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News for Monday, December 31, 2012

Posted by WorstUsernameEver - at 0:16

While I'm not sure how they got their hands on it (and why they haven't flaunted their exclusive everywhere) the folks at Shacknews have gotten their hands on a new Wasteland 2 screenshot. The screenshot shows an overgrown greenery kind of environment, presumably in LA.

We've mirrored the screenshot in our own gallery:

News for Friday, December 21, 2012

Posted by WorstUsernameEver - at 21:08

We have rounded up another batch of developer replies from the Wasteland 2 Ask a Dev forums.

On combat and action points:

Combat will be action point based. There are no defined rounds for "rangers turn" and "enemies turn". Instead it is based on the speed attribute of each party member. Characters with higher speed attributes will get more turns than those with lower speed attributes. Put more points into speed if you'd like to attack more in any given combat encounter.
On healing and health systems:
Still undecided on "instant heal" items. We're hoping to err on the side of not having them, but if they're needed for the type of combat experience we want, we are reserving the right to include them We have many combat mechanics coded at a base level, so we're starting to get a feel for it.

I would like to balance the Field Medic and Surgeon skills to handle most healing on the battlefield. They don't need items to help their basic form of healing, but for advanced types, they'll use consumables. A skilled surgeon can heal increasingly negative status effects from UNC ->
On stealing:
The player characters won't have a steal skill that they can use, but occasionally an CNPC that the players come across might have the ability to do this. It came down to a question of time and resources. Stealing is a cool skill in games, but any skills we added we want to have a good amount of reactivity. When we starting discussing a design for stealing, it turned into a major task. Ability to steal items, what kind of items can be stolen, what if you get caught, how does the NPC react in the future if you're caught. It turned out to be something we didn't think was core to the experience for the amount of time needed to add it correctly.
On drugs:
There will definitely be drugs in this game. They might even be helpful for a certain type of player.
On cover:
We do have cover in the game. It is similar to the way broken cover in the M.S.P.E. rule set works. There is a "block line of sight" system naturally in our game but we also have objects in the play space that the PCs and acceptable enemy AI can use as cover objects. The attackers chance to hit will be reduced when their target is in viable cover. Their animation state will change as well, visually showing them ducking into the cover.
On backgrounds/traits:
Somewhat, but not as deep as is discussed here. We wanted to leave the PC's mostly free of having their own personalities, backgrounds and hobbies on purpose. In the original, the PC's didn't talk so they were essentially left to the imagination of the player. In WL2, we are attempting to do the same. There is some light background setup in character customization but that can be overridden with a "custom" setup easily.
On Stackpole and Avellone's novellas:
Now that the scripting is in the near complete state the novellas can begin. Chris and Mike are starting to pour through the the detail so they can formulate their clever take on the contents of the novella. If there are any particular subjects that people would like to see detailed I would be interested in your thoughts. The cults of LA...The history of the Synths...A story of adventure from Wasteland 1 etc....
On crafting:
We are currently thinking you will need to go to specific locations for most difficult crafting. For example, when using the weapon smithing skill, you will mostly need to be at a bench. There are elements of crafting that can be done on the road though. I'm being vague on purpose as there are some interesting elements to it that I don't want to reveal right now.

Crafting recipes can be learned as well as available when you hit specific skill levels with that particular skill. There will be unique items that you can craft that aren't available for purchase.

News for Thursday, December 20, 2012

Posted by Brother None - at 23:38

We tend to post news in a neutral tone here and I did as much for BIS' PV13, though I later added in a negative recommendation in the conclusion. Still, I feel it'd be remiss to not highlight at all just how bad this crowdfunding campaign is. Destructoid offers a piece in its usual trolling tones trying to somehow make it seems like this reflects on all Kickstarters.

Our own WorstUsernameEver did a short but very to the point expose on this when posting the news on GameBanshee, summing up very well the ways in which this is wrong.

First, there's no indication on the website of how much money is needed, or for that matter, how much money has been raised. You have to actually open the website's source code to unearth a widget that shows how much money has been raised so far, which strikes me as extremely counterintuitive. Granted, the way the campaign has been set up is undoubtedly quirky and humorous, but that doesn't really justify the lack of transparency.

