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Game News Wasteland 2 Kickstarter Update #23: Gameplay Video!

TwinkieGorilla

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I expect them to not be dubbed by frat boys.

What.

I'd rather they didn't bother with it at all if this is meant to be representative of the final game.

I'm pretty sure this is meant to be a...oh what did they call it? "Our first early gameplay video"

and also:

"Sorry if we're over communicating, but it's just a reminder: we're just past the halfway mark, so don't expect to see everything that you can expect from the final game just quite yet."

You abysmally dense fucking retard, Mastermind.

#replyingtoamastermindpost

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Who was the retard that kept going on and on about how it's impossible to do a good and functional UI in Unity? And to think some posters took him seriously. FFS.
 

Tigranes

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  • Cry me a fucking river, there's a camera you can rotate. Woe is you.

What in the .... :retarded:

I thought I was clear, but clearly, I fucked up English.

I meant fuck all the whining about how you can rotate the camera.

Anyway, I love how you can move the UI around, but it really is an ugly jumble of not-cohesive-at-all stuffs + some bright green lights. It does have a major impact on the art direction since you know, you're looking at it all the time. (The glowing AP numbers overlaid awkwardly on the bulb? icons are terribad too) Asking for good looking cohesive UI that reinforces the aesthetic schema of the game isn't newfag, it's common sense.
 

Vault Dweller

Commissar, Red Star Studio
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Infinitron

I'm not talking about the graphics either. That's why I compared it to Tactics. So far everything that was shown was similar to Tactics. If you see the difference between Fallout and Fallout Tactics, hopefully you'll see my point. Regardless of what you think full-scale RPG means, I hope you agree that running around, shooting things, and clicking on NPCs to read blocks of text is the easiest thing to do and all RPGs have that, including those that Fargo did manage to produce in 18-20 months.

Ah, but according to you, the difference between a full-scale RPG taking 18 months to produce and taking 3 years to produce is the availability of an existing engine and assets.

But now, at ten months, we see that doesn't really appear to be a factor here at all, because the engine and assets appear to be just fine.
Jesus fucking Christ. Yes, it's a huge factor due to the difference between spending 18 months on quest design and dialogues and having to do everything in 18 months. Of course the engine and assets (what little we've seen) are fine. What did you expect?

With any licensed engine, you can make a basic map and drop some characters and monsters who can walk around and attack/die in a matter of a month or two, but this doesn't mean much. Have you not fucking played action games made in 18 months that had what you saw today? What makes you think that it's anything special (in terms of progress)?

Again, the atmosphere is great, the music is great, the text is great, and overall, combat isn't bad, but I hope it would become better. It felt like filler, something you do to farm XP, not fighting deadly foes. The dialogue was very one sided, due to the keyword system, which reminded me of action games where a distressed NPC rants for a few paragraphs sending you on a quest where you have to kill some things and click on something after.
 

Zed

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Not a big fan of the camera rotation, but I think it could work. I think the dialogue needs some QA. Sometimes apostrophes were missing and other times dots were missing. I'm not sure but I think there was one font used for the game screen and one for the dialogue window. I'd prefer if they would use one single font for the entire game (besides interface elements/buttons, perhaps).
Enemy sight cones should be adjusted. Small eyes-to-the-ground bugs should not see that far - while probably seeing in a wider range. A human should have pretty damn good sight -- not that narrow.
The cursor graphics were a little shitty. Brown indistinct arrow as standard cursor and then a mickey mouse hand for picking stuff up. I hope they make something more consistent.
If not a more distinct arrow; I would prefer if they used something like a hand á la IE games or something.
e.g.
hand.png
(but better-looking)

Overall I think it was an excellent video of WIP.

What I would like to see next: character generation screens, and in-game character status screens (or something similar). And tougher/longer combat encounters.
 
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HobGoblin42

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Who was the retard that kept going on and on about how it's impossible to do a good and functional UI in Unity? And to think some posters took him seriously. FFS.

First of all, I would really like to know if there is any good/superior game that has been developed with Unity. I don't know any.

