It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
They can take all the time they need to polish this one. ... My backlog beckons. ;)
avatar
mistermumbles: They can take all the time they need to polish this one. ... My backlog beckons. ;)
Agree'd but I know this will going to the front of the pile when its in Beta/released. Ive even planned accordingly with EVE Online so that everything will run with almost no input for nearly 3 weeks, I have skills planned and bloody long things to make/invent etc ill need to log in for less than 10 minutes every 3 days at the most if I want to keep things running at 95%, or even less if im too busy :-P
avatar
aluinie: Looking forward to this game October seems a long way til the beta.
It's just a month away :D
http://www.kickstarter.com/projects/inxile/wasteland-2/posts/597376

We’re Still Listening
Update #35 · Sep 13, 2013 · 20 comments


Good day to you, Rangers,

It’s Chris again to talk some Wasteland 2. We received a lot of feedback from the demo video of the Prison with many strong and important opinions that continue to help us craft Wasteland 2.

Our philosophy on this project is to put out videos when we have a decent amount of new features to show off. That way, we can follow the discussion threads and see what elements are working and what needs improvement. It allows us to see the most hotly discussed topics and react before the game is too far along to modify systems that might not be as good as they could be. Sometimes this means we aren’t able to iterate and polish as much as we want before it goes live, but we feel it’s well worth it for the valuable feedback you’ve all provided.

We will note a few below and let you all know our plan of attack for the ones that received the most comments.
Graphics and Animation

First and foremost, many of you had notes on the graphics, or more specifically animations. There were some obvious issues that we fully plan on fixing. We have to balance the trade-off between showing something that looks good enough while not impacting our schedule and production pipeline negatively. In a normal game production process, there is a HUGE amount of time wasted creating demos. We opted to instead show an actual snapshot of the status of the Prison map. Our fans were clamoring to see another update which means we weren’t able to get to some of the more detailed polish items. We know they’re there and we will continue to iterate and polish.

The floaty look of the rangers running was oft-noted. This is a height mesh issue that we are taking care of. We identified this as a risky item to fix prior to the demo as it affects multiple areas and didn’t want to slow down the teams working on other areas. The choice was made to not delay the video for some of the graphical fixes. In a wider sense, these aren’t “final” graphics. The Prison is a more polished area relatively but we’re still several passes from “final” on geometry, normal mapping, textures and post-processing.

As for the UI, the main game HUD is on its fourth pass and we will continue to make improvements. In particular the AP counter is a point we agree needs some work and it has already been updated. Other UI elements will get some work too. Consistency amongst menus is something we are working on right now. The dialog UI in particular is a work in progress. In the last video we showed, it didn’t have a field to type in keywords yourself, but be assured that mechanic is still in.
Combat Systems

On to some of the gameplay points. One often seen discussion was the change from hex grid to squares. This is one of those points where crowdfunded games are unique; in a standard development cycle you would not get to see how mechanics like that work until they’re fully tested, iterated on and polished.

Here is a little backstory on the change. Originally, we didn’t intend to have any hex or square grid during combat. It was going to be more free form movement. One of our engineers added a hex grid as a debug test to approximate spacing of characters in combat encounters. When we saw that grid turned on, our mouths watered. A few days prior to recording the first video, we made some tweaks to get our movement working with the hex grid. It worked great for our early combat. One unfortunate side effect was that since it wasn’t in our original design, we didn’t account for it from the beginning of development. We had already done tests and created our tile set sizes, including doors and surrounding props. We could have redesigned the size of the tile sets and doorways (which would have been a huge amount of work since we had grey boxed many of the levels) or look into other options. Squares came next. We had introduced cover at this point and squares lined up nicely with the doors and cover.

Of course, while the advantage in positioning, production time and map layout is there, many of you justifiably pointed out you’re losing flexibility in movement, from a grid’s six-way movement to a square’s four-way movement, and that creates undesirable situations where you move four squares east and four squares south to move to a relatively close position. With the help of backer suggestions, here are two points we have already implemented to improve the mechanics and feel:
Moving around the world in combat is much more free form. Your player won’t just follow the exact grid, which created an unnecessarily artificial look. They will take the shortest unblocked distance from the point they are standing to the point you are moving to. Movement is still calculated based on an underlying (optional on/off) grid and is displayed to you in your AP cost.
Moving diagonally in the calculation costs 1.5 times as much as a straight movement. Do note that your speed attribute changes the AP cost used as movement for all characters, so the calculation is never very simple.

