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Wasteland Wasteland 2 Pre-Release Discussion Thread [GAME RELEASED, GO TO NEW THREAD]

Jaesun

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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
http://www.kickstarter.com/projects/inxile/wasteland-2/posts/435142?ref=activity

M.A.D.ness
Update #27 · Mar. 22, 2013 · comment

Let us just start by saying that development of Wasteland 2 has been going really well. We may go quiet at times but please don't mistake our silence for a lack of progress. At this point in the process, the most important thing for the game is focusing on adding all of the content to get it to a fully playable state. Once we’re there, we can iterate and polish each area and feature for the best play experience. Production of the game is the top priority of the Wasteland 2 team right now, and it's all hands on deck on that one!

We recently showed you a first look at Wasteland 2's gameplay, a good glimpse of how the game is shaping up since you helped us make this game a reality almost a full year ago now. We're currently looking to hit a huge internal milestone at the end of April: having all level geometry blocked in and all encounters and interactions scripted. They are currently in various states of completion, but we are tracking well to have them all in a playable state. Meanwhile, we have multiple artists creating portraits, characters and environment models. We are really starting to fill out the world, with a lot of extra credit for that going to...

W.A.S.T.E - Unity Crowdsourced Experiment

A few months ago we launched our Unity Crowdsourced Experiment with the help of Unity and their Asset Store. We had already been using the unity asset store to provide us with additional content that we then modify for our game, but by offering more exact outlines for people to work from, we have been able to take it all a step further. With this experiment, we offer modelers an art guide and a list of assets we're looking for, but don’t overly go into specifics as we like people to be creative and vary things up based on their own style, as long as it fits the style guide. This gives us a rich variety of assets to work with, while the artists retain ownership of their assets. They can put their asset in the Unity Asset Store to make money from other developers and get a credit in the Wasteland 2 credits (if selected).

As with any new process, this one came with its own challenges and hiccups, but we are learning quickly. Submissions go through the Unity Asset Store and then to our artists, and it took some time to get this process in sync. When new batches go up, we’ll reach out through Facebook as well as our official forums, where you can also find our artists to ask any questions you might have.

ox1wsUg.jpg

Now, our senior environment artist Koy vanOteghem will talk a bit about this project...

Hello Backers,
Been cranking away on WL2 for a while now, and so happy to be getting to the point where we are able to have level reviews discussing where we are at on each scene from both a scripting and art perspective. Of course, the W.A.S.T.E. (Wasteland2 Asset Store Threedee Experiment) has been more than great, for many reasons beyond the opportunity to purchase some pretty sweet work from truly dedicated fans and artists. It really has been an unusual and unexpectedly exciting means of connecting with the community. My thanks go out to all of those who have suffered through the sometimes painfully slow start-up process.

As I am sure participants of the experiment know, Batch 4 has yet to be announced. While I cannot go into details, it is due for release soon, as part of a larger plan that I know excites us and should be great for the participants as well. More to come on that in the very near future, for now my lips are sealed. We are sad that it’s delayed our requests for what should be a fun batch of assets, with a few new request types for some of the more experienced environment artists. (Giddy with anticipation.)

So you’ve all seen the video by now, I assume, and I hope that a few of you have had the pleasure to see a few of your W.A.S.T.E. submissions working their way into our scenes. It was always my goal and hope that these assets would slip right in, under the radar, striking the right look without complicated changes on our end. Use of atmospherics (like lighting, fog, post-processes, FX, etc.) always have great ability to unify a scene, but certainly there needs to be a base level of quality and style present for these techniques to be effective. And I think to a great extent this is due to the tone and style that our resident concept artist, Phill Dickenson, has crafted. His pieces have so greatly influenced much of the work that we’ve received when it comes to proportions and the tone that’s struck; a high percentage of deliverables have been employed with little to no extra effort on our part. He has been a great partner in developing this look, so much thanks to him for all of that.

Keep up the fantastic work participants. I eagerly await the launch of Batch 4, and the onslaught of new submissions.

Koy vanOteghem

T-Shirts
Our backer shirts are almost ready! As soon as we get them, we’ll send out requests to have eligible backers select their shirt. We plan to ship them as soon as we get them, and eligible backers will receive their shirts before the game ships.

Novella
Michael Stackpole has submitted the first pass of his novella. It will be given some extra polish and then be released in two parts, eligible backers receiving the first one in the near future, with the second following a bit later for backers whose pledge tier included both parts.

Torment: Tides of Numenera
We launched a Kickstarter for our next game project, Torment: Tides of Numenera about two weeks ago. It was a huge success, reaching its target funding level in six hours and breaking Ouya's record as the fastest Kickstarter to reach $1M (our record has since been tackled by Veronica Mars, but what can you do?). Torment's success guarantees a good production rollover process for inXile, but changes nothing for Wasteland 2's development plan as the Torment pre-production team works separately from the Wasteland 2 production team. Torment has really caught people's attention and imagination. We love the feedback we're getting and are very excited about it, so please check it out if you haven’t done so already.

