Nah, I was kidding around with that tweet, we have a modular design plan set up for Torment anyway, in areas, followers, graphics (2D) or not, depending on funding and WL2 profitability. We won't run out of possible ways to expand it, that's all been outlined ahead of time, only problem now was finalizing one or two things and getting a nice writeup ready. We might hit or pass the first two stretch goals before we announce our stretch goals, but that's fine, it'd be dickish to shift them up, so on to the next stretch goal!
Oh I definitely agree with you.
Oh, didnt realize you posted here. Congrats. Anyway any thoughts as to the graphic style being used. You mention graphics (2d or not). I know its Unity but are you considering a 2d isometric artstyle?
Would love to, and it's doable. Obsidian is using Unity for PE and they're doing great work adapting it to 2D's unique needs, I'm sure they won't mind if we "borrow" some of their notes.
That said, it's a significant cost and time investment, 2D of that specific painterly style is more expensive to produce than 3D. Our first goal is to look at 3D emulating a painterly style, with an isometric camera. As funding goes up, we'll look at solidifying towards 2D, perhaps as a stretch goal (it'd be a pretty high stretch goal though).
Nah, I was kidding around with that tweet, we have a modular design plan set up for Torment anyway, in areas, followers, graphics (2D) or not, depending on funding and WL2 profitability. We won't run out of possible ways to expand it, that's all been outlined ahead of time, only problem now was finalizing one or two things and getting a nice writeup ready. We might hit or pass the first two stretch goals before we announce our stretch goals, but that's fine, it'd be dickish to shift them up, so on to the next stretch goal!
Oh, didnt realize you posted here. Congrats. Anyway any thoughts as to the graphic style being used. You mention graphics (2d or not). I know its Unity but are you considering a 2d isometric artstyle?
Tell your artists that we love them, and give them a raise.
Tell your artists that we love them, and give them a raise.
Kinda like PE taking 3d models and doing a paintover for detail.
The concept art is the best I've seen in a long time. Both Wasteland 2 and Torment.
@Brian: you might want to tell Chris Avellone & co. to take note
3D models painted over is actually how PS:T and Baldur's Gate did it too. It's a pretty expensive process, though it's cheaper now compared to then, but it still basically adds another layer of work when you have to "handpaint" over.
I think he is Thomas Beekers.
Yeah, Brian and Matt assembled a pretty amazing team of artists, and we're not even that far into showing you guys their work. Really glad we don't have to break up that creative team, both on the concept art and the writing ends.
3D models painted over is actually how PS:T and Baldur's Gate did it too. It's a pretty expensive process, though it's cheaper now compared to then, but it still basically adds another layer of work when you have to "handpaint" over.
I find the production model being implemented to be pretty interesting btw. Assuming everything goes according to plan, essentially the "pre-production" team will likely be done be with Torment early next year, so I wonder if at that point they will pursue another Kickstarter. Wasteland 2 will likely be out by then as well, and if that pans out they will certainly have the full support of backers to continue running this sort of production setup. The cycle would be pretty impressive if managed well, a kickstarter at some point during the year while whatever game they were already working on releases at the end of that respective year to fuel support for the next kickstarter in the next year, and so on. Obviously it all hinges on the quality of the games being put out, and I'm sure dev times cannot be so consistent, but it seems like a smart way to prevent waste while continuing to iterate and build on the tools being created for Wasteland 2 and in turn Torment.
For people who like the art, there's more from the general setting here: http://www.numenera.com/numenera-art/
Its just like what Ubisoft does with their massive 8 teams working on annual Assassin's Creed games. They are all moving parts moving from one thing to the next and not always in sync with each other.
Numenera seems like my ideal fantasy setting. Can't wait for more info to come out.
same here.
it's beautiful
I think he is Thomas Beekers.
Can't be. He didn't say "Meep meep moo" once.
Well Mistoda doesn't have the name that Avellone or Fargo do. And I think Vampire: Bloodlines was far more of a cult hit than Wasteland or Torment.
The friendly relationship between inXile and Obsidian Entertainment is no secret. In collaboration with our colleagues at Obsidian, we are going to create a special pledge reward that will be given to all backers of both Torment and Obsidians Project Eternity a Planescape: Torment Developer Retrospective (digitally distributed). This idea was suggested by community member Dema on our UserVoice forums and has been one of the most highly favored suggestions.
Weve talked with many of the original developers of Planescape: Torment and they will generously contribute developer diaries/blogs in a compilation of their thoughts about the project. Learn about their experiences working on the game, behind-the-scenes stories, and how the game influenced their later work. This Retrospective will be made available before Torment launches next December.
AVELLONE IS LEAD!
AVELLONE IS LEAD!
They should really included some stretch goal with him.
Like he writes a quest or a character or something.
AVELLONE IS LEAD!
Nah, I was kidding around with that tweet, we have a modular design plan set up for Torment anyway, in areas, followers, graphics (2D) or not, depending on funding and WL2 profitability. We won't run out of possible ways to expand it, that's all been outlined ahead of time, only problem now was finalizing one or two things and getting a nice writeup ready. We might hit or pass the first two stretch goals before we announce our stretch goals, but that's fine, it'd be dickish to shift them up, so on to the next stretch goal!
I like their front goals are focusing on story and writing. Also nice to see the live orchestra and the new companion already sounds interesting.
The Toy is a changing ball of goo: Is it a pet, an abandoned toy, a dangerous weapon? Whatever it is, it responds to the way you treat it by changing its appearance and abilities to reflect what it perceives as your desires.