by inXile entertainment
Awesome stuff as always!
The dialogue screen looks like an old school printer now. Looks awesome!
I love how much better the new dialogue screen is. Your first pass on a redesign was good, but Alex's is even better, Glad to see that this project is a team effort, it's rare to see fans having so much input in a game.
In the same update you write about the awesome professional writers creating the English version of the game and then about how you are going to let amateurs translate the game into French. This is a disgrace. There are many awesome linguists who translate games for a living, but you would rather not work with them. Fixing the mess of barely bilingual supporters is going to take longer and will produce worse localizations than working with pros from the onset.
Great article by Mr. Long! That really recharged my enthusiasm to see the full game.
New dialogue UI looks FANTASTIC. Thank you for sticking with a retro looking font.
Almost half the screen is ui. I like the appearance, and I like the amount of info. But aren't we going to spend a lot of time shifting the view to get at the bits hidden behind the ui? Turning the question around to something quantifiable: what percent of gaming will we spend trying to get a look at something on the screen?
Great job, so much waiting release!
You say you don't need developers anymore? Does that mean no aimed shots and not perks? That would make me a very sad panda :( :(
Please note that the two screenshots are both of "in-dialogue" scenes, hence the significant portion of the screen taken up by the UI. The focus during dialogue is, of course, going to be on the conversation and on the two (or more) individuals participating in it.
During the normal gameplay, the UI is much smaller.
So it's going to be finished and ready for June? RIGHT?!?! If it isn't don't be pulling anyone off anything until this is done and shipped. Where's the fuckin' money, Lebowski?
The new UI looks great
Almost deleted the game from the database, you say? You're lucky ... you could have been chastised with ... the Comfy Spork!
Good to see you literally working with the gamer community adopting ideas from backers.
@ Piotr Burzykowski [LocWorks]
this is what they said.
"We are counting on our fans to join our Get Localization project for French, Italian, German and Spanish and together ... When that step is complete we will hand the results to professional editors who will do editing and consistency passes."
you dont have to be worry!
Looks Great! Hopefully it will be finished soon.
Thank you, Mr. Cole!
The new dialog screen looks fantastic! I love the look and the fading of previous text. D
I probably missed this detail in other updates, but I am assuming that the UI blows up to that proportion (filling half the screen) during dialog and then shrinks back down during normal play (making it easy to see the map/room/whatever). If that's not the case, I strongly suggest it.
Thanks for the update!
Awesome update, I love the New dialogue screen and the crowdsourcing translation idea.
Last screen is the best for many reasons, but new dialog zone is too wide (it's _very_ uncomfortable) and too short (can it be expanded like the "page" with observations?)
I actually prefer the first UI for dialogue. The font is so much more legible. The second may be a bit more atmospheric but Id rather be able to read easier.
@Mikhael Blackthorne, what do you mean "the first UI"? The bottom option looks more readable to me, a much more normal font.
Definitely the bottom option for dialog or... a combination of the two??? The best thing about the first one is the way key words are arranged. Take that and implement it into the second UI.
Glad to hear that deadlines are being met and that a release date is imminent.
The writer's tale continues the theme of WL2's updates informing backers of what in the effort and logistics of what is involved in making a (great) game.
Finally the revised UI certainly has that gritty, post-apocalyptic feel; that dot matrix style paper scroll is particularly a nice touch but it would have been more interesting to see it mocked up with the same text as the first screenshot. Direct comparison and all.
First of all, thank you for your hard work Nathan.
Secondly, I really like the last screenshot for the dialog box. It is clean, and fits well with the entire UI. If I can add just one more suggestion is that you keep the 'option answer/question' to be still highlighted in the dialog, either by different color, bold, or underline. I think it will be easier for the players to spot in which part of dialog those answer/question is relevant to.
I can feel it, the wait is about to end.