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GastonArg: the game so far is just a bunch of papers and nothing more, ideas on papers sounds good but a game needs more than that,
What pre in-engine work? why they didnt show us any of that so far then :/ ?
We did? We showed the Bloom blockout in the last update. Some other levels have had graphics work on them too. We've done several different level blockouts throughout the game, some are more worked out with dialog and graphics, the dialog system is up and running, tweaked for our needs and people working in it.

I get why people have the impression that it's "just a bunch of papers" but we left that paper-only stage months ago. If you define pre-production as "only happening on paper", then we're out of pre-production and into, I dunno, "limited production". But that all depends on how you define it.

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GastonArg: By the way they way you talk seems that you are actually working on the game,may I ask what function or place you do in the team? (plain and simply curiosity :P )
I'm a line producer for inXile, work as that and as a writer on Torment.
Post edited May 21, 2014 by BrotherNone
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VanishedOne: I hope it can be compressed some more for the installer. 23GB is over half the monthly download quota in the house I live in.
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zeroxxx: Copy over the installer from friend's HDD I suppose?

That's what I do for my friends, even for Steam copies. I had fully patched Dota 2, my friend just smartly reformatted his PC and wiped Dota in his PC (happened....somehow), I simply took his HDD and copied over my Steamapps folder. It worked. Saved his bandwith, and he gave me a chocolate. :D
Clearly I need more friends who are local to me.
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DProject: From the Gamespot Early Access review:
"I wish the dialogue system were implemented so that side characters got more attention from time to time; individual party members’ personalities are typically overshadowed by the character you designate as your primary conversationalist."

Shoot. I was keeping my fingers crossed this wouldn't be the case, but apparently it is. I was hoping that the other characters would "interrupt" the conversation if they could make, for example, a successful Smart Ass check if the initial person (leader) couldn't. But apparently the character you use will be doing all the conversations, which leaves few options: either
- creating the team spokesman who's good at all the social skills (I believe there's three or four of them), or
- miss out on some of the dialog options.

I'm really bummed about this. It's not a gamebreaker, not at all, but still something that would've been awesome to see properly made. As it is, I see no reason to give the three other characters any social skills, if they're never going to get to use them.
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cw8: I thought you could change the character involved in the dialogue via the portrait itself?
I and a few others mentioned it in the rangers center at least a month ago. Back when they were asking opinions on the Dialog UI. I was hoping that would be how the system worked as well. I know it's easier to code, but that's not how a party of adventurers would act. One of your other party members sees something another doesn't, he would speak up.
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GastonArg: the game so far is just a bunch of papers and nothing more, ideas on papers sounds good but a game needs more than that,
What pre in-engine work? why they didnt show us any of that so far then :/ ?
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BrotherNone: We did? We showed the Bloom blockout in the last update. Some other levels have had graphics work on them too. We've done several different level blockouts throughout the game, some are more worked out with dialog and graphics, the dialog system is up and running, tweaked for our needs and people working in it.

I get why people have the impression that it's "just a bunch of papers" but we left that paper-only stage months ago. If you define pre-production as "only happening on paper", then we're out of pre-production and into, I dunno, "limited production". But that all depends on how you define it.

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GastonArg: By the way they way you talk seems that you are actually working on the game,may I ask what function or place you do in the team? (plain and simply curiosity :P )
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BrotherNone: I'm a line producer for inXile, work as that and as a writer on Torment.
I thought that the pic of the bloom was just a concept art sketch, glad to hear that actual works is being made on the game and just talking about who it's going to be.
Thanks a lot for taking the time to explain everything in detail.
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DProject: From the Gamespot Early Access review:
"I wish the dialogue system were implemented so that side characters got more attention from time to time; individual party members’ personalities are typically overshadowed by the character you designate as your primary conversationalist."

Shoot. I was keeping my fingers crossed this wouldn't be the case, but apparently it is. I was hoping that the other characters would "interrupt" the conversation if they could make, for example, a successful Smart Ass check if the initial person (leader) couldn't. But apparently the character you use will be doing all the conversations, which leaves few options: either
- creating the team spokesman who's good at all the social skills (I believe there's three or four of them), or
- miss out on some of the dialog options.

I'm really bummed about this. It's not a gamebreaker, not at all, but still something that would've been awesome to see properly made. As it is, I see no reason to give the three other characters any social skills, if they're never going to get to use them.

I might have to leave a notice of this somewhere, like the ranger forums or whatever it is, if I can access that. I'd really wish they'd fix this.
Your suggestion wouldn't really work with how WL2's conversation/skills system is. The speech checks are at fixed thresholds.. So if a check is for Hard-Ass 2, then you must have at least 2 points in Hard-Ass or you can't click the dialogue option, there's no way to "fail" speech checks because they don't have a percentage-based system like say Lockpicking does, but usually how it is you come up to some enemies, dialogue starts, they'll be an option to say screw you and start combat, or their might be a Kiss-Ass lvl 3 check where you can persuade them to let you pass. If your guy with the speech skill doesn't have the skill to pass the check, you can simply change the "speaker" by clicking on their dialogue, you can then change it to a character which has the required speech skill.

You can say have three characters and each of them specializes in a different speech skill, if you don't want to have the dedicated "Negotiator". I honestly think that might be a better route than a completely non-combat diplomat character, there's just way too much tough combat and so few opportunities to use speech that you wouldn't want to waste a character on non-combat stuff.