Another pattern we saw discussed had to do with stances as a tactical choice in combat. Stances may not seem like a big deal to implement, but it is a deceivingly large amount of work to do correctly in our game. There are a few issues to consider when evaluating this as a feature. First, is the amount of work necessary to get it done vs. how much it will add to the game as a whole. It involves additional code to simply implement the base feature, UI work to get the HUD elements, a large amount of AI to have enemies react to it differently (assuming we don’t just have the rangers use it…which would be lame), design work to fit it on to all applicable humanoid enemy NPCs, gameplay balancing, bug testing and the finally largest risk comes from animation. Our animation system is pretty robust. We’d essentially be adding 2 additional states (crouching and prone), which need to have our full suite of animations related to all weapon skills. 9 skills (or 7 without melee skills) doesn’t seem like a lot but when you break them down, it gets unwieldy quick. Each weapon has firing, jamming, equip/unequip, reloading, aim up/down, multiple player damages from that pose (i.e light, medium, heavy, crits) plus all of the blends in and out that make them smooth from different player states. In all it turns into around 15-20 animations per skill, per stance. Finally, there would be visual issues from our 6 foot tall rangers with a 3 foot long sniper rifle lying prone. Weapons would clip through the world props all over the place. As we continue iterating and polishing, we will evaluate all options as they are available, but as you can see, this is not a particularly easy decision to make.
Exploring Environments

And as a final note, a few said that this early part of the Prison in the demo gave an impression of linearity. This is mostly due to it being a demo run, with us having a specific path and sequence in mind. Wasteland 2 is incredibly varied in regards to the feel of the levels. Some are more town based, others are underground maze/cave-like areas. We have large interiors of buildings, huge canyon areas (like prison) and more desolate plains. There is no template that is universal to Wasteland 2.

We’ve made sure to design a ton of missions that will take you all over. Many are optional, meaning that you will be able to do them or not do them as you wish. Others will open up (or be shut down) based on decisions you’ve made before. There will be no lack of exploration and discovery.
And more!

I’m going to link to this page on our tumblr, where you can find all the GamesCom previews rounded up as they come in. GamesCom is a very international event so you can find previews in a huge variety of languages: English, German, French, Italian, Spanish, Polish, Hungarian, Danish, Japanese and Dutch!

And finally, we’re still loving what Mark Morgan is doing for the Wasteland 2 soundtrack, so here’s a new piece we wanted to share.

Chris Keenan
Project Lead
Just a heads up for anyone like me that had been waiting on the donations being updated. they were updated on the 22nd i believe so if you need to adjust your backing reward etc please dont forget
New update with info on skills and 2 new screenshots:
http://i.imgur.com/gvW3YP4.jpg
http://i.imgur.com/eXiC66s.jpg

About the BETA:

"It is now October and we are close to getting this game into the hands of our beta-eligible backers. We’re currently cleaning things up, fixing the largest issues and working on a first pass of balance across Arizona. Have we mentioned that this game is massive?

The short-term plan is to continue iterating and fixing bugs found by our internal QA until the game is stable and playable through the sections we are opening up for early beta. This process will take a few more weeks. Once we get there, we will have a very small group jump in to get a feel for if it’s ready to release to our patiently waiting beta backers. The plan is to distribute the beta for Windows PC, as we know we can get standalone builds to work in Windows. We have not forgotten about our Mac and Linux backers and will soon do some tests to try to get a standalone executable for those versions as well. Many months back we tried a Mac test in Unity and it built great with about 30 minutes of clean up. If history repeats itself, those versions will be available as well for the early beta (what’s the worst that can happen, right?).

