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Interview Torment 2 Interview with Brian Fargo, Colin McComb and Kevin Saunders at Dagon's Lair

Jaesun

Fabulous Ex-Moderator
Patron
Joined
May 14, 2004
Messages
37,432
Location
Seattle, WA USA
MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
So edgy. How original. :roll:
 

Captain Shrek

Guest
The art looks good, but by judging the still in development edition of W2 I am not convinced if that art will be realized at least partially by Unity unless the future brings better texturing by the renderer.
 

evdk

comrade troglodyte :M
Patron
Joined
Mar 31, 2004
Messages
11,292
Location
Corona regni Bohemiae
Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign Steve gets a Kidney but I don't even get a tag.
Jaesun "Unity has worked out very well for us on Wasteland 2 and we will use it for Torment"
Call me a retarded alt again man..please do :)
Let me refucking quote it, for your pleasure, immense and all-wet
"Unity has worked out very well for us on Wasteland 2 and we will use it for Torment"

en-fuckin-joy
oh, and you too Crooked Bee ^^
Well, you seem to be a retarder butthurt alt now, good job on the level up.
 

hiver

Guest
The point is not in completely translating concept art into visuals of the game in exact same visual fidelity.
The point is in expressed imagination levels and sense of unusual weirdness and wonderlust in locations or creatures.

Which very much fits with the setting of Numenera and so far available general ideas about design of the game.
 

AC Sleighter

Novice
Joined
Feb 13, 2013
Messages
31
When Bethesda took over the Fallout license, we heard nothing but how decade old graphics were still fine and how "immershun" was bullshit buzzword decline shit.

Now here we are getting exactly what we asked for and dipshits are complaining about graphics and how keyword dialogue isn't enough "immershun".
 

EG

Nullified
Joined
Oct 12, 2011
Messages
4,264
When Bethesda took over the Fallout license, we heard nothing but how decade old graphics were still fine and how "immershun" was bullshit buzzword decline shit.

Now here we are getting exactly what we asked for and dipshits are complaining about graphics and how keyword dialogue isn't enough "immershun".

You're new here.

Rectify that.
 

hiver

Guest


http://www.formspring.me/ksaun
How about a Female PC in TToN - with some relatively small but appropriate differences in the NPC reactions and dialogue C&C?

In PST it couldnt be done because it wasnt in design from the start. Time to correct that unintentional oversight?




Yes – we want to do this and have talked about this topic explicitly. There are some complications, though. I agree with you that meaningful and appropriate reactivity would not be a major effort. But for some of the languages for which we hope to localize the game, this is no longer true because gender of the speaker or listener affects the word forms used. So localization would require much more work -- we’d need to have both male-PC and female-PC versions for all PC and NPC lines.

And if we allowed both genders, we’d want to do it properly. We really want Torment to be of high quality and will sacrifice feature scope as necessary to increase the quality of the features we do have. So if we had both genders, we’d want them to use different animation skeletons and animation sets. Of course, we need this anyway for the companions and other characters, as we aren’t planning to have a monogender world =) (I made that word up). But because you will play as a specific individual, we would like to do more with custom animations for the player. (By “specific individual” I don’t mean to imply that we will impose a personality on you. That specific individual is what you make of them. But we can give them a little more “physical personality” if you know what I mean.) Allowing choice of gender would magnify any extra animation work we want to do. And maybe we’ll want some unique equipment for the player and these too might require more work if we have both genders.

So if we’re going to do all of that work anyway, we’ll also want to take the dialog reactivity a little further than the minimum required, as reactivity is one of the pillars of Torment. Thus, what could have been a slight amount of work blossoms into a significant undertaking. =) For this reason, we plan to have the option to choose your gender be a stretch goal.

(As an aside: the way I view our target funding goal is that it’s the resources we need for Torment to be worth making. At our target funding, I will be confident that we can make a satisfying role-playing game that delivers on our promises to our backers. We have no way to predict how the Kickstarter will go, but I can’t afford to assume it will do as well as Wasteland 2 or Project Eternity. This is one of the tricky parts of planning the game’s design and the Kickstarter. We need to be fully confident that we can at least meet our backers’ expectations. Since I’m confident we can make Torment great even if the PC’s gender is fixed, I have to relegate supporting both genders to being a stretch goal.

Incidentally, this is yet another reason to have the Kickstarter while in preproduction – we can be most efficient with the resources available if we know what they are before we’ve committed to too much of the design. If we have enough support and interest, we’d love to be more ambitious with Torment. But my priority is ensuring that we don’t set our sights so high as to preclude being able to make Torment in the first place. Unlike some other possibilities, this particular decision is, as you note, one we have to commit to early. So we can’t for example, wait to see how Wasteland 2 sells to see if we can afford to add this feature to Torment.)

Anyway. =) So both genders – yes, absolutely in our plans, but it depends how the crowd funding goes. If we do end up only being able to support a single gender, we intend to let the backers vote on which one they’d prefer. =)
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
Unintentional oversight....

*checks who said that*

Aaaaah...
Kurt_wink_point.gif
 

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