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Game News First Wasteland 2 LA screenshot revealed

DarkUnderlord

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I have the assets that I could have whipped this together myself in Unity with one hour's worth of work. How many years work on this game now? How many staff?
The difference being their's will actually be released.
 

DwarvenFood

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Strap Yourselves In Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Wasteland 2 Codex USB, 2014 Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
I just don't see where they spent the money.
1-Newport-Coast-Residents-Ashley-and-Brian-Fargo-and-Leyla-Milani-Manny-Khoshbin.jpg
 

FeelTheRads

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By the way, who's that guy in white? Looks like the type of guy who can make offers you can't refuse.
 

thesheeep

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That doesn't look like a 2 million dollar screenshot to me.
Not like a 2 million dollar screenshot in a project with a few different scenes.
W2 however probably has a hundred scenes (someone knowing more precise numbers?). All of these have to be concepted first, talked about in the group, designed, balanced, etc. etc.
That stuff takes time, which means money. And a lot of that is flowing into other stuff than graphics. I hope!

You seem to underestimate the scale of the game or the cost of making games in the first place when not doing it all alone (which is strange, given your history).
This is not some small indie studio where everyone is happy with minimal wages just to work on a project he loves. Good developers are pretty expensive under "normal" circumstances.

I'd rather have more scenes looking less great than only a few scenes looking better.
 

Gord

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Lol, codex at its best again.
This screenshot shows one thing, which is that they have areas that are not dessert maps.

That's it, nothing else can be deduced from a single shot showing a small part of some map.
 

Comte

Guest
It's good to see that somebody has been maintaining the water supply to Los Angeles despite a nuclear war. LA is a desert. I don't believe there would be vast forests and jungles covering the ruins of the city. The reality would be sun baked desert with very little vegetation. Closer to the boneyard of Fallout 1 then what were seeing here.
 

hiver

Guest
Lol, codex at its best again.
This screenshot shows one thing, which is that they have areas that are not dessert maps.

That's it, nothing else can be deduced from a single shot showing a small part of some map.
Well... when we take in consideration the delta-V of all other areas and locations shown so far... the overall trajectory becomes rather clear... And nothing in that scene points to any other direction.
 

Infinitron

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They also have lobsters who all have the exact same carwreck as a shell.

Yeah, talked to Brother None about that. They can increase the DIVERSITY of those. If you can have multiple looks of enemy NPCs with different clothes, skin color, hair color, etc, then cars are hardly a problem. Even just giving them different colors would already be a huge improvement, even if they all used the same model.
 

SuicideBunny

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Serpent in the Staglands Dead State Torment: Tides of Numenera
Even just giving them different colors would already be a huge improvement, even if they all used the same model.
imo that would be worse since it would only serve to highlight the fact that they share the same model more.
 

thesheeep

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Even just giving them different colors would already be a huge improvement, even if they all used the same model.
imo that would be worse since it would only serve to highlight the fact that they share the same model more.
Not really. Pretty much all clothing in all earlier / low spec games is made like that.
Of course, you shouldn't paint totally different car materials on that model, but different types of rust, etc. would be fine.

But no doubt, more car models would be better.
 

FeelTheRads

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Wait now, graphics graphics, but since when is it required to have different models for the same enemy?
Is it just with these mudcrabs that admittedly do look a bit off because of their rather specific design?
If they did do different models for these it would be cool if they had different stats too, some would be slower, some would be more resistant etc.
 

SuicideBunny

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Serpent in the Staglands Dead State Torment: Tides of Numenera
Not really. Pretty much all clothing in all earlier / low spec games is made like that.
clothing already looks mostly the same and has color as the most distinct difference between clothing pieces, especially when viewed from a distance. this is a sorta high res 3d model of a car. one that is immediately recognizable as a distinct manufacturer model due to its shape and is furthermore contrasted by the distinctly differently shaped wrecks on the street. recoloring would make that stand out even more. without recolors it's just one model for the same enemy and that's perfectly ok, so either go all the way and give them model variations along with recolors, or don't bother at all.
 

FeelTheRads

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furthermore contrasted by the distinctly differently shaped wrecks on the street.

Good point. I'm thinking it could make them more interesting if they'd blend among other wrecks so they can surprise you. Say you walk around la la la good morning to you radiant sun good morning to you skeleton in car wreck wait wtf omg horrible creature avoid it
 

Seerix

Arbiter
Joined
Mar 31, 2012
Messages
235
At first glance looks pretty, they definitely got the feel from that concept/cover art with overgrown version of W1 cover's city.

But then... eh, I don't really feel like complaining about any obvious things aside of saying that I'm disappointed in hermit crabs, at least stick their pincers where car's front wheels would be to make it look like they're actually living inside of that thing, now it looks like two models clipping.
 

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