Crooked Bee
(no longer) a wide-wandering bee
Tags: Brian Fargo; InXile Entertainment; Wasteland 2
Speaking to the Codex today, Brian Fargo has elaborated on some of the deadlines he currently has in mind for the development of Wasteland 2. As things stand, InXile plans on having most of the writing and design done by October this year and most of the scripting and levels finished by April 2013, "thus leaving another 6 months for iteration and play test":
He also commented on the issues some people had with the look of the early screenshot. "[W]e have much more to do," Fargo explained, "so they should not get too wound up about early screens. I put it out at the request of the backers so we could listen to the input. Adjusting palettes takes about 1 minute and things do look more toy like without the effects. It will all be good. This new way of development is a learning process for us all."
We thank Brian Fargo for his comments.
Speaking to the Codex today, Brian Fargo has elaborated on some of the deadlines he currently has in mind for the development of Wasteland 2. As things stand, InXile plans on having most of the writing and design done by October this year and most of the scripting and levels finished by April 2013, "thus leaving another 6 months for iteration and play test":
"The best production process is pretty fluid", Brian Fargo told us via email, "so I hate to commit to exactly how things roll out but I can tell you that 90% of the writing/design will happen by October. Scripting will start in about a month from now on the levels that are done. I plan to have all levels in and scripted by April thus leaving another 6 months for iteration and play test. The only reason we have the ability to have an accelerated production schedule is that the tools and user generated assets offer us a huge head start over the old ways of doing things. I would also add that in game cinematics can take up to 50% of our time to implement and not having to do that is also a huge savings. In addition, I am not having to make milestones to prove we are making progress which shaves another 25%. But I have been offered a fantastic and unique opportunity to make something special with Wasteland so I will not let the game go [if] it isn't ready and I will have lots of beta testers to make sure that doesn't happen."
"There will always be tons of speculation," Fargo added, "but we just need to do the work and prove ourselves." Addressing the occasional concerns about the 18-month development cycle, he acknowledged that "there will always be doubters which I understand - the proof is in the pudding so to speak."
"There will always be tons of speculation," Fargo added, "but we just need to do the work and prove ourselves." Addressing the occasional concerns about the 18-month development cycle, he acknowledged that "there will always be doubters which I understand - the proof is in the pudding so to speak."
He also commented on the issues some people had with the look of the early screenshot. "[W]e have much more to do," Fargo explained, "so they should not get too wound up about early screens. I put it out at the request of the backers so we could listen to the input. Adjusting palettes takes about 1 minute and things do look more toy like without the effects. It will all be good. This new way of development is a learning process for us all."
We thank Brian Fargo for his comments.