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Tags: Brother None; InXile Entertainment; Ray Vallese; Torment: Tides of Numenera
inXile released a new Torment: Tides of Numenera Kickstarter update today. Like yesterday's Wasteland 2 update, its primary purpose seems to be inform people of the upcoming Bard's Tale IV campaign and all its implications:
The update also announces that Ray Vallese's From the Depths: Indigo, the next novella in the pentalogy based on Torment's metaphysical Tides, has been released. Adam Heine's novella, released last year, was quite good, so I have high hopes for this one as well. There's also a technical segment by Nathan Fabian, a backer who has been been assisting inXile with the game's animation system, about the creation of animated floors via texture manipulation. I won't quote any of that here, but here's the result:
Not really a gameplay video, but we'll take what we can get.
inXile released a new Torment: Tides of Numenera Kickstarter update today. Like yesterday's Wasteland 2 update, its primary purpose seems to be inform people of the upcoming Bard's Tale IV campaign and all its implications:
We’re very excited about our upcoming Kickstarter for The Bard’s Tale IV, which we recently announced will kick off on June 2nd! Follow our countdown on our official The Bard’s Tale IV site or sign up to get notified when we launch. We have also provided an early viewing of the Kickstarter tiers we plan to make available, you can join the discussion on our official forums.
If you’ve been with us along this wild crowdfunded ride, you may recall we funded Torment: Tides of Numenera while Wasteland 2 was still in production. This is grounded in our business philosophy going back to Brian’s days at Interplay. Running production cycles one at a time, only starting one as you close another, leads to redundancy in different departments at different times. For a small company like ours, but even for larger companies, this hiring-firing cycle can be par for the course even though it is undesirable and harmful to people and companies. But just as crowdfunding helped us make the kind of games publishers were not interested in, your support also helped us avoid this cycle. By having a small pre-production team focused on the next game while the current one is in full production, everyone is kept productively busy.
The majority of inXile’s staff is working on Torment: Tides of Numenera, and this will continue to be the case until it launches. No one is transitioning off of Torment until their work on the game is complete. A few people have been working on the Wasteland 2 Game of the Year Edition improvements, and as that moves through finalization and testing we’ll have those team members shift over to Bard’s Tale IV. As with Torment, Bard's Tale IV will have a pre-production period where a small focused team can work on the game’s story, concepts, systems, and look, getting us ready to jump into full production as soon as the time comes. But rest assured, until Torment is in your hands, it will continue to be inXile’s main focus.
Meanwhile, our work on Torment: Tides of Numenera has been progressing very well, including updating the game to use Unity 5. We’ll have more on the game’s production soon.
As a small but significant aside, our pledges counter on our official website now has us over 90,000 pledges! It’s exciting to see your support still carrying on so strongly, and we’re curious to see what the future brings.
If you’ve been with us along this wild crowdfunded ride, you may recall we funded Torment: Tides of Numenera while Wasteland 2 was still in production. This is grounded in our business philosophy going back to Brian’s days at Interplay. Running production cycles one at a time, only starting one as you close another, leads to redundancy in different departments at different times. For a small company like ours, but even for larger companies, this hiring-firing cycle can be par for the course even though it is undesirable and harmful to people and companies. But just as crowdfunding helped us make the kind of games publishers were not interested in, your support also helped us avoid this cycle. By having a small pre-production team focused on the next game while the current one is in full production, everyone is kept productively busy.
The majority of inXile’s staff is working on Torment: Tides of Numenera, and this will continue to be the case until it launches. No one is transitioning off of Torment until their work on the game is complete. A few people have been working on the Wasteland 2 Game of the Year Edition improvements, and as that moves through finalization and testing we’ll have those team members shift over to Bard’s Tale IV. As with Torment, Bard's Tale IV will have a pre-production period where a small focused team can work on the game’s story, concepts, systems, and look, getting us ready to jump into full production as soon as the time comes. But rest assured, until Torment is in your hands, it will continue to be inXile’s main focus.
Meanwhile, our work on Torment: Tides of Numenera has been progressing very well, including updating the game to use Unity 5. We’ll have more on the game’s production soon.
As a small but significant aside, our pledges counter on our official website now has us over 90,000 pledges! It’s exciting to see your support still carrying on so strongly, and we’re curious to see what the future brings.
The update also announces that Ray Vallese's From the Depths: Indigo, the next novella in the pentalogy based on Torment's metaphysical Tides, has been released. Adam Heine's novella, released last year, was quite good, so I have high hopes for this one as well. There's also a technical segment by Nathan Fabian, a backer who has been been assisting inXile with the game's animation system, about the creation of animated floors via texture manipulation. I won't quote any of that here, but here's the result: