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Development Info Torment Kickstarter Update #58: Legacy & Meaning Trailer, Building the Necropolis

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
Tags: Adam Heine; Chris Keenan; Eric Schwarz; InXile Entertainment; Techland; Torment: Tides of Numenera

With the conclusion of Gamescom and PAX West, inXile have published a new Torment: Tides of Numenera Kickstarter update with a recap of their visits, including links to the media coverage the game received. Naturally, the Codex has already reported on most of that coverage, but as with most Torment updates, inXile have added a little something extra. In this case, an overview of the development of the Necropolis, a massive network of hexagonal tombs that they designed in order to house the nearly 4000 tombstones and epitaphs owed to high-tier backers. By using procedural generation techniques and fancy visual effects, inXile scripter Joby Bednar was able to make one room stand in for 625 different tombs, each one accessible by entering the proper code. Here's an excerpt from Joby's report, plus a new Torment trailer from Techland to spice things up:



First up, how are the tombs arranged and how does one navigate them? We went through a number of designs to try to make things work, each of which ended up being their own stories to tell – suffice it to say though, they didn't fully meet the needs set by Adam or had weaknesses that made them hard to implement or difficult for the player to navigate through.

Eventually, after many discussions, what we decided on was a massive honeycomb of hexagonal tombs. Within each tomb, you can see the neighboring tombs. There is a central control room overlooking them all, where you are able to punch in an address on a hexagonal keypad where the player could enter a specific code. Within each tomb, there is a duplicate control panel that allows you the additional option to press one of the six outer hexagonal segments to teleport to one of the six neighboring tombs. Below you can see roughly what this would look like when represented visually.

[...] But those are just empty rooms. It became clear that while we wanted each tomb to look similar, we also wanted them to appear slightly different from each other so that players would know something changed when they went to a new tomb. This meant creating quite a few art assets that we could populate each tomb with for each individual backer tombstone and monument. Our artist Daniel Kim created a lot of these designs which we were able to assign to each individual tombstone and monument.

To create the hundreds of combinations of these assets and make each tomb look random, but not actually be random, I leveraged Unity’s built-in functionality for Perlin Noise. If you’ve played or seen Minecraft, then you are familiar with Perlin Noise and procedurally generated content. Two-dimensional Perlin Noise is effectively a grid of random-ish values, and by using a set algorithm we were able to generate the massive amounts of content, but have it be the same for every player rather than changing every time you play the game.

Furthermore, by leveraging an algorithm instead of needing to predefine everything, we could protect ourselves from memory bloat and the true beast of game development: iteration. I’ve never worked on a game where the initial design was implemented exactly as initially designed. Iteration on your design is always going to happen, and you need to expect it when developing system architectures. If I had developed a system where all this was pre-generated and stored in data files, my job would have been much harder if anyone was inspired and had a "great idea." Any changes would have required a lot of work to modify, show, refine and iterate upon again, so the algorithmic approach saved time in the long run.

This became relevant when it came time to start playing with the Necropolis in the game engine and design feedback began to come in from Adam, George and others. For example, to help ensure that each tomb felt interesting to visit and somewhat distinct from the last, I set up different configurations so even if multiple tombs had just four tombstones, those tombstones would be arranged differently. For the tombs that had a single epitaph, the epitaph might be in the center of the room or against the back wall so that it would stand out better and look like it was placed naturally.

So, what does this end up looking like in the game? When the player reaches the Necropolis, what they'll see is a massive expanse of tomb chambers before them, a control panel at the center, and the option to enter a 4-digit numeric code to navigate from tomb to tomb. And of course, each backer who has a tomb will be given the code to theirs so that they can go and find it in the game – but you'll also be able to visit the tomb of anyone else, either by exploring manually or entering their specific address.
As for the future, Colin McComb will be attending EGX on September 25th to talk about Torment's story some more. But beyond that, I'm not sure. The game is content complete now, so I guess they're just going to release some hype material every now and then until it releases early next year.
 

IHaveHugeNick

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Necropolis sounds pretty cool. With how obnoxious backer content turned out to be in other Kickstarter games, I'm kind of glad they put so much effort into making it hidden while still giving backers what they were promised.
 

