Blog:News/Wasteland 2 production update

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InXile Entertainment posted Wasteland 2 Kickstarter update #19 which includes a new 5-minute music sample by Mark Morgan and some interesting info from both Brian Fargo and technical director John Alvarado on how the development is going and what the dialog system will look like:

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.


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.

Template:Wl-publish: 2012-10-10 08:06:19 +0000