Second, the crowdfunding campaign has been set up to get the money to develop a prototype. Frankly, I'm dumbfounded by this. If Interplay can't fund this prototype, why should I believe that they can fund the whole development cycle? I admit there's something I might be missing, but this doesn't really inspire a lot of confidence.

Third, as per the crowdfunding campaign's FAQ, donators won't get a copy of the finished title if and when it is completed.
Gamespy offers an opinion piece on why you should not donate, while Gamasutra posted an opinion piece about how this is a case study in how not to do crowdfunding.
Fair enough, you say -- Interplay has had this in the works for years, and to throw all of the work away over a dispute would be madness. But here's where it gets tricky. Bulgaria-based Masthead Studios was working on the original Fallout Online build, with the plan that it would be published by Interplay. With this move to Black Isle, there's no word regarding whether Masthead is on the project anymore.

More notably, the pledge page for PV13 fails to describe the game in any detail, refusing to even list the type of genre that the game will fall under. "We've had to make some major changes recently," it reads, suggesting that the MMO angle may well have been dropped -- but in place of what?

Why would backers want to put cash down for a project outline that is so incredibly vague and disconcerting? And what happened to all the work that was done at Masthead all these years? Is there really not enough there to put together a prototype and seek proper funding?

What is the money even going towards?

Even if you decide to look past all of this shadiness, it's pretty impossible not to raise a critical eyelid at the crowdfunding scheme itself.

Where it has become common practice to offer backer rewards for those putting funding toward your game, Black Isle has decided this isn't necessary. If you pledge $10, you'll be granted access to a special Black Isle forum. If you put down $20, they'll even let you post on the forum.

There is no way to receive a copy of the game by pledging -- even if you decide to put down $10,000 -- because the money isn't actually going towards a game at all. In fact, the money will be used to build a prototype, which Black Isle will then show to investors in the hope of gathering up moolah elsewhere.

And why is there no total figure shown at all? Shouldn't the entire point of open crowdfunding like this be that consumers can see how well the scheme is doing, and choose whether to be part of it? Hiding how much you've actually made is more than a little dodgy, truth be told.
This is not a raging success so far, with that ticker currently standing at $2,023. But that's probably $2,023 too much. This really shouldn't be justified with any money, people, so stop it, please. Up your Wasteland 2 or Project: Eternity pledge or give it to Forsaken Fortress, which recently passed its funding goal. At least with those there's a non-zero chance you'll see something substantial for your investment.

EDIT: here is a page that shows their current amount raised, standing at $2,091.

Posted by Brother None - at 10:18

Interplay has launched a crowdfunding campaign on the the Black Isle Studios website intended to create a prototype of PV13. PV13 is no longer Fallout Online, and is now a post-apocalyptic strategy RPG about rebuilding and gathering resources, and they're looking to raise an unspecified amount of money. This isn't being run through Kickstarter, but via, it's basically donations you're doing, and as far as I can see there's only two tiers, which reward you with forum access and badges.

Help stave off the Mayan Apocalypse by replacing it with a virtual apocalypse.

Contributions will add time to the Mayan clock - pushing back the Mayan Apocalypse - and advance the PV13 countdown. When the PV13 goal is reached, we'll be able to finish our replacement magic (aka, extraordinarily complicated physics) and completely thwart the Mayan Apocalypse.

Because we are fighting off the Apocalypse, the contributions will be accepted immediately, not after 30 days. (But you can come back later to increase your participation to receive the higher level rewards if you so choose.)

$10+ contributions will receive:

•Access to a special Black Isle forum. You can read about the ongoing fight to save the world. (And PV13.)
•A copper BIMAR forum badge.
•A Certificate of Recognition at the end of 30 days.

$20+ contributions will receive:

•Access to the private forum as well as posting privileges.
•A silver BIMAR forum badge.
•A Certificate of Merit at the end of 30 days.

And last, but certainly not least, the Top 20 Contributors. Those who really care enough to Save the World. Obviously the most Intelligent and Charming Visionaries among us. Those who should be honored by parades, statues, and overpriced stadiums.

We'll put them on the Hero board. It's the least we can do. But, surprise, we will do more.

