Building the World of Wasteland 3
POSTED: 06/01/2017
Hello everyone,
Matt Findley here. We've been keeping you posted on Wasteland 3's pre-production in our updates, but today I have a bigger step to share with you: Wasteland 3 is moving out of pre-production and into full production! Note that Fig has a handy
Game Info tab to keep all our supporters informed on our development stage, and as you can see it has now moved over to "Production."
So what does this mean for Wasteland 3? It means our paper designs are wrapping up and getting finalized for implementation. Our prototype work is moving towards production of our game scenes, starting with rough blockouts that give us a sense of the area's spacing and flow, and let us determine the layout before we work on art. In video game projects, moving from pre-production to production is never like flicking a switch - it's a process and we will still be prototyping and even doing paper designs for the next while, but it is a big step for us as our team is ramping up.
Newest Member of the inXile Team
This next part may be familiar to those of you who also backed The Bard's Tale IV and read our most recent update there, but for those of you who only backed Wasteland 3, some news about backer support! As inXile continues to expand, with more games coming and a growing back catalog, we are receiving more and more requests for backer news, customer support, and general information. Thus, it's time - some would say long past time - we upped our communication game. So here we go.
First, for those of you with questions, troubles with your backer rewards, or who need assistance with Wasteland 3 and our other games, we have launched a new
Help Center page which will serve as a one-stop support location for all the info you need. It also includes an upgraded ticketing system, so we can better keep track of your direct emails and social media messages.
Second, and more importantly, we are pleased to announce that we have hired a brand new community manager, Paul Marzagalli. Paul has been active in the gaming community and industry many years as a games writer, consultant, and member of advisory boards such as the National Academy of Video Game Trade Reviewers, the Boston Festival of Indie Games, and the Gerontoludic Society. Paul is also a long-time gamer, playing titles like Bard's Tale and Wasteland during Interplay's golden age, and he remains a huge fan of RPGs from the 80s, 90s, and today. Beyond that, Paul is a great communicator with deep knowledge of inXile and the wider gaming community. We are happy and excited to have him on board, and you can expect to see him popping up in Kickstarter updates, forums, social media, and more going forward.
And now, to kick off this new era of better communication right, here's Paul with some important and exciting info for backers of Wasteland 3!
Matt Findley
inXile President
@BayouBard
Building a Post-Apocalyptic Consensus One Voice At A Time
Hi everyone, Paul here!
As Matt said, this will definitely be familiar to those of you who follow our Bard's Tale IV updates. I want to thank the inXile team for the warm welcome! It has been an outstanding (and fast) first month and a half. Though this is the “official” announcement of my arrival, I have been out in the community for the past few weeks so I may have already spoken with many of you. Whether in the
forums, on our game Facebook
page, or on Twitter
@phimseto, please pop by and say hello!
With Wasteland 3, inXile is building out a post-apocalyptic story first begun in 1988. The success of Wasteland 2 reunited us with old fans and brought in legions of new ones. In getting to know our backers and the greater inXile community, I put together a survey to help me understand where you are coming from as RPG and Wasteland fans. This survey isn’t something that I will be sharing publicly, rather it is to help me better identify who our Wasteland 3 backers are and what they like in a Wasteland game. This will help us with development not just of Wasteland 3, but with how we consider and develop future projects! You can find the survey at this link:
Wasteland 3 Backer Survey.
The survey is brief and it is your chance to talk directly to the game devs and let us know what you think. The more of you who participate, the better we can strive to make Wasteland 3 and future titles! Thank you in advance for your help and thanks to everyone for supporting Wasteland 3!
Investor News
If you were interested in making an investment reservation, but missed our original campaign, there are still some Fig Game Shares available for Wasteland 3. The window for that will be closing in the near future. If you are interested in earning a return from sales of the game, please check out this link:
https://www.fig.co/campaigns/wasteland-3/invest.
From the Wasteland Fan Community
One last item before I hand over the update to my colleague: we recently enjoyed watching
this video from Youtuber Retcon Raider on the story and setting of Wasteland 3. It is a nice summation of what we've shared publicly so far, so if you are either looking for a primer or a reminder, give it a look. Whether videos like this, post-apocalyptic cosplay, art, or whatnot, we always love hearing from (and sharing the work of) our most creative fans!
See you out there!
Paul Marzagalli
Public Relations & Community Manager
@phimseto
Building the Stanley: An Introduction to "The Vertical Slice"
Thomas here to wrap up this update!
In the
previous update, we introduced you to Stanley Hotel, one of the zones of Wasteland 3. As part of our production schedule, we'll be looking to flesh out Stanley Hotel early, taking it from blockout (a rough level implementation with no art) into a developed zone, with missions, combat, dialogues and art worked out. That way, the Stanley Hotel will work as our vertical slice, allowing us to proof out the entire process from A to Z. In video games, doing a vertical slice early in production allows you to prove out the production process of your level, catching and correcting any mistakes or factors that'd slow us down for later zones, and it'll give us vital information on questions regarding combat density, balance, and the use of vehicles in our game.
In the coming updates, we'll be sharing various facets of the vertical slice with you, highlighting what this process means for us in art, engineering, design, and writing. Part of the reason we chose the Stanley Hotel as a vertical slice is that the location is fairly isolated from the main storyline, so we'll be able to share a lot of details without spoiling the game's overall story.
Rewards Update: NPCs, GamerShoes
As we're moving into building out our zones, we'll be looking to integrate backer content into our game. If you backed us at the "Design an NPC" level, we recently emailed you to start gathering the details on your NPC! By getting the information this early, we'll be able to work with you to flesh out your contribution to our game and integrate it into the Wasteland 3 world seamlessly. Additionally, we're also producing and sending out another reward soon: the unique Wasteland 3
GamerShoes. If you backed us at a level due this reward, please check your email, as we have reached out to you about this reward as well!
Until next time,
Thomas Beekers
Creative Producer