Doctor Sbaitso

SO, TELL ME ABOUT YOUR PROBLEMS.
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I have been so out of the loop on this that almost all of it will be a complete surprise to me. Can't wait.
 

duanth123

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I wish Techland could cancel these tier 3 newsposts.

Techland did a fantastic job in setting up not one but two booths for us, and worked around the clock to provide support and assistance demoing the game. We even had professional cosplayers on hand! They are treating Torment like one of their own titles and know how important it is to get things right. We would not have been able to pull it off so successfully without them.


Talk about a 180. From Virginia Slims independence to absolute necessity.
 
Last edited:
Vatnik
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How the voice actor pronounces "What does one life matter" at the end made me cringe. Like he's reading a punch line of some family movie. Some truly bad voice acting there.

Or maybe there's no good way to read that line cause it's just bad no matter how you read it. Like Brando found all his lines in Last Tango shit and changed them on the fly with no one's consent. Couldn't bear to read shit lines.
 

duanth123

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How the voice actor pronounces "What does one life matter" at the end made me cringe. Like he's reading a punch line of some family movie. Some truly bad voice acting there.

Or maybe there's no good way to read that line cause it's just bad no matter how you read it. Like Brando found all his lines in Last Tango shit and changed them on the fly with no one's consent. Couldn't bear to read shit lines.

I know a certain voice actor familiar with both the required tone and the very special message of Torment.

 

Achiman

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Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
I really hope they don't get so excited with the "everything you do has a consequence" part so much so that it becomes the overpowering mechanic of the game.
What I mean is that; by having all this "consequence" the game runs the risk of not telling a compelling story with strong characters and narrative. Fixed narrative is fantastic if done well, fuck replay-ability if the story is beige.
I loved AOD, but I don't want this to be chose your own adventure, where the expectation (and reality) is that you will/have to play the game multiple times to experience all the game has to offer. Anyway, mid to late 2017, that still the guess for release?
 

Urthor

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Pillars of Eternity 2: Deadfire
Why are people excited for this?
Are people even aware that Avellone isn't writing the story?
It's gonna be a bigger snooze fest than wasteland 2

For all the bullshit they've done the writing in the 4h vertical slice they're selling for 40 bucks on Steam is insanely good and really delivers on all they have promised.


All the other stuff is very hit and miss though, and apparently as soon as they realised how good their writing is they decided they just HAD to go full on EA with this because games industry.

I'm sure they'll just roll all the money from nickel and diming off this into the latest Bard's Tale because that's Brian Fargo's third child and then blow it all after nobody buys it.
 

Sprout

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Anyway, mid to late 2017, that still the guess for release?

Honestly, at this point it's not unreasonable to expect an early 2017 release. It's not like the game hasn't had the time to cook.
 

Darkzone

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I wish Techland could cancel these tier 3 newsposts.
Techland did a fantastic job in setting up not one but two booths for us, and worked around the clock to provide support and assistance demoing the game. We even had
professional cosplayers on hand! They are treating Torment like one of their own titles and know how important it is to get things right. We would not have been able to pull it off so successfully without them.

Talk about a 180. From Virginia Slims independence to absolute necessity.


There seem to be quite the difference between an american publisher and a polish publisher, for such a turn.


Polish restoration crews are famous around the world. With all their love for restoration they have restored Warsaw from pictures and postcards after the WW2 and they have restored Danzig to it Commonwealth glory by omitting its german (not so great) history. They have restored the Sun Cult Temple of Hatshepsut, Kom el-Dikka, and etc.
Now they have an other great restoration project: Torment: Tides of Numenera.
 

Kev Inkline

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Polish restoration crews are famous around the world. With all their love for restoration they have restored Warsaw from pictures and postcards after the WW2 and they have restored Danzig to it Commonwealth glory by omitting its german (not so great) history. They have restored the Sun Cult Temple of Hatshepsut, Kom el-Dikka, and etc.
Now they have an other great restoration project: Torment: Tides of Numenera.

On right, the console version:
_62428393_frescopic.gif
 
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Why are people excited for this?
Are people even aware that Avellone isn't writing the story?
It's gonna be a bigger snooze fest than wasteland 2

Do you truly believe that only Avellone can create a good game?
Even PS:T was made by bunch of people!
Avellone was a major part of course, but it's not a one man show!

And Avellone didn't contribute something to reckon with in the last couple of years...