Their might be a much more heavy emphasis on dialogue in the LA section of the game though.
Post edited May 22, 2014 by Crosmando
It's quite possible that I'm the only person on earth who cares about this, but is anyone else bothered by the fact that they're essentially outsourcing the translations to their fans? I don't doubt that the end result will be more than adequate, but I find it very unethical that a workload that livelihoods of professional translators depend on is simply given to a bunch of fanboys, who do the work for free.
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fronzelneekburm: It's quite possible that I'm the only person on earth who cares about this, but is anyone else bothered by the fact that they're essentially outsourcing the translations to their fans? I don't doubt that the end result will be more than adequate, but I find it very unethical that a workload that livelihoods of professional translators depend on is simply given to a bunch of fanboys, who do the work for free.
U realise that quite a number of 3D assets you see in the game were outsourced to the crowd as well since 1 1/2 years ago, I was involved in that as well. In fact, WL2 seems to be the game that is most heavily involved with crowdsourced work. I'm pretty sure the dialogue UI is based on the mockups created by a fan in the official forums.
It doesnt bother me in the slightest, The fact inXile are doing this to me shows they are in touch with the playerbase and that they actually want to not only make the game that they wanted to make but also use the ideas that the fans want in the next game.

This issue of translations is a bit 50/50, in theory having multiple people translate it into their language and that over multiple languages could mean that there are better translations for those people from the countries in question or who's native tongue is now there. All the translations will be checked because... well its the internet. but this could not only speed up translations but give the game improved translations.
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fronzelneekburm: It's quite possible that I'm the only person on earth who cares about this, but is anyone else bothered by the fact that they're essentially outsourcing the translations to their fans? I don't doubt that the end result will be more than adequate, but I find it very unethical that a workload that livelihoods of professional translators depend on is simply given to a bunch of fanboys, who do the work for free.
Making games is expensive, especially in the US. Makes sense for them to save where possible, so they can keep making games.
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fronzelneekburm: It's quite possible that I'm the only person on earth who cares about this, but is anyone else bothered by the fact that they're essentially outsourcing the translations to their fans? I don't doubt that the end result will be more than adequate, but I find it very unethical that a workload that livelihoods of professional translators depend on is simply given to a bunch of fanboys, who do the work for free.
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StingingVelvet: Making games is expensive, especially in the US. Makes sense for them to save where possible, so they can keep making games.
Exactly - especially, considering the fact that it is a Kickstarter game with a somewhat limited budget.

Less money spent on translation means more money spent on the actual game.
low rated
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DProject: From the Gamespot Early Access review:
"I wish the dialogue system were implemented so that side characters got more attention from time to time; individual party members’ personalities are typically overshadowed by the character you designate as your primary conversationalist."

Shoot. I was keeping my fingers crossed this wouldn't be the case, but apparently it is. I was hoping that the other characters would "interrupt" the conversation if they could make, for example, a successful Smart Ass check if the initial person (leader) couldn't. But apparently the character you use will be doing all the conversations, which leaves few options: either
- creating the team spokesman who's good at all the social skills (I believe there's three or four of them), or
- miss out on some of the dialog options.

I'm really bummed about this. It's not a gamebreaker, not at all, but still something that would've been awesome to see properly made. As it is, I see no reason to give the three other characters any social skills, if they're never going to get to use them.

I might have to leave a notice of this somewhere, like the ranger forums or whatever it is, if I can access that. I'd really wish they'd fix this.
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Crosmando: Your suggestion wouldn't really work with how WL2's conversation/skills system is. The speech checks are at fixed thresholds.. So if a check is for Hard-Ass 2, then you must have at least 2 points in Hard-Ass or you can't click the dialogue option, there's no way to "fail" speech checks because they don't have a percentage-based system like say Lockpicking does, but usually how it is you come up to some enemies, dialogue starts, they'll be an option to say screw you and start combat, or their might be a Kiss-Ass lvl 3 check where you can persuade them to let you pass. If your guy with the speech skill doesn't have the skill to pass the check, you can simply change the "speaker" by clicking on their dialogue, you can then change it to a character which has the required speech skill.

You can say have three characters and each of them specializes in a different speech skill, if you don't want to have the dedicated "Negotiator". I honestly think that might be a better route than a completely non-combat diplomat character, there's just way too much tough combat and so few opportunities to use speech that you wouldn't want to waste a character on non-combat stuff.

Their might be a much more heavy emphasis on dialogue in the LA section of the game though.
Okay, thanks for clearing this up. I guess the way it's done, is a good way then. I was thinking the whole thing from a role-playing view: like, the team brute would talk to another brute, and before things get heated, some other team member who's a bit more rational, would step in and offer their point of view to a peaceful solution. If this can be done (somehow), then I'm satisfied.
Intro movie to Wasteland 2:
https://www.youtube.com/watch?v=xOQFN6U0hSI

Live action! Intro puts you straight into WL2's start.
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cw8: Intro movie to Wasteland 2:
https://www.youtube.com/watch?v=xOQFN6U0hSI

Live action! Intro puts you straight into WL2's start.
I love it, though I know some people have different feelings about FMV, I personally think it suits a Wasteland game perfectly.
nice trailer
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Crosmando: I love it, though I know some people have different feelings about FMV, I personally think it suits a Wasteland game perfectly.
I love FMV. One of the reasons why I love the C&C games.