When the Mayan Apocalypse is over the Top 20/Hero Board contributors will receive:

•Access to the private forum as well as posting privileges.
•A gold BIMAR forum badge/banner.
•And a Certificate of Valor at the end of 30 days.
•Hero Board listing.

And yes, all contributors will be able to claim "Mayan Apocalypse Thwarter" on their resumes.

Obviously, since this is replacing an actual apocalypse, PV13 is now the most important game ever created. We are handling this great responsibility with abject humility.

Here are more details:

Black Isle Studios
Project V13

Project V13 (PV13) is the first planned Black Isle Studios release in years, a post-apocalyptic strategy RPG. You will create a character to represent yourself within the game world. Your character will be a hardy adventurer from a variety of backgrounds; one of the last remaining humans, a new breed mutant, or a technologically advanced cyborg. The choice is yours.

Once you have determined your character's background, you will found your "colony". From a deserted city, a broken down military base, or even the ruins of an oil pumping station, the colony will be yours to rebuild and control. Attract non-player characters for guards, peons, scientists, and other activities. Or, if you are the type that so desires, shanghai the NPCs. Put them to work rebuilding your society and improving your colony.

Meanwhile, you will experience grand adventures to gather the resources and ancient technologies as well as fight back the enemy hordes. Your character will gain experience, advance skills, learn new talents and gain access to incredibly powerful equipment. Or die trying.

Explore the world, meet friends, and fight your neighbors for control of resources. PV13 will be your chance to rebuild a devastated world.
There's a jokey pitch video including Fallout's Chris Taylor and Mark O'Green, as well as Interplay veteran Chip Bumgardner and lead artists Jeff Clendenning. The constant censorship of the word "Fallout" got a chuckle out of me.

Read more in the FAQ page. You don't get the game for pledging at any level, only forum access, and the funds are being used for a prototype, which will be used to raise more funds in an unspecified manner (Kickstarter? Publishers?). The goal is unspecified and the progress not public (though it can be found when digging through the source code on this image). This is really quite shady.

Posted by Brother None - at 4:57

For the holiday season, inXile has decided to give all backers a free copy of their first game, the Bard's Tale, as detailed in the newest Kickstarter update.

The holidays are a time of friends, family, and eating yourself into a food coma. It is also a time where friends and family give thoughtful gifts to those that they love. We here at inXile are feeling the holiday spirit, and we can’t think of anyone we love more than the 63,000 of you that backed Wasteland 2. So that settles it; inXile wants to give all of our backers a great gift this holiday season. Since we are all out of fruitcake and snickerdoodles, we decided the best gift we could give you all was a FREE copy of The Bard’s Tale. You read that right; all of you backers who log into the Ranger Center web portal between now and the end of the year will be able to get a code that will let you download your very own copy of The Bard’s Tale from our friends at Steam.

“What is The Bard’s Tale?” you ask. Good question. Let me tell you. The Bard’s Tale was inXile’s first game (published 2004), and it is a reimagining of the original Bard’s Tale series created by Brian Fargo and Interplay in the mid 1980s. Our remake is a much lighter action RPG than the original, and it is considered by many to be one of the funniest games ever made. The Bard, who is voiced by The Princess Bride’s Cary Elwes, is a sarcastic, reluctant hero who has little interest in saving the world unless there is enough profit in it. We try to turn all the classic RPG clichés upside down in this hilarious tribute to the genre we all love.
The Bard's Tale also includes a copy of the original trilogy.

They also talk some more about the crowdsourcing asset experiment, which reminds me to note batch 2 of the concept art for assets is up, adding five new pieces.

And finally, they link to an interview with the PA Report.
Wasteland 2 was always a project with a large fan base, as proven by its Kickstarter success. Fargo says that people were constantly asking if they could provide music, writing, art work, anything that could get into the game. “People forget about how many young people want to get into our industry,” he explained. “For them this is a godsend, they think this program is the best thing they’ve ever heard of. They can’t wait to show their work; how else are they going to get guys like us to see what they produce? They want to try their talents out, get into the game, and get their badge of honor, so to speak.”

This allows artists to practice the skills needed to turn concept art into a working model, and they can be sure their work will be seen and evaluated by industry professionals. The team will also be looking for talent they can work with on future projects; if someone shows that they can provide above average work on a routine basis, it’s very possible the relationship could turn professional.

