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Game News Wasteland 2 Kickstarter Update #23: Gameplay Video!

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Well, if it looks this good at just 10 months, imagine how good it will look at 18.
 

Dexter

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I like what I'm hearing about gameplay and features, but I hope they'll still work on those graphics and animations and the UI seems kinda huge with lots of unnecessary decorative parts :P
Still looking forward to Project: Eternity with its Pre-Rendered art more and was impressed with what I've seen of Shadowrun Returns more considering my expectations. xD
 
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Why is it that they think camera rotation is a good thing, which apparently they even spent resources on?

You know, Unity being a 3D engine, i don't think they really had to break a sweat to implement something like camera rotation...
And audio comment implies that had it been harder the feature would have simply been ditched.

It's not about setting up a camera that you can rotate but investing that much detail into the environments so that it looks good however you look at it. He said as much in the video.
 

hiver

Guest
Like the enemies being blind,
Easily adjusted stuff. All one needs to do is widen and or prolong the cones, as necessary.

being able to shoot something in RT without entering TB.
One of the tricks to speed up things, especially when dealing with low level enemies, i gather.
Requires sneaking up on enemy though.

But you do enter TB after taking a shot.
And enemies should be able to do that to the player, which will even things out.
 

Vault Dweller

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Well, if it looks this good at just 10 months, imagine how good it will look at 18.
:facepalm:

Tactics looked good too, no? If WL2 will be a turn-based action game where you run around blasting creatures while reading cool text descriptions, then sure he can make it in 18 months, but weren't we talking about full scale RPGs?
 

Vault Dweller

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Like the enemies being blind,
Easily adjusted stuff. All one needs to do is widen and or prolong the cones, as necessary.
Modders will fix it?

being able to shoot something in RT without entering TB.
One of the tricks to speed up things, especially when dealing with low level enemies, i gather.
There are better ways to handle it.

Requires sneaking up on enemy though.
Were they sneaking in the video? I didn't notice but maybe I overlooked something.

But you do enter TB after taking a shot.
And enemies should be able to do that to the player, which will even things out.
Not the point.
 

Tigranes

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Looks good all in all.
  • There seems to be a 3-option walking speed toggle in the action bar that he uses ~9.00 - if I'm not mistaken it seems to be sneak/walk/run or something like.
  • 9:15 shows the enemy ranger with a much much longer perception bar. Hopefully this is the case throughout the game. (One problem is variable player resolution - you don't want low res players finding some enemies see them before they see the enemies...)
  • The atmosphere is great but the UI is really fucking ugly on so many ways. Hope they pretty it up and hope you can turn off things like green glow when selecting, combat in/out screens, etc.
  • Cry me a fucking river, there's a camera you can rotate. Woe is you.
  • Like the cover system taking flanking into account.
  • Dialogue is just passable, but we'll see how it is elsewhere. Don't really see the point of keyword system but no big deal. (Entering in your own is cool, but how often will it work?)
Looking forward to it.
 
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Also Brian: PAUSE! Give us RTWP controls outside combat. Now that we are controlling a party in real-time outside combat, it is essential to be able to pause, look around and issue commands.
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Well, if it looks this good at just 10 months, imagine how good it will look at 18.
:facepalm:

Tactics looked good too, no? If WL2 will be a turn-based action game where you run around blasting creatures while reading cool text descriptions, then sure he can make it in 18 months, but weren't we talking about full scale RPGs?

By "looks", I'm not just talking about graphical appearance.

And no, I'm not getting into another conversation with you about what a "full scale RPG" is.
 

Cosmo

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Project: Eternity
It's not about setting up a camera that you can rotate but investing that much detail into the environments so that it looks good however you look at it. He said as much in the video.


I'm not a pro (nor do i claim to be), but is that seriously that much more work for a trained 3D artist ? In an engine where everything is planned and implemented for 3D ?
Sincere question btw...
 

FeelTheRads

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Cry me a fucking river, there's a camera you can rotate. Woe is you.
but the UI is really fucking ugly on so many ways.

