
35,825
Yes, Colin McComb may not be the world's strongest area designer. Luckily, on this project, he's not being employed as one.
The writing in those areas wasn't particularly good either, nor was Oathbreaker. :)

Name-search reply:
idonthavetimeforthiscrap: yeah roguuey is very butthurt in the torment thread
Lies and bullshit. What am I upset about?
 
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Rake

Arcane
Joined
Oct 11, 2012
Messages
2,969
nor was Oathbreaker. :)
Unfair. There is not a single game writer that i would consider able to be a great novelist, not even Avellone. (Until proven otherwise, i'm looking forword his Wasteland2 novel)

The point is, is Oathbreaker better than Stolen Throne or whatever Gaider's book was named?
 

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