Even if an artist only has one model selected for use in the game, that can be used to promote the model so others will license it, and they get to say their work appeared in a popular game. It’s a huge opportunity.

It’s also a new, more efficient way of doing things. “Seeing the money that came in, you look at what you have, and then you ask how you’re going to do it,” Fargo said. “You just can’t operate as normal. We got to use existing tools, and to be more clever. We’re being smart and efficient about how we use the money and resources.” With such a large community working on assets and focusing on the 3D models, the core team at inXile has been able to get things up and working much faster than on previous projects.

“We’ve seen more progress in 90 days than we did with Fallout in probably the first nine months,” Fargo said.

News for Wednesday, December 19, 2012

Posted by Brother None - at 16:48

3D artists offer an interview with senior environmental artist Koy Vanoteghem about the crowdsourced assets experiment. Displayed in the interview are some of the crowdsubmitted assets.

What limitations/rules did the artists have to bear in mind when creating their assets for submission to Wasteland 2?

Very few limitations were laid out for the participants, and quite intentionally so. By providing just a loose thumbnail concept and a few small notes on tri-counts and map sizes our hope was to encourage creativity and imagination in the artists involved. The freedom to work in a way that artists are already comfortable and successful with seemed paramount given our rapid turnaround time and the knowledge that many contributors would be doing this in their precious spare time.

In the end, so much of the style unification in a pipeline comes down to things like lighting, post-processing and material set-up anyway… and that’s true if you’re contracting with specific individuals or a prop house. Obviously, we need the assets to be game ready in that their geometry and materials need to be within reason. But our expectation was that, for 90% of the people getting involved, there was already going to be some understanding of what is typical for our industry. For those unfamiliar we set up the aforementioned WIP forums and there was a good level of encouragement and feedback to get them up to speed. For those that submitted assets that fell outside the norms, we then have an opportunity to go back and forth with them to get their work in the right zone if they’re interested in pursuing that.

Ultimately, we will end up tweaking a prop here and there… a shift in color, a geometry reduction for performance reasons, or rearrangement for variety. We know that upfront, and so we didn’t feel the need to push a specific agenda when it came to prop creation.

Posted by Brother None - at 16:17

Of general interest to RPG fans is this interview with Obsidian CEO Feargus Urquhart, but he does specifically talk about New Vegas and the hopes of working on Fallout again.

"We've talked to the Bethesda guys more than once about doing games," Urquhart said. "They called me once about Star Trek, and I was probably being a little bit too much, too arrogant of a developer... This would've been like 2007—way before the movies—and it was like, Star Trek wasn't in a good place. I don't know what I said, but I now know it probably sounded arrogant."

This time, Bethesda wanted Obsidian to work on a franchise that Urquhart, Chris Taylor, and the rest of their team knew quite well: Fallout.

"They came to us and said, ‘We think it'd be cool if you did something on the West Coast,'" Urquhart said. "We were like, ‘Sure!'"

So Urquhart sat down one night with the other four owners and started to brainstorm. They decided that the game a heavy focus on factions, as per fan request. They immediately decided to set the game in Las Vegas. They even plotted out a rudimentary intro: "What could be more Vegas than starting off the game with you getting shot in the head and buried in the desert?"

Bethesda loved the treatment and immediately greenlit New Vegas, which Obsidian released in October 2010. It was well-received—and according to many critics and fans, better than Fallout 3—but it was also full of bugs. For some people the game was near-unplayable thanks to constant glitches and crashes. Many of the game's issues have since been patched, but for fans paying $60, New Vegas was unforgivable.


"So would you want to make a (bug-free) sequel to New Vegas?" I asked.

"We would love to work on Fallout again," Urquhart said. "Hell, we would love to work in the Elder Scrolls universe. Nothing is going on at this point in time, but we talk about it all the time... I'd love to do a Fallout: New Vegas 2. I think a Fallout: New Vegas 2 would kick ass.

"I believe New Vegas is a great, like—you have Fallout, and then you have New Vegas. They feel like separate products. Same engine, same everything, but they feel totally different. ‘Sister product' is the best way to put it."
Thanks willooi & Rehevkor.