The writing team beyond the new Torment are a bunch of very talented guys.
And I can assure you (after playing the Beta) that the writing, the world, the NPC's, the quests... All of that are the best I've seen in years.

The only thing I regret about is that I've played the beta, and when the complete game will be available, the first 10 hours won't be a surprise to me...
 

HoboForEternity

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Steve gets a Kidney but I don't even get a tag.
Why are people excited for this?
Are people even aware that Avellone isn't writing the story?
It's gonna be a bigger snooze fest than wasteland 2

Do you truly believe that only Avellone can create a good game?
Even PS:T was made by bunch of people!
Avellone was a major part of course, but it's not a one man show!

And Avellone didn't contribute something to reckon with in the last couple of years...

The writing team beyond the new Torment are a bunch of very talented guys.
And I can assure you (after playing the Beta) that the writing, the world, the NPC's, the quests... All of that are the best I've seen in years.

The only thing I regret about is that I've played the beta, and when the complete game will be available, the first 10 hours won't be a surprise to me...
Omg, talking with sense on the codex! You gonna blow this forum up
 
Joined
Jul 31, 2013
Messages
207
Location
Inside your mind
Why are people excited for this?
Are people even aware that Avellone isn't writing the story?
It's gonna be a bigger snooze fest than wasteland 2

Do you truly believe that only Avellone can create a good game?
Even PS:T was made by bunch of people!
Avellone was a major part of course, but it's not a one man show!

And Avellone didn't contribute something to reckon with in the last couple of years...

The writing team beyond the new Torment are a bunch of very talented guys.
And I can assure you (after playing the Beta) that the writing, the world, the NPC's, the quests... All of that are the best I've seen in years.

The only thing I regret about is that I've played the beta, and when the complete game will be available, the first 10 hours won't be a surprise to me...
Omg, talking with sense on the codex! You gonna blow this forum up

You can't achieve greatness without taking risks ;)
 

Volrath

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Messages
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Why are people excited for this?
Are people even aware that Avellone isn't writing the story?
It's gonna be a bigger snooze fest than wasteland 2

Do you truly believe that only Avellone can create a good game?
Even PS:T was made by bunch of people!
Avellone was a major part of course, but it's not a one man show!

And Avellone didn't contribute something to reckon with in the last couple of years...

The writing team beyond the new Torment are a bunch of very talented guys.
And I can assure you (after playing the Beta) that the writing, the world, the NPC's, the quests... All of that are the best I've seen in years.

The only thing I regret about is that I've played the beta, and when the complete game will be available, the first 10 hours won't be a surprise to me...
It's still a shitty console game.
 
Joined
Jul 31, 2013
Messages
207
Location
Inside your mind
Why are people excited for this?
Are people even aware that Avellone isn't writing the story?
It's gonna be a bigger snooze fest than wasteland 2

Do you truly believe that only Avellone can create a good game?
Even PS:T was made by bunch of people!
Avellone was a major part of course, but it's not a one man show!

And Avellone didn't contribute something to reckon with in the last couple of years...

The writing team beyond the new Torment are a bunch of very talented guys.
And I can assure you (after playing the Beta) that the writing, the world, the NPC's, the quests... All of that are the best I've seen in years.

The only thing I regret about is that I've played the beta, and when the complete game will be available, the first 10 hours won't be a surprise to me...
It's still a shitty console game.

How can you judge a game you didn't even play?!

You like those people who warned the world about Hitler before he became the leader of the Nazi party!

Wait...what?!
 

Saduj

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Messages
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The tone and content of the narration makes this video reminiscent of "ethics training" videos various employers have required me to watch over the years in order to appease their insurance providers. I'm pretty sure I've heard the same exact voice lay out a scenario where a friend wants my client's personal contact info in order to ask her out on a date, followed by a polite warning that divulging such information would be a serious violation of corporate policy. Most of the information provided also seems to fall under "anyone who doesn't know this already probably doesn't care to know".

Doesn't seem like a good way to sell a console game. Should have focused more on gameplay itself and why it is fun.

That said, bad marketing doesn't necessarily reflect on the game and I'm still hoping this turns out to be good since I'm going to buy it anyway.
 

Burning Bridges

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The narrators voice makes it sound like one of those american science documentaries that I always skip after a few minutes because they are completely dumb.
 

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