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Without Further Ado...

Update #23 · Feb 9, 2013 · 360 comments

We are very proud to provide the first gameplay video of Wasteland 2, which will allow our backers to see how far we've come and how everything is coming together. The usual way of doing things in this industry would see us create a demo specifically for displaying to the press or at game shows, but we're very glad to have been allowed the freedom to create a demo video from an actually playable area, which ensures there's no wasted code. This is a straight video capture of Development Director Chris Keenan playing the game. The only element that is not running in code is the sound effects, as it was faster to do in post, but as you will hear, there is nothing being done audio wise that isn't easily replicated in engine. In fact, we plan to have many more sound effects in the final game than what is heard here.

Wasteland 2 - Early Gameplay Footage

This represents not just the strong synergy of the inXile team but the effects of your continued input via the forums. The game has continued to improve thanks to this communication, and Wasteland 2 will be better for it. The benefits have ranged from changes to the combat mechanics to finalizing the name of our attribute system.

It also represents the success of working with Unity and the asset creation experiment we did to increase the variety and density of the world look. We were pleasantly surprised at the talent that submitted art content, and we look forward to continuing to work with them.

I’d also like to thank the military personnel who joined our Yammer group to help us develop the slang and communicate more real world experiences for us to draw on. We love to learn little things like how much they hate it when movies say “Over and out!”… There is no “out” after “over” dammit!

This first level you will see is one of the first areas you will encounter in the game. The agricultural center was also a part of Wasteland 1. It was an area that Chris Avellone had some affinity for and he did the design for the level. Also thanks goes out to Nathan Long, who provided this area’s clever writing. We had a chance to show Chris the level last week, and when we commented that it was coming together he said “not coming together … it has COME together.”

Our objective was to show off some of the HUD and how both the combat and skill systems work. There are many elements not represented here but to name a few:

  • Minimal particle effects
  • Minimal sound
  • Mini-map not working
  • Inventory, logbook and other character screens not shown
  • Not all skills (in and out of combat) being represented
  • No world map movement
  • It needs more messaging in the UI
  • And not a comprehensive list of all the combat variables

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 will get to listen to the latest track from Mark Morgan (at the bottom of this update) that sets the haunting and often desolate tone of the Wasteland. And you will hear our first pass at the radio broadcasting which plays a vital role in communication, reactivity and mood setting. There will be a host of cults who are broadcasting their propaganda while other calls will be the locals who seek the help of our rangers. We have many interesting ideas on how to use the radio in novel ways.

Our vision for this game remains intact and you will see a number of examples that illustrate this. The customization can be seen in the examples of bringing in your own portraits and by the ability to set the user interface in a style that works for you.  

 You wanted a party and turn based RPG with tactical combat, and we are delivering that. The demo helps to show off action points, use of cover, enemy view cones, distance/height/enemy size/enemy speed affecting the chance to hit, ammo configurations, attributes changing the characters strengths and role, simultaneous party firing and more. And we are not done adding elements to make sure you are fully engaged in an interesting combat system. There is still plenty of time for you to comment on the combat system and to help us hone it in. Our goal is to build a very deep combat system, with the potential to dive in and fine-tune your damage-output and tactics, while not absolutely requiring that level of micro-management from all players.

If you played Wasteland 1, you will enjoy the many callbacks to the original, but at the same time there is no need of that knowledge. While certainly not a comedy you will get a healthy dose of the humor that gave Wasteland its charm.

Once again we thank you all for backing our vision…

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360 Comments

The Update Before The Update

Update #22 · Jan 11, 2013 · 42 comments

The team at inXile is filled with nervous energy to show off what we've been working on. As we're now in full production, we've been making some great strides with the game’s systems. There is still quite a ways to go, but we're near the point where we can show you all a bit of what you pledged to make a reality. 