News for Tuesday, December 18, 2012

Posted by WorstUsernameEver - at 23:03

We've rounded up some of the most interesting replies from the Wasteland 2 Ask a Dev forums.

On inventory:

I'll answer these in order:


Icon + Text

I'll say "Tetris" since some items can take up multiple squares. However inventory is weight limited but not space limited, so there shouldn't be any of the pain that goes with Tetris style systems.

The latest designs I've seen have a separate window right now but I'm still trying to talk Chris & Design into hovers or at least the option of having hovers instead.

Per character inventory.

Hardpoints, as in a spot for your equipped weapon and armor, etc? Yes.

Quick items, yes.

Weight limited but not space limited.

In a nutshell, functionally like Neverwinter Nights 1 but there's no space limitations.
On combat mechanics:
Combat will be action point based. There are no defined rounds for "rangers turn" and "enemies turn". Instead it is based on the speed attribute of each party member. Characters with higher speed attributes will get more turns than those with lower speed attributes. Put more points into speed if you'd like to attack more in any given combat encounter.
On the amount of content:
Ah, yes... now this is a fascinating topic of great depth with no simple answer! Let's have at it!

I'm the team leader for the scripters. It is our job to translate the design documents and volumes of written dialog into the physical form of the game. So, let me give you my impression on the task we face.

First off, there is a difference between size and depth that we should highlight. You can have a large game in size, relative to number of locations, but have a shallow game play experience. Conversely, you can have a small game with few locations, but each location be filled with great depth and dimension. The combination of these two things create the overall "size" and it's the balance of these two that game designers strive to achieve when building their world.

I believe Wasteland 2 is far deeper than most RPGs. Of actual playable zones, we are looking at around 15 major locations. The size of each location varies, and the activities you will mostly engage in vary as well (conversation/quests, exploration, combat, etc). However, the volume of conversation and location description is on a scale that is... to be honest... absolutely, insanely awesome. We had nearly a dozen writers build out an incredibly large world with numerous cause and effects that don't just change the attitudes of the people in the area, but we have whole maps adjust based on your choices.

Specifically, it is FAR larger than the original Wasteland. However, keep in mind that when you consider the size of other classic RPGs, you should also be aware of the scope of their development budgets. For example, Baldur's Gate was developed over a four year period with a budget that was around $25 million. Now, to be fair, there were many influences to this budget that we don't need to deal with, like the cost of developing the Infinity engine, but with our modest $3 million fan funded project to bring Wasteland 2 to life, it would be extremely difficult to duplicate the scale of some of these beloved RPGs... the scale... not the awesomeness, though.

However, we can leverage conversations, descriptions and scripting in the world to flesh out a far larger environment in a smaller space. We also have a system for random encounters that will create a larger world from just the core 15 zones.

So, when judging the size of the world, do keep in mind that most RPGs nowadays have budgets in line with that of small movies with teams of developers ten times our size. However, we have made very strategic choices to leverage our nimble size and lack of an oppressive publisher to create the largest world we can with the greatest depth we can deliver.

We definitely have our job cut out for us!
On dialogue:
Most of the dialog in Wasteland 2 is text based. There are very few actual voiced roles in the game. This was something we decided early on for a few reasons.

1. We missed the emphasis on awesome descriptive text from older games. They had to do it out of technical necessity, but as an industry, we've pushed towards more graphical means to show off the world. Wasteland 1 had tons of text that gave you great details on the environment...even more than would be feasible to show with art.

2. During the Kickstarter campaign, we asked our community what they would like to see as stretch goals. Overwhelmingly the answer came back with bigger world, more content and deeper story. VO was very low on the list

3. Part of what's allowing us to continue to create deep interactions is not having to worry about VO. Costs aside, it is a production nightmare to do proper VO work. There are so many variables that tie into it. You have to lock down the script quite a bit before release. This really limits the changes you can make at the end of the game when you're tuning all systems.

4. With a game this large, the total cost for VO work on all characters would likely exceed the entire budget we got from our Kickstarter campaign.
On party generation:
We are retaining much of this. You will be able to start the game with fewer than 4 individuals. The game will be balanced for most encounters with the player expected to have between 4-7 rangers, but if you'd like to give it a go with a single ranger, good luck!

