StaticSpine
Arcane
It was already moved to early 2016.So, how can this game be slated for 2015 when they're still taking pledges and they're still not releasing beta? Torment 2019 anyone?
It was already moved to early 2016.So, how can this game be slated for 2015 when they're still taking pledges and they're still not releasing beta? Torment 2019 anyone?
But still...Not officially.
http://www.rpgcodex.net/forums/inde...-successor-thread.79051/page-386#post-3873697But still...Not officially.
Can I get a fucking source
This evening we’re doing an all studio party to celebrate our recent successes in crowdfunding and production as Torment is making great progress, Bard’s Tale IV achieved its funding goal, and the Wasteland 2 Director’s Cut is in a good state to hit its late summer release. We’ll be streaming this party live from 4pm to 6pm Pacific on the Twitch channel of famous streamer Quill. As part of the stream we wanted to present our fans with more on our ongoing projects Wasteland 2: Director’s Cut and Torment: Tides of Numenera. The Director’s Cut will be live-streamed for the first time!
As for Torment, Lead Area Designer George Ziets, our Lead Animator Josh Jertberg (both also in the fist-bump photo above) and our Crisis Design Lead Jeremy Kopman will each talk during this live stream. We won’t be showing the game in action but George will share some about Sagus Cliffs (minor spoilers), Josh will talk about our root motion animation, and Jeremy will talk systems design. So be sure to tune in about three hours from now!
#45
George Ziets, Josh Jertberg and Jeremy Kopman Talk on Live Stream
Posted by inXile entertainment
TL;DR: live streaming Torment talk; Asylum art; progress on physical map
Thomas here.
Our creative lead Colin McComb was in the office again in the flesh (he is always with us in spirit, of course). You may have seen this amusing photo from a Sagus Cliffs story session or his cameo at the end of the Bard’s Tale IV infomercial. But fist-bumps aside, it was a very productive visit as we continue to make great progress on our number one focus, the opening areas of the game.
This evening we’re doing an all studio party to celebrate our recent successes in crowdfunding and production as Torment is making great progress, Bard’s Tale IV achieved its funding goal, and the Wasteland 2 Director’s Cut is in a good state to hit its late summer release. We’ll be streaming this party live from 4pm to 6pm Pacific on the Twitch channel of famous streamer Quill. As part of the stream we wanted to present our fans with more on our ongoing projects Wasteland 2: Director’s Cut and Torment: Tides of Numenera. The Director’s Cut will be live-streamed for the first time!
As for Torment, Lead Area Designer George Ziets, our Lead Animator Josh Jertberg (both also in the fist-bump photo above) and our Crisis Design Lead Jeremy Kopman will each talk during this live stream. We won’t be showing the game in action but George will share some about Sagus Cliffs (minor spoilers), Josh will talk about our root motion animation, and Jeremy will talk systems design. So be sure to tune in about three hours from now!
Asylum by Chang Yuan
Physical Progress
While the game is being crafted, we are of course also working on the creation and delivery processes for physical goods. One of the things we really hope to knock out of the park was the cloth map, taking lessons from recent cloth maps from other games. We had Numenera mapmaker Christopher West draw out the map based on our design, and we are scouting for materials and printing processes that would get the best results. Here is a glimpse of the world map, work-in-progress:
In the News
And finally, we have one interview to share: Kevin Saunders and Adam Heine talked to Red Bull Games, discussing a wide variety of topics including the setting, Tides, Crises, skill system and more.
Thank you,
Thomas Beekers
That's the intent. Ultima is the oft-cited golden standard, and one among our number had a bunch of them, so we're using that for reference. No promises because it's early stages still, but definitely hopeful we can deliver something with a satisfying material quality.Brother None please... PLEASE get a solid material for the map. Ultima quality is what I'm hoping for
Incoming newspost in 5! So we can shitpost there while we discuss here, and leave any non-megathreader behind.Updaaaaaaaaaaaate
I think he means it could be more stylish and in-setting instead of a satellite pictureNo newspost for this one.
Looks generic fantasy
It's Earth. It's not supposed to look like the Death Star.
InXile does a way better job at selling the setting's visuals than the original authors do, I'm p. sure if they had their own artists make the map it would look a lot betterYeah... Guess I was expecting some regions to be more colorful given the glowing environments. But maybe they're small regions and not visible from afar. Or maybe the Numenera map style isn't really fitting with the art style.
Edit: What Excidium II said.
So was anything actually shown?