Within a month, you can expect a new update which will show a few minutes of actual gameplay. The video will follow a slice of the Agricultural Center, which was designed by Mr. Chris Avellone. You'll see a team of four Rangers running around in the world, some early working HUD elements, a few combat encounters, a taste of dialog, and the ranger team using some of their skills. We’ve been working on each of these systems separately and this is the first time we've put them all together to get a small sample of the gameplay experience. It's beginning to look like a real game! 

Keep in mind that this is an early build and is intended as a progress report, not as a demonstration of final gameplay. As always, we want to hear your feedback! It has been a cornerstone of our development up to this point and we beg that you keep it coming as it will only result in a better game for everyone. We follow all channels available to us so let us know with a comment below or on Facebook, Twitter, our blog, forums, or by simply shouting very loudly. 

We hope you'll see the potential. 

If you'd like to get periodic details of the development process, you can also follow me on Twitter @RangerKeenan. Thanks and we look forward to hearing your responses! 

Chris Keenan - Producer

42 Comments

Happy Holidays From InXile Entertainment!

Update #21 · Dec 19, 2012 · 165 comments

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. But don’t just listen to me; here is what some of the critics think: 

 “The Bard’s Tale is easily the funniest game I’ve ever played, and I’ve played all the funny games out there.” –IGN 

 “The Bard's Tale earns a full five GiN Gems for their treasure chest, a score that even the sarcastic Bard should not have a problem with.” 5/5 Stars and RPG of the Year – gameindustry.com

To download your free copy from Steam, first log into your account at Ranger Center:

Once there, enter your login information or sign up if you were naughty and haven't done so yet. Under the Account tab, you’ll see “A FREE GIFT - The Bard’s Tale” near the bottom. Click “Get Your Free Download Code”. For more instructions on activating a product on steam, click here. 

In other news, we wanted to tell all of our backers about the initial success of our crowd-sourcing experiment that we have set up with the Unity Asset Store. We have had hundreds of requests from fans who want to help us make the game. We obviously don’t have the budget to hire everyone, but we did want to find some clever ways to let people help. Secondly, we are a small team, and the Wasteland is a very big place. The more props we get from the fans, the more time our guys get to spend working on key game-play elements. Well, our good friends at Unity decided to help us accomplish both of these goals by letting us set up a special Wasteland 2 asset submission process. We welcome artists and modelers from around the world to join us and submit their amazing work to be considered for inclusion into the game. All you have to do to participate is find the Wasteland 2: Artist’s Starter Kit in the Unity Asset Store, then visit our site for concept art and more instructions. All assets chosen for inclusion in the game remain the property of the creator and they are free to sell it in the Asset Store. In addition to us buying the asset from the creator, we are providing an “As seen in Wasteland 2” badge that they can display on their item in the store.

The great guys at Penny Arcade spoke with Brian about this plan.  Check it out here:

So far, the response to this program has been fantastic. We have dozens of submissions already from the first batch. Below are a couple of examples of our concept art, and the assets that were created by fans.

This crowd-sourcing experiment is in its very early stages, but so far we are very impressed with the artwork being delivered.

Thanks again to all of you, our wonderful backers… and have a great holiday!

inXile entertainment

165 Comments

Are your survival skills honed?

Update #20 · Dec 3, 2012 · 96 comments

As time flies past us, we're continuing to make great progress. We set a goal of having all paper design completed by the end of October and we’re pretty darn close to that. Last month, we flew in many of the outside writers and designers for a 4-day table read. It was an amazing process and allowed us to really get in sync on the overall flow of the game. Each level had some takeaway notes and modifications, but overall, we are very happy with the progress we've made. You will be happy to hear that we reviewed the vision document again at that meeting, and we are right on course with delivering what we intended. 

On Friday of next week (December 14th), we will kick off Ask a Dev Week on our forums. Starting on the following Monday, our team will check out the posts and answer some of the top questions each day. We will have our internal team available and some of the outside writers and designers to answer questions. It couldn't be a better time as we are now comfortable with our attribute and skills list. So without further ado…

Attributes and Skills Breakdown

One of our favorite elements from the original Wasteland was the vast number of skills available to your party. By carefully selecting your skill breakdown for each character, you could create a bad-ass party of Rangers who were able to solve puzzles or challenges in multiple ways. We knew this was going to be a focal point for Wasteland 2. The following is an overview of our current thoughts on the attributes and skills system in Wasteland 2.