We've discussed getting additional rangers back at HQ if/when one dies along the way and are currently thinking this will be available. Starting them at the lowest rank might not provide a good play experience and we aren't fully decided on this yet.
We will keep you updated with similar round-ups in the next few days.

News for Saturday, December 15, 2012

Posted by Brother None - at 4:29

Like this page on Facebook and THQ will give you a free copy of the post-apocalyptic FPS Metro 2033 on Steam. So. Go get it! If for nothing else, its graphics and world design are pretty great.

Thanks Surf Solar.

News for Friday, December 14, 2012

Posted by WorstUsernameEver - at 21:16

In case you have some questions you'd like to ask to the Wasteland 2 devs, a whole new forum section for them has been launched and will be running for one week. The devs will start answering questions next Monday.

Guidelines ahead:

Basic guidelines:

- Use clear subject titles. Please make sure users and dev can see at a glance what your question is about.
- Be brief. Be as wordy as you need to be, but wall of text posts are unlikely to be answered.
- One topic per thread. Closely related questions are fine, but don't cover multiple topics per thread.
- Don't repeat questions. Please check the forum if your question has been asked before and never repost your own question.
- Ask anything. You can ask anything related to Wasteland 2, but do realize plot questions asking for spoilers are unlikely to be answered, inXile is pretty dead set on not spoiling the story.
- You can address your question to a specific developer. inXile will just have the most relevant guy answer each question, a writer, designer, artist or whatever, but if you have someone specific in mind, feel free to put his name in the thread subject and body, and we'll see if we can get him specifically to answer. That may make it less likely to be answered, so it's not recommended!

Posted by Brother None - at 21:10

Today's daily deal on Steam is the Fallout Collection for 66% off. Fallout, Fallout 2 and Fallout Tactics for €6.80 or $6.80. Deal ends 23 hours from now.

News for Monday, December 10, 2012

Posted by Brother None - at 20:52

Forsaken Fortress is a very interesting post-apocalyptic survival-focused RPG currently running a Kickstarter. It has been running for a while, now has 11 days left and nearing 50% funding. Let's hope a bit of a coverage push can lift it over, because it looks very worthwhile.

Unlike many other existing post-apocalyptic RPGs, Forsaken Fortress emphasizes simulation features such as base building, character personality/interaction, and resource collection. You will need to lead a group of survivors to construct your base and maintain its basic functions, such as electricity generation or food storage. Meanwhile, you will ensure the base's security by building defenses and setting traps. You will also need to lead your expedition team to the wasteland to gather supplies and to work on missions, balancing their professional skills in order to maximize their effectiveness. Characters in Forsaken Fortress are highly dynamic in their behavior. They have needs, goals and personalities which will influence their daily life and decision making. Some of them may fall in love and some of them may not get along, but all them bring life to the devastated, forsaken world.

"Yesterday we destroyed the earth, today we survived, and tomorrow we will redeem. But where is the destiny of humanity going to end? The rules of survival may drive us to this point again in the future; the same may happen within our own base. Will people still get along when there is no more food? Perhaps the we pose a greater threat to ourselves than the beasts of the wastelands..."

News for Sunday, December 9, 2012

Posted by Brother None - at 21:09

A new teaser for fanmade Fallout series Nuka Break, season 2:

You can also see some behind-the-scene photos on their Facebook page, including Chris Avellone and Tim Cain in their cameo roles.

Thanks Adz.

Posted by Brother None - at 21:08

Peripheral to our interests, but an official trailer is out for the sci-fi movie Oblivion.

Oblivion is an original and groundbreaking cinematic event from the director of TRON: Legacy and the producer of Rise of the Planet of the Apes. On a spectacular future Earth that has evolved beyond recognition, one man’s confrontation with the past will lead him on a journey of redemption and discovery as he battles to save mankind.

Jack Harper (Cruise) is one of the last few drone repairmen stationed on Earth. Part of a massive operation to extract vital resources after decades of war with a terrifying threat known as the Scavs, Jack’s mission is nearly complete.
There is also this movie poster, done by Andrée Wallin, who we know from his work on Wasteland 2.

