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Tags: Chris Keenan; InXile Entertainment; Wasteland 2
In this month's Wasteland 2 Kickstarter update, we finally get to see how the game's inventory is going to work, via a new gameplay video narrated by design director Chris Keenan. Check it out:
In before complaints about consolized list inventories. But hey, at least it's faithful to Fallout 1 & 2's inventory system.
There's also this small screenshot from one of the game's areas - Damonta, "a makeshift village built from the remains of over five thousand airplanes". I'm sure it's nothing like Megaton:
According to the update, the game is currently in a "fully playable alpha-ish state" and is on schedule for beta in a few months. How about giving one of us alpha access, inXile?
In this month's Wasteland 2 Kickstarter update, we finally get to see how the game's inventory is going to work, via a new gameplay video narrated by design director Chris Keenan. Check it out:
In this update, you’ll find a relatively quick video detailing some features of our inventory screen. Our top design goal with inventory is to make sure it is functional and easy to navigate. We considered the positives and negatives of things like grid vs. list backpacks, weight-based or “tetris” style along with navigation details to see which elements will work best with our design. Being that Wasteland 2 is a party-based game, you will essentially have between 4 and 7 inventories to access at any one point. This could become tedious if the design doesn't promote easy management and trading. To reduce this nasty element, we added things like double-click to equip/use, column-based sorting for major characteristics, hot keys for trading, and our smart-loot favorites system.
Check out the video below (in 1080p for best viewing) and let us know what you think! We want to hear your thoughts on improvements to functionality that could be made before release. Please feel free to do so as a reply to this update, on our Facebook page, and our forums and blog. The more vocal you are, the better chance you have of being heard!
Before you get to the video, here are a few things on our task lists that aren't shown in the video. These weren't fully implemented yet but will be prior to release.
Check out the video below (in 1080p for best viewing) and let us know what you think! We want to hear your thoughts on improvements to functionality that could be made before release. Please feel free to do so as a reply to this update, on our Facebook page, and our forums and blog. The more vocal you are, the better chance you have of being heard!
Before you get to the video, here are a few things on our task lists that aren't shown in the video. These weren't fully implemented yet but will be prior to release.
- Key bindings for menus and commonly used items. You’ll have the ability to designate hot keys for quick navigation of things like trading items to a specific party member or entering into various menus.
- Mouse-overs for all relevant icons and backpack items to give detailed stats. Each of the icon details on the item pictures and inventory slots will have mouse-overs that show all of the granular stats you've come to expect from hardcore RPG's.
In before complaints about consolized list inventories. But hey, at least it's faithful to Fallout 1 & 2's inventory system.
There's also this small screenshot from one of the game's areas - Damonta, "a makeshift village built from the remains of over five thousand airplanes". I'm sure it's nothing like Megaton:
According to the update, the game is currently in a "fully playable alpha-ish state" and is on schedule for beta in a few months. How about giving one of us alpha access, inXile?