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.

The following is the list of skills that can be used by the various party members.

When we began designing the skills, we started with the systems in Wasteland 1. We immediately removed any skills that we didn't feel were going to be represented well in the level designs. Each skill had to be something that was going to be used throughout the game. All skills that remained would need to be designed into multiple areas to make the cut. This in no way implies that all skills are used equally. Some skills are used in rare circumstances in Wasteland 2 and finding these uses brings an appropriate reward.

Each starting skill has a formula that is derived from up to 3 attributes based on what would be necessary to be proficient in that skill. So initially, where you place your attribute points will determine the starting value of that skill. A character’s skills can be increased by leveling up, using that skill, and through specific items equipped on the character. For example, our current formula for Pick Lock is [10 + (1*Perception) + (2*Expertise)]. Depending on your starting attributes, your initial skill in Pick Lock can vary greatly.

In order to make something happen in the world, you will need to use the proper skill. Wasteland 1 allowed players to use strength and perception. We wanted to keep this functionality so we created skills for these; Brute Force and Examine. In future updates, we will go into more detail on many of these skills.

You will need to make tough decisions on where to spend your precious skill points as you trek through the Wasteland. There is no single "best" strategy as it depends on your play style. Some skills you might want only one character to focus on, while other skills might be better to have on multiple characters. We are committed to making a heavily replayable game so you can be sure that experimentation with different strategies will yield interesting results.

And to close out the update, here is a sweet little portrait to whet your appetite. I'd like to introduce you to one of the Wasteland raiders, a nasty resident of Los Angeles.

Chris Keenan - Designer/Producer

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Wasteland Production Stuff

Update #19 · Oct 9, 2012 · 147 comments

An official update on the project is long overdue, so I'll try to make the most of this one.  We have been so focused on production that we have not communicated as much as some people would like. We will look to improve the frequency of our updates and have the dev team post on the forums about the specifics of our development. The good news is that things continue to move along rapidly and I am very pleased with the writing and level designs we have so far. The players were vocal in their desire for mature, violent and strange and that is what we will be serving. 

Beyond tone it is the individual moments I remember most when playing a great RPG.  The curiosity of wondering how things might have changed based on my actions kept me engaged and wanting to re-play. And our job as designers is to make sure that the different scenarios that play out based on your choices cause real consequence. There is a small moment in the new Rail Nomads camp in which you hear a boy calling out for help as he is drowning. This time it would be a lack of action that could cause his death. Do you swim out to middle of the lake and save him or ignore his plea? And what happens when you are spotted ignoring his plea by a local resident? Do you shoot him before he can let others know of your behavior? These are situations that play out in the Wasteland. Each area has so many combinations and permutations of playing that it is almost statistically impossible for two players to have the exact same experience playing through the game for the first time. This design philosophy is what made the first Wasteland so great and why people continued to play it decades later.

Although not part of our original design for Wasteland 2, we felt that having portrait pictures of the enemies would add much color to the game. We have several artists helping to shape the look of things and we are quite happy with the vibe of bleak, violent, and unusual.

 

And some fans have had a little fun morphing the two together for extra creepiness.

The composer, Mark Morgan has now turned his attention to the music that the player hears while exploring in the Southwest. We asked for the music to have that bleak, edgy, lonely vibe mixed in with a dark western ambient. It's unusual to be working on music this early in the process but once again it allows for iteration time and for us to be as creative and nuanced as possible. Another excellent benefit of having fans fund the game.

The sample of the music is at the bottom of this update.