Posted by Brother None - at 21:00

Indie Fallout-style cRPG Underrail is in alpha funding, with an alpha purchase costing €7.99.

If you want to know what's new in this release (since the demo) you can go check out the dev log posts from the last couple of months, but let me just quickly recap the highlights:

• Huge new urban zone consisting of 8 areas
• Big new 'dungeon' consisting of 6 areas (twice as much as the last one)
• A couple of 'mini-dungeons'
• New quests
• New feats
• Traps skill
• Some updated game mechanics
• Re-balanced economy
• Food
• More weapons and armors
• Updated crossbows (feats, special bolts, damage boost)
• Various other smaller stuff

News for Wednesday, December 5, 2012

Posted by WorstUsernameEver - at 19:14

In a "coming out of nowhere" moment, inXile has announced that they're partnering with Unity to crowdsource some of the models they'll use for Wasteland 2. And yes, before you ask, the artists that made the model will be both credited and paid.

Here's how it will work out:

Submission Notes

1. Download and read our Art Style Guide to get a sense of the Wasteland 2 visual style. (link here)
2. Check this site weekly for the gallery of art assets we are currently looking for. Pick one (or more if you’re quick!) that you’d like to work on.
3. Spend the week creating the asset and try it out in our test scene available for download in Unity (link here).
- This test scene will give you a sense of how it looks under our lighting and from our approximate camera view.
- If you don't already have the free version of Unity, grab it here.
4. Submit it to the Unity Asset Store as you would normally, but make sure to clearly put "hold for inXile entertainment" in the description.
- Unity will send us all accepted assets and we will select the best ones for our game.
5. If yours is selected, we will pay you for the asset and you will receive a special "As seen is Wasteland 2" badge to place on your icon in the Unity Asset Store.
- You will also be credited in the Wasteland 2 game for your contribution (not to mention the satisfaction of showing this off to all your friends!).
- Please keep pricing in line with the normally accepted range in the Asset Store. Entries will be rejected if the price is too high.
6. Whether or not your asset is selected by the Wasteland 2 team, it will be available for purchase in the Unity Asset Store by any other developers using Unity.
We're also taking the liberty of rehosting both the concept art for the models they currently have on the contest page and the screenshots and concept art present in the art style guide:

Posted by Tagaziel - at 10:29

J.E. Sawyer strikes again on his Formspring, with a video response, seventeen minutes long, describing the methods he used to flesh out the locations and characters in Fallout: New Vegas:

A transcript of the entire video is available in this post.

Link: J.E. Sawyer's Formspring response

News for Tuesday, December 4, 2012

Posted by WorstUsernameEver - at 10:48

It's more or less all in the title, but Wade K. Savage and his crew managed to raise $19,221 with the IndieGoGo campaign for the Fallout fan film "Lanius", which focuses on the Caesar's Legion Legate introduced to the Fallout universe by New Vegas.

Every single stretch goal set was hit, meaning that now we just basically have to wait and see whether the team can spend that money wisely and make a good movie or not. Either way, congratulations to the crew and good luck from the NMA staff!

Posted by Brother None - at 3:22

The 20th update of Wasteland 2 details the character system, penned by producer Chris Keenan.

First, here is the list of attributes you can expect to find in Wasteland 2. Attributes are the starting values for your character traits. These are established when you create your character and can be different for each member of your party. Attributes are all passive, meaning that they won't be actively used in the world to solve issues.

• Strength
• Perception
• Luck
• Intelligence
• Charisma
• Expertise
• Speed

You might immediately spot a few differences between this list and the original Wasteland. Perception has been turned into an attribute. We felt that perception tied into many other skills and played such an important role that it earned its position as an attribute. Also, there is this weird skill called Expertise on the list. Where the hell did that come from? Expertise is essentially agility and dexterity combined together into one package. We have defined it as the level of mastery of motions with your body and hands.

News for Monday, December 3, 2012

Posted by WorstUsernameEver - at 21:50

In case Tagaziel's review or simple curiosity convinced you to give Afterfall: InSanity a try, you should know that the Extended Edition for the title is now available on Steam. The game sells normally at $19.99/€18.99, but is currently 25% off for launch, making it $14.99/€14.24.