Update 29: How many squeezins can I fit in my bag?
In this update, you’ll find a relatively quick video detailing some features of our inventory screen. Our top design goal with inventory is to make sure it is functional and easy to navigate. We considered the positives and negatives of things like grid vs. list backpacks, weight-based or “tetris” style along with navigation details to see which elements will work best with our design. Being that Wasteland 2 is a party-based game, you will essentially have between 4 and 7 inventories to access at any one point. This could become tedious if the design doesn't promote easy management and trading. To reduce this nasty element, we added things like double-click to equip/use, column-based sorting for major characteristics, hot keys for trading, and our smart-loot favorites system.
Check out the video below (in 1080p for best viewing) and let us know what you think! We want to hear your thoughts on improvements to functionality that could be made before release. Please feel free to do so as a reply to this update, on our Facebook page, and our forums and blog. The more vocal you are, the better chance you have of being heard!
Before you get to the video, here are a few things on our task lists that aren't shown in the video. These weren't fully implemented yet but will be prior to release.
- Key bindings for menus and commonly used items. You’ll have the ability to designate hot keys for quick navigation of things like trading items to a specific party member or entering into various menus.
- Mouse-overs for all relevant icons and backpack items to give detailed stats. Each of the icon details on the item pictures and inventory slots will have mouse-overs that show all of the granular stats you've come to expect from hardcore RPG's.
Please be gentle. I was sick when I was recording the video earlier this week...
Damonta – The Airplane Village
Here is a new screen shot from a work-in-progress area in Arizona we have not talked about yet. This night shot is from the town of Damonta, which was built from the ruins of the real airplane graveyard that is located south-east of Tucson, Arizona. When we saw images of the real location we were inspired to create a level of the game set in a makeshift village built from the remains of over five thousand airplanes. We will have more shots and a level overview from Damonta in the next update…
In our previous updates we mentioned our end-of-April milestone: “having all level geometry blocked in and all encounters and interactions scripted”. We’re happy to say we've pretty much hit that milestone. "Pretty much?” you ask? We hit what would satisfy the letter of that milestone. While we had all encounters blocked in, there were still issues that needed to be cleaned up and sorted before a full playthrough was really possible. For that reason, we set an end of May milestone to clean up the block-in pass for a true beginning-to-end playthrough from a conversation and mission perspective. This means Wasteland 2 is in a fully playable, “alpha-ish” state. The beta is still months away, and we’re tracking well towards it.
Our first priority was to block in all maps, and now we get to move onto the phase of propping them out to make them more presentable. We will be iterating and polishing the levels from a gameplay standpoint while the art team is making everything look amazing. As the art gets better, we will have many more screenshots to show off to all of you!
Our Community Manager & Line Producer
We would like to introduce one of our newest employees: Thomas Beekers, also known as Brother None (a Fallout reference so obscure most people miss it entirely). If you've sent in a question to us through Kickstarter or our backer centers in the past few months, more likely than not it was Thomas answering. Thomas has actually been helping us out since before the Wasteland 2 Kickstarter, when Brian Fargo reached out to No Mutants Allowed to get some extra feel from the hardcore RPG communities. After the past year of valuable feedback and help in Wasteland community interaction, it only made sense to bring him on board full-time.
Thomas has been around hardcore RPG communities like NMA and RPGCodex since the late 90's. He has also worked as a game reviewer and editor for RPG website GameBanshee for the past six years while also finishing up his BA in History and MA in Russian Studies. His activity in the gaming community makes him ideally suited to help us on community interaction, as well as providing feedback in our earliest alpha tests for Wasteland 2. Thomas is also going to help reaching out and finalizing the in-game backer content in the coming months.
Until next time…Have a great week everyone!
Chris Keenan, Development Director, inXile entertainment