We have been very focused on getting the writing wrapped up by end of October so that we can do a table read of the entire game. Things are on track for about 95% of it which will allow all of us to get in a room for days on end to step through the game play. We look for flaws in logic, world consistency, keyword consistency, adding personality, adding ways to solve problems, creating visual cues, extra word descriptions, etc. It is quite a bit of work but it is a process that creates cohesion so that it feels like one world. There is so much content that the only way to grasp it all is to sit in a room for days for everyone to absorb.  And quite often the best moments will come from the random ideas that spring forth from it all.

One of the qualities that makes for a strong technical director is their ability to build systems around the philosophies and aims of the game itself. John Alvarado has done an excellent job for us in the past and continues to do so for Wasteland 2. At the end of this update is a write-up by John that dives a bit deeper into the programming side of creating a deep RPG.

And now, I give you John Alvarado….

--Brian Fargo

Wasteland 2 Engineering Update: Decisions, Decisions

Brian has emphasized that Wasteland 2 will put the player in the position of making tough choices that have deep affect on the unfolding story.  Every decision comes with some tradeoff—some known, some only to be revealed later.   There are so many paths through the adventure that it is likely no two players will have the same experience.   This is an apt metaphor for the process of game development.  In this update you’ll learn about some of the game systems the engineering team has been developing, and I’ll delve into detail on important decisions we’ve made around our story-scripting and localization systems.

Every game system we build involves making decisions about how to solve a challenge.  Thankfully, Unity gives us a big head-start by providing many built-in solutions, saving us the work and reducing the decisions we have to make (in a good way).  Using Unity was one big decision we made early on that has paid dividends.   But there are still challenges particular to Wasteland 2 that we must overcome, and that means making tough choices that will have consequences for the rest of development and the final product. 

As we weigh different approaches to a challenge, we attempt to gaze into the future and discern how the consequences of different decisions will play out with respect to design requirements (known and potential), content pipeline, run-time performance, and development time/cost.  Fortunately, our engineering team has decades of experience over dozens of successful projects that help us make most of these decisions with confidence.  So far we have made engineering strides on the following systems:

·         World Map System

·         Movement and Turn-Based Combat System

·         Saved Game System

·         Character Animation System

·         Inventory system

·         World State Tracking system

·         Story Scripting System

·         Localization System

We now have a player-controlled Ranger character moving with animation in a game-level and interacting with NPCs, triggering conversations and changing world states that affect future interactions.  This is where we wanted to be at this time and we are right on schedule.  Brian stressed to the engineering team the importance of having this ready by the time the writers are finishing up their level designs and story so we can begin implementing, testing and iterating.   That priority and the desired iteration process informed some important engineering decisions.

Conversations

There are many ways that the systems supporting conversation functionality could be structured.  I built such a system for The Bard’s Tale, <shameless-promotion> inXile’s first game which was released to critical acclaim back in 2004/2005 for consoles and PC, and which is now storming the top-10 charts on mobile devices with 5-star reviews as the funniest and biggest RPG’s on mobile. </shameless-promotion>   The Bard’s Tale was a very large game and handled a lot of dialogue with many branches and world states to track.   Here is a breakdown:

4,594 Lines of Dialogue

6,412 Localized Text Strings (including dialogue and UI)

1,720 World State variables

 

Wasteland 2 promises to be even bigger in the amount of dialogue and world states.  A world state is any information that must be remembered for the story to advance properly, such as what quests have been completed, what NPCs have been talked to and what information they have given.

At first glance it made sense to reuse the Bard’s Tale system, but one major difference is that The Bard’s Tale dialog was all voiced by actors. That meant all the dialogue and story was going to be fixed very early on in order to record the audio in voice acting sessions.  There would not be much iterating on story/dialogue in The Bard’s Tale.  The exact opposite is true for Wasteland 2 as there will be a light amount of voice acting in order to give us the freedom during development to modify, extend, and polish the dialogue and story right up to the very end! 

Localization Challenge

However, all that dialogue still has to be localized (translated to multiple languages) and that presents an engineering challenge.  In The Bard’s Tale we used a rather cumbersome system that required entering text into a spreadsheet and assigning unique labels to each piece of text before you could use the text in a game script.   The designers referenced the text with the unique label.  In this way the localization system could present the proper language text based on the unique label and the game’s current language selection.