Once we clear our Alpha milestone, you can expect to see some more screenshots and details on the different areas of Wasteland 2. We will start to showcase some of the cults and their many motivations and cultures.

The M.A.D. Monks


wUU1lgO.jpg

In southern Arizona there are a group of monks that are part of an offshoot of the Servants of the Mushroom Cloud cult from Wasteland 1. These monks worship radiation itself, which they refer to as the Great Glow, as well as their hidden guardian whom the refer to only as Titan. It is the Monks belief that the only way to ascend to the afterlife is to absorb enough radiation into their bodies that they become one with the Great Glow, or better yet, to be destroyed in a nuclear event while protecting the order. This leads their warriors, or M.A.D. Monks as the locals refer to them, to the practice of strapping radiation filled dirty bombs to their chests and self-detonating at the first sign of conflict. The M.A.D. in M.A.D. Monk refers to Mutually Assured Destruction, and if you get too close to them you will find out why.
Have a great weekend everyone!
inXile entertainment
 

Commissar Draco

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Brother None

inXile Entertainment
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Interview with Brian Fargo
Uqahs You've briefly mentioned social features that will be included in Wasteland 2. Have any of that ideas been yet cristallized?

Brian Fargo Yes that concept got me more user comments than our 16 page vision document. Our fan base reacted quite negatively to that concept so we have not spend any effort looking into it. Our first order of business needs to remain making this the BEST single player game possible and all efforts are on that for now.

Uqahs And the last question. How is the work going at the moment? And how much needs to be done before we could see "Brian Fargo presents" again? Will you make it until the end of the year?

Brian Fargo I’m very pleased with the amount of detail we have in the game so far and we still have quite a ways to go. By summer we should be in full iteration stage and will open it up to a few select people before putting out for full beta. So far we are good on the schedule with the main risk being that we have quite a big game to test and nailing down all the inconsistencies and bugs takes time. Fortunately we have no technical risks and it just comes down to polishing it well. It is going to be an exciting day when we launch Wasteland 2. And I’d like to end this with a big thanks for the incredible support from our Polish fans. You guys rock and you sure know a good RPG when you play it.
 
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Interview with Brian Fargo


Uqahs You've briefly mentioned social features that will be included in Wasteland 2. Have any of that ideas been yet cristallized?

Brian FargoYes that concept got me more user comments than our 16 page vision document. Our fan base reacted quite negatively to that concept so we have not spend any effort looking into it. Our first order of business needs to remain making this the BEST single player game possible and all efforts are on that for now.

Uqahs And the last question. How is the work going at the moment? And how much needs to be done before we could see "Brian Fargo presents" again? Will you make it until the end of the year?

Brian FargoI’m very pleased with the amount of detail we have in the game so far and we still have quite a ways to go. By summer we should be in full iteration stage and will open it up to a few select people before putting out for full beta. So far we are good on the schedule with the main risk being that we have quite a big game to test and nailing down all the inconsistencies and bugs takes time. Fortunately we have no technical risks and it just comes down to polishing it well. It is going to be an exciting day when we launch Wasteland 2. And I’d like to end this with a big thanks for the incredible support from our Polish fans. You guys rock and you sure know a good RPG when you play it.

What did the Polish fans do? :D
 

Jack Dandy

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Divinity: Original Sin 2
Hey Brother None, since nobody at the actual Wasteland forums seems to be responding, maybe you can-
Have they made up their mind about how they'll treat loading\saving and death mechanics in the game?
 

Jack Dandy

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Divinity: Original Sin 2
Huh, thanks for the link.
I just can't wait to see how what are the actual mechanics that will be set in stone.
 

Blaine

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Grab the Codex by the pussy
Can't wait to mod WL2 later this year.

The first thing I'll be doing is replacing the "selection circles" (is there a better term for those? they'd be the plastic bases on tabletop miniatures) with a smaller, partially transparent, encircled version of this:
brothernonesmileysmall.png
 

MicoSelva

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Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Divinity: Original Sin 2 Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
Finally, they've processed my PayPal.

inXile entertainment - Wasteland 2 Pledge $ 15.00
inXile entertainment - Wasteland 2 Pledge Upgrade $ 75.00

$75 Pledge
You will receive a large boxed copy of the game (with cloth map and old school instruction book), early playable beta access, both early release digital episodic novellas (part 1 & 2), digital concept art book, downloadable digital soundtrack, 2 DRM free digital copies of the game (PC or Mac or Linux), exclusive Ranger portrait collection, 4 episode video development blog, Chris Avellone novella,and unique and quirky skill. (Please add $15 for international shipping)
:yeah:
 

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