WL2 looks good, but the current dialogue system is indeed very archaic. It's good to see, that inXile chose the same mechanics as we did for Chaos Chronicles (seamless switch from real-time free exploration to turn-based grid combat, 3D level with rotatable camera).
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
With any licensed engine, you can make a basic map and drop some characters and monsters who can walk around and attack/die in a matter of a month or two, but this doesn't mean much. Have you not fucking played action games made in 18 months that had what you saw today? What makes you think that it's anything special (in terms of progress)?

Because it's been ten months, not eighteen months.

Again, the atmosphere is great, the music is great, the text is great, and overall, combat isn't bad, but I hope it would become better. It felt like filler, something you do to farm XP, not fighting deadly foes. The dialogue was very one sided, due to the keyword system, which reminded me of action games where a distressed NPC rants for a few paragraphs sending you on a quest where you have to kill some things and click on something after.

Yes, well, they have a big fat script with tons of choice and consequence, and at least eight months to implement it, probably more because they already started before now. So don't you worry your blessed little heart.
 

FeelTheRads

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I thought I was clear, but clearly, I fucked up English.

I meant fuck all the whining about how you can rotate the camera.

No, no, you were very clearly dumb.

Also, not sure if there was any mention of it, but fuck, they have a grid, and a hexagonal one too. That alone is fucking awesome. :salute:
 

Zed

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HERE'S HOW MUCH XP U EARNED
Yeah, that should be printed in the text window instead. Unnecessary pop-ups and "combat's staaaartiiiiing R U RDY?!!!!" screens will, as you say, get old fast. Kind of like the ksccshhhhhhhhhh-screens of Final Fantasy's random encounters.
 

DragoFireheart

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The bullets hitting your screen is a little jarring as a way to say "COMBAT IS STARTING!!!!!!!!!!!!!!!111111111111111111"

Otherwise, looks good. Money well spent so far.
 

Vault Dweller

Commissar, Red Star Studio
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With any licensed engine, you can make a basic map and drop some characters and monsters who can walk around and attack/die in a matter of a month or two, but this doesn't mean much. Have you not fucking played action games made in 18 months that had what you saw today? What makes you think that it's anything special (in terms of progress)?

Because it's been ten months, not eighteen months.
And? You saw one area.

Yes, well, they have a big fat script with lots of choices and consequences, and at least eight months to implement it, probably more. So don't you worry.
If you say so.

PS. Do me a favor, wait until the game is released before you start tagging me again. I made a quick comment, had to explain it over and over again, and every time something is shown, people tag me:

- New concept art - WHAT DO YOU HAVE TO SAY NOW, VAULT DWELLER?!
- First mockup screen - MWAHAHA, VAULT DWELLER, LOOK HOW WRONG YOU WERE?!!
- First shoot 'em up gameplay video - WHERE IS YOUR GOD TIM CAIN NOW, VAULT DWELLER?!!!
 

evdk

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Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign Steve gets a Kidney but I don't even get a tag.
Yes, well, they have a big fat script with tons of choice and consequence, and at least eight months to implement it, probably more because they already started before now. So don't you worry your blessed little heart.

"It'll be cool, trust us :hearnoevil: "

Really, Infinitron?
 

Surf Solar

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The bullets hitting your screen is a little jarring as a way to say "COMBAT IS STARTING!!!!!!!!!!!!!!!111111111111111111"

I agree, though I think there is nothing inherently wrong with the idea, as long as it is not so obstrusive.

endanim-0d6kbs.gif
 

TwinkieGorilla

does a good job.
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Yeah, that should be printed in the text window instead. Unnecessary pop-ups and "combat's staaaartiiiiing R U RDY?!!!!" screens will, as you say, get old fast. Kind of like the ksccshhhhhhhhhh-screens of Final Fantasy's random encounters.

Yeah, I was also pondering how that might get old very quick. Hopefully toggle-able?
 