While cumbersome, the text-entry only had to happen once and the story was very fixed so the designers didn’t need much flexibility with respect to modifying the text while scripting.  For Wasteland 2 it’s important for designers to be able to modify text quickly and easily throughout development, so that old cumbersome system just won’t do.  

For Wasteland 2 I’m relying on today’s faster CPU’s and larger RAM capacities to lighten the localization burden on the designers.   I’m allowing designers to place the English text of their dialogues directly into the scripts.  They just have to include a unique label at the start of the text.   At runtime the game localization system parses out the unique label from the string and then, depending on the language setting, will display either the English text it has in hand, or lookup the translation with the unique label and display the translated text.   Currently that means if a non-English language is active then more memory is used for a level because both the English text and the local language text is loaded. 

 

Text Auto-Extraction

The missing piece in what is described above is how all that embedded English text gets organized to send out for translation.  I’ve written an offline tool that parses all the scripts to extract the English text strings and create the spreadsheet that we can then send out for translation.  That tool is written in Ruby, a language that features powerful regular expression functionality that makes it easy to parse the C# script files to pull out the English text strings.  Helping that process is the fact that each string starts with a distinctive syntax to specifies its unique label.  It looks like this:  “<@label>text”.   For example:

"<@AboutRobotStrength>Robot strength is 10 times human strength, but we only use it for peaceful applications, such as mixing drinks."

The Ruby tool finds and extracts that string and generates an entry in a spreadsheet like this:

Label: AboutRobotStrength

English: Robot strength is 10 times human strength, but we only use it for peaceful applications, such as mixing drinks.

Because some English strings are also entered as game object properties inside game levels (Unity scenes), the tool also must parse the Unity scene files to extract strings.  Fortunately Unity provides the option to store its scene files in text format, which we are using to allow the extraction tool to do its work.  The tool also uses the script file references in the scene files to figure out what strings from the scripts need to be loaded up for each game level. 

I’m leaving out some details, and the extraction tool will likely evolve a bit as development progresses, but this is basically how it works.  It was a tough decision to abandon a system I already had working (from The Bard’s Tale), but it was the right choice to spend some development time to give the designers the tools they need for the special demands of Wasteland 2. 

Conclusion

Hopefully this peek behind the scenes gives you an idea of where we are in development of Wasteland 2 and helps you understand the factors we consider in our careful approach to engineering decisions.  Choices we make early on have a major affect on the team and how our story of developing Wasteland 2 will unfold.  Experience gives us some wisdom to guide us, and sometimes reusable tools and a bag full of tricks, but every project is different, and we must always step back and re-evaluate the current demands in light of current technology and the time and budget we have available in order to make decisions that will bring you the best product possible.

John Alvarado

Technical Director

 

 

 

 

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Mar 13, 2012 - Apr 17, 2012 (35 days)

  • Pledge $15 or more

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    Digital Downloadable copy of game DRM free for PC or MAC OSX or Linux. This low price only available for those who helped fund. Also your party will start with a unique and quirky skill. (It won't affect game balance.)

    Estimated delivery: Oct 2013
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    Previous reward + Downloadable DRM free digital soundtrack by Mark Morgan and digital WASTELAND 2 CONCEPT ART BOOK + Extra Digital Downloadable copy of game DRM free for PC or MAC OSX or Linux + Exclusive Ranger portrait collection + Access to Four episode Video Dev Blog. Also receive a Novella on the Wasteland 2 world created by Chris Avellone.

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    Previous reward + BECOME AN NPC, WEAPON, OR LOCATION in the Wasteland 2 world! We will get your name and (if relevant) a picture of you to add your general likeness to the actual shipped game. Brag to your friends and beg them not to take you out with a Meson Cannon. You’ll also receive 5 digital copies of the game and a lv3 Desert Ranger medal of honor limited edition collectible.

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