Matching names to descriptions or making cheap looking collector's goods, which is worth our time and money....
....https://dl.dropboxusercontent.com/u/10680698/Pictures/box2.jpg
Yup. Unrelated to any backer goods, made by some local manufacturer. Mine's awaiting me for when I head out to inXile again, soon enough.I don't think that's official to be honest, I think that was just made for sea.
EDIT: Note, this was the present to the developers for shipping Wasteland 2. Proof: http://instagram.com/p/tS_crTkZ9n/
Two years after those crowdfunding efforts, Wasteland 2 arrived on September 19, 2014. Torment, meanwhile, was bumped to a 2015 release date before 2012 was even over. So what happened?
Torment and Wasteland 2 both changed on a design level once they went into production. The realities of game development in 2014 compared to what it was like in ’80s and ’90s – even without publisher interference – required it.
“Wasteland 2 didn’t just change in width, it changed in depth,” says Fargo. “On the tangible side, you think about sandbox games like Grand Theft Auto. A lot of sandbox games are built around the physics engine and how the world reacts to what you do. Ours is a narrative game but we want the sandbox atmosphere.
“When you’re doing a narrative game, you have to build stuff by hand. It’s not an algorithm that’s going to handle what happens if I kill this guy. This isn’t a procedurally generated world. If you’ve ever watched a movie and thought, ‘Well why didn’t the character just say this?’ the scene’s ruined for you. We want to make sure that doesn’t happen, so we have to script out all these different scenarios.”
Making the game that way means, in part, that InXile needs a lot more writing and more writers than the average game for Wasteland 2 and Torment: Tides of Numenera. Avellone says that this process alone is a marked change.
“The idea of starting from a narrative experience and working backward was kind of eye-opening,” he explains. “And I think brought some unique qualities in characterization, ambiance, and just sheer fun ‘moments’ for the player that I don’t know would have popped as much to the forefront on previous AAA titles I’ve worked on.”
![]()
Tall, powerful black men trigger my ptsd.
‘Well why didn’t the character just say this?’ the scene’s ruined for you. We want to make sure that doesn’t happen, so we have to script out all these different scenarios.”
Unrelated sort of. I,ve been playing Rim world and the simplistic top down graphics are just fine. It even has power armor cosmetics.
Even I can pull this off with paint in 10 min. The char-gfx are butt-ugly. nobody had wanted this in Wasteland 2. Not even in Wasteland 1.
The game itself on the other hand sounds interesting.
Patch is supposed to come today so might as well wait for it if bugs concern you.
Thomas Beekers@thomasbeekers
The next big #wasteland2 patch is almost ready. We want to test it a bit more, it should be good to go early next week.
That ain't no bug. The roaches were dead but something far more vile was alive.sea, is the Hollywood weed dispensary "bug" intentional?
because when I went inside, the floor was littered with roach corpses, but the hippies still thought it was full of them.
That ain't no bug. The roaches were dead but something far more vile was alive.