DragoFireheart

all caps, rainbow colors, SOMETHING.
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The bullets hitting your screen is a little jarring as a way to say "COMBAT IS STARTING!!!!!!!!!!!!!!!111111111111111111"

I agree, though I think there is nothing inherently wrong with the idea, as long as it is not so obstrusive.

endanim-0d6kbs.gif

Yeah, I liked how your GUI reacted as a means to tell you combat is starting. Maybe make the GUI in W2 flash red or something like an alarm.
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
"It'll be cool, trust us"

Really, Infinitron?

Well, unlike some others, Wasteland 2's team isn't adding new quests, locations and dialogue to their game when they should be finalizing production. :smug:

Pre-production is over, everything is written down and they just gotta implement it. Maybe I'm wrong and it's not that simple. We'll see.
 

Alex

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Well, the video showed some stuff I still have an issue with:

First is the rotating camera thing. This looks annoying as hell, and I still would have preferred a fixed one, or even better, a 2D game. Hopefully, they will make it so this doesn't get in the way too much.

Second, the part where they broke down the door reminded me that it seems pretty silly to have a brute force skill. I really don't understand why they wouldn't just allow you to use attributes as well as skills on the gameworld.

Third, while the atmosphere of the place looked great, I still have to see anything that builds on the more sillier view of the original. Well, I guess having the kid who lost his dog become a villain is kinda silly, so maybe we will still see something there.

But, aside from these observations, I thought the video looked great! I am glad to see it seems the devs are being pretty verbose on their text descriptions. It is also great to see you can use your skills on things much like the original game! The way the dialog GUI works makes me think you can't use skills directly while in conversation, but that isn't that much of a problem as long as they explore well the keyword typing system. Also, it was very nice to see the broken down door not working with lockpick, but working with brute strength. Hopefully, the gameworld will be filled with this kind of thing.

One thing I don't get is the complaints about the GUI size. Am I the only one here who liked the big interface elements of older games like Might & Magic or Dreamweb?
 

Mastermind

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Steve gets a Kidney but I don't even get a tag.
I expect them to not be dubbed by frat boys.

What.

I'd rather they didn't bother with it at all if this is meant to be representative of the final game.

I'm pretty sure this is meant to be a...oh what did they call it? "Our first early gameplay video"

and also:

"Sorry if we're over communicating, but it's just a reminder: we're just past the halfway mark, so don't expect to see everything that you can expect from the final game just quite yet."

You abysmally dense fucking retard, Mastermind.

#replyingtoamastermindpost

takes -15 damage

Yes, hence the word "if" which I bolded so even your primitive subhuman gland you use in place of a brain can comprehend. More importantly though, he is saying the game is missing some features, not that obvious assets (like radio broadcasts) are just placeholders akin to using pics of his kid as a portrait so odds are those broadcasts are gonna be representative of the final game. You fucking retard, take Feargus's cock out of your mouth and try to think before vomiting on screen.
 

Vault Dweller

Commissar, Red Star Studio
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"It'll be cool, trust us"

Really, Infinitron?

Well, unlike some others, Wasteland 2's team isn't adding new quests, locations and dialogue to their game when they should be finalizing production.
I do because it pleases me. Any other questions, just ask.

Pre-production is over, everything is written down and they just gotta implement it. Maybe I'm wrong and it's not that simple. We'll see.
Nah, it's that simple. Gotta be, right?
 

UnknownBro

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Messages
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Ohh It looks good but the camera... I fucking hate to stop playing to rotate the camera so then I can see shit and can continue playing until I reach the next corner and then... :rage:
 

TwinkieGorilla

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Yes, hence the word "if" which I bolded so even your primitive subhuman gland you use in place of a brain can comprehend. More importantly though, he is saying the game is missing some features, not that obvious assets (like radio broadcasts) are just placeholders akin to using pics of his kid as a portrait so odds are those broadcasts are gonna be representative of the final game. You fucking retard, take Feargus's cock out of your mouth and try to think before vomiting on screen.

Who the hell cares what you bolded? You commenting on something which is usually one of the very last things a studio focuses on in an early gameplay footage highlights your continued idiocy. Period. No amount of edgy posturing changes that.

And what the fuck does Feargus have to do with anything?
 

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