To prep for early playable, let’s talk a little bit about what we hope to give and get from you. The game will be in an early beta. Much of the systems and content will be in and working but it will be crude in some areas. Some systems won’t be fully polished, there will be weird bugs, and balance will be far from final. We will be fixing these things throughout the beta – we promise the game won’t be released before the game plays beautifully. It’s been difficult for me to get used to personally, but we’ve fully embraced getting screenshots and demo videos out before we feel they are truly ready and polished. I’m much more at peace with it now as this has helped us get great feedback early, and give us time to pivot when necessary. This early beta is no exception.

There are two major goals for us here; bug-hunting and gathering feedback on everything from mechanics to mission design to level design. We’ve enlisted the help of the great people at CenterCode to facilitate this process and make sure that we get the best feedback possible, and are able to effectively cull the large amount of information into an actionable format. It won’t be mandatory for you to opt-in for generating feedback, but we hope that you will participate as it will only improve the final product. More info on that will come as we get closer to the early beta launch.

For us, the most important thing you can do is provide us feedback. What elements do you like? What things need more work or, in your opinion, just aren’t fitting properly? We want to know what you think of our game, the writing, the flow, the mechanics…everything. We will be updating the game on a consistent basis (approximately every 2-3 weeks) and continuing to improve Wasteland 2 throughout this process.

Initially, we will be releasing the first 4 large areas and all associated COPS maps. COPS maps are smaller scenes that can be accessed through the world map and tie into the main areas. We won’t be putting the full game into beta to prevent spoilers that would become widely known before Wasteland 2 is finished. We’ll implement game-wide changes stemming from your feedback from the first areas, and continue our extensive internal bug-testing during this period."
Just finished reading through the latest mail sent out.

Im starting to get a little excited again :-)
*excitement rows*.. come beta come...
http://www.kickstarter.com/projects/inxile/wasteland-2/posts/633697

Too long to post but :

"Early Beta

You’re all no doubt anxious to get your hands on the Early Beta and we’re anxious to get it to you! We’re now in the stage where we have distributed standalone copies of the Early Beta to a small group of external individuals as a test run. This is the final stage where we ensure it is up to our standards and runs on a variety of machines, and we’ll then be ready to get it to you.

Early Beta will only be distributed through Steam, as called out in the original Kickstarter reward tiers. The final release will – of course – be available through a wide variety of channels; but running the Early Beta through Steam is the optimal option. Any other solution would require a non-trivial investment of resources into Early Beta distribution; we feel those resources are better spent on the general quality, stability and scope of the game."

Does this mean they have already been distributed or in process?. Early Access is listed at $55 and above. Is this what they are referring to?
Post edited October 18, 2013 by nijuu
avatar
nijuu: Does this mean they have already been distributed or in process?. Early Access is listed at $55 and above. Is this what they are referring to?
No, this is referring to a friends and family esque run, which is the final step before we go to the 10K+ backers who get the backer beta, all at the same time.
I assume BETA is gonna arrive probably at the end of the month or early Nov. Add Divinity Original Sin Alpha and X-Rebirth for me in Nov, it's gonna be a busy month...
The survival/water mechanic is good InXile, don't chop that mechanic even if it pisses some backers off. It has always bothered me that the entire 'theme' of the post-apocalyptic genre is the scarcity of resources, yet this has almost (never?) been represented in the actual gameplay mechanics.

Also BrotherNone, any idea on the release date for WL1 re-release?
avatar
Crosmando: The survival/water mechanic is good InXile, don't chop that mechanic even if it pisses some backers off. It has always bothered me that the entire 'theme' of the post-apocalyptic genre is the scarcity of resources, yet this has almost (never?) been represented in the actual gameplay mechanics.
I usually hate the necessity for food/water in most games (I find it tediously 'realistic'), but I completely agree with you on this one.
Played Fallout: NV with hardcore. I actually liked the water mechanic, makes it feel more realistic. Anyway I can drink from anywhere with just a single quick travel in NV.
avatar
cw8: Played Fallout: NV with hardcore. I actually liked the water mechanic, makes it feel more realistic. Anyway I can drink from anywhere with just a single quick travel in NV.
Drinking out of toilets ftw