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Schurik
Sep 13, 2008


In for the boxed collector's edition. This is gonna be the hardest wait ever.

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Schurik
Sep 13, 2008


Hey Twee as gently caress, you don't have PM, so I'm gonna ask here: the GiantBonb forums currently don't have a thread on Torment, would it be OK if I stole your OP to post it there? If not, would you be willing to post it there? WE NEED MORE VISIBILITY

Schurik
Sep 13, 2008


Tarquinn posted:

What's the difference between the $95 and $110 levels? :confused:

As I understand it it's just a limited supply thing, as in the earlier you pledge the less you pay.

Schurik
Sep 13, 2008


This whole thing is making me so happy already. Even if the game turns out to be complete and utter garbage, just having this day in my mind dedicated to a sequel to one of my favorite things ever is enough.

(please let the game be awesome though)



Hey Brother None! I pledged 95$, do I get any kind of upgrade for having a PS:T tattoo? This is more of a joke question but maybe not. You decide.

Schurik fucked around with this message at 17:19 on Mar 6, 2013

Schurik
Sep 13, 2008


Ground Floor of this hitting it's goal! I'm guessing another 15 minutes and we're gold.

Also holy poo poo I'm glad I got in early, the second tier of boxed copy is gonna be gone soon.

Schurik
Sep 13, 2008


Wildtortilla posted:

Holy hell the rate this is getting funded is unreal. Is this going to set a Kickstarter record?

For games, maybe. That 3D pen and other stuff hold the overall records.

Schurik
Sep 13, 2008


theblackw0lf posted:

Fast Kickstarter to one million is Ouya at 8 hours.

This has 2 hours to beat that record

Holy poo poo, the extra publicity this is gonna generate is perfect.

Schurik
Sep 13, 2008


You guys should click this.

https://www.youtube.com/watch?v=eq4X0AdTiSw

Schurik
Sep 13, 2008


For anyone still skeptical about them doing the kickstarter so early and during WL2, here's some words to make you click that pledge button:

On Monday we released the news that we would be launching another Kickstarter campaign for Torment: Tides of Numenera today. If your reaction to