The key to understanding next-gen fags. OMG UI IS UGLY WHO CARES IF CAMERE IS SHIT REQUIRING CONSTANT ADJUSTING I DONT LIEK TO SEE UGLY UI
 

Diablo169

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This looks really good for the most part, Love the tone and general feel of the game so far. Not entirely sure about the keyword dialogue system yet. I was under the assumption that it would have standard dialogue trees and finding out "keywords" would open more options. Walking up to someone and saying "HALP" and getting a small novella response from the npcs seems a bit Mass Effect for my liking.
Typing in keywords for more fluff is cool though.
 

hiver

Guest
Like the enemies being blind,
Easily adjusted stuff. All one needs to do is widen and or prolong the cones, as necessary.
Modders will fix it?
The devs will adjust it. This is not a finished god damn product mr. Dweller.


being able to shoot something in RT without entering TB.
One of the tricks to speed up things, especially when dealing with low level enemies, i gather.
There are better ways to handle it.
Who says there arent?



Were they sneaking in the video? I didn't notice but maybe I overlooked something.
There is a "silent move" skill in the game.
I meant that they "sneaked" upon that bug because they approached it from above. As in effectively sneaking - not as using sneak goddamn skill.

But you do enter TB after taking a shot.
And enemies should be able to do that to the player, which will even things out.
Not the point.[/quote]
The POINT.
 

Vault Dweller

Commissar, Red Star Studio
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I'm not talking about the graphics either. That's why I compared it to Tactics. So far everything that was shown was similar to Tactics. If you see the difference between Fallout and Fallout Tactics, hopefully you'll see my point. Regardless of what you think full-scale RPG means, I hope you agree that running around, shooting things, and clicking on NPCs to read blocks of text is the easiest thing to do and all RPGs have that, including those that Fargo did manage to produce in 18-20 months.
 

Mastermind

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Steve gets a Kidney but I don't even get a tag.
Yep. Keep posturing. Maybe someone will give a fuck.

What are you people expecting anyway ? W2's plot and setting will be similar to say, JA2's : where the latter was reminiscent of cheesy 80s and 90s TV action shows, the former will be a throwback to 80s post-apocalyptic sci-fi... Which i'm afraid needs a certain amount of cheesiness.

But again maybe you'd prefer your punk desert raiders to be dubbed by Patrick Stewart...

I expect them to not be dubbed by frat boys. I'd rather they didn't bother with it at all if this is meant to be representative of the final game.
 

Vault Dweller

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The devs will adjust it. This is not a finished god damn product mr. Dweller.
I'm discussing the video here, not what I hope the developers will do or what the final product might be like.

being able to shoot something in RT without entering TB.
One of the tricks to speed up things, especially when dealing with low level enemies, i gather.
There are better ways to handle it.
Who says there arent?
See above.

I meant that they "sneaked" upon that bug because they approached it from above. As in effectively sneaking - not as using sneak goddamn skill.
Well, not hard to 'sneak' on things considering that you can see or hit them from afar while they can't see you at all.

But you do enter TB after taking a shot.
And enemies should be able to do that to the player, which will even things out.
Not the point.
The POINT.
Combat design is the point, my good chap.
 

Aeschylus

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Divinity: Original Sin Project: Eternity Wasteland 2 Divinity: Original Sin 2
Cry me a fucking river, there's a camera you can rotate. Woe is you.

I think the issue is more having a camera you *have* to constantly rotate, rather than just one you can.

Anyway, it looks pretty cool. The voice acting was cheese-tastic, but it seems kind of appropriate for the setting. Who knows what it will be like by the end though. I'll be interested to see how much reactivity/skill use the environments end up having, and how the game is divided between combat/hub areas.
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Infinitron

I'm not talking about the graphics either. That's why I compared it to Tactics. So far everything that was shown was similar to Tactics. If you see the difference between Fallout and Fallout Tactics, hopefully you'll see my point. Regardless of what you think full-scale RPG means, I hope you agree that running around, shooting things, and clicking on NPCs to read blocks of text is the easiest thing to do and all RPGs have that, including those that Fargo did manage to produce in 18-20 months.

Ah, but according to you, the difference between a full-scale RPG taking 18 months to produce and taking 3 years to produce is the availability of an existing engine and assets.

But now, at ten months, we see that doesn't really appear to be a factor here at all, because the engine and assets appear to be just fine.
 

Koschey

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I like what I see and hear. Still plenty to nitpick, but it's WIP after all and the overall direction of what was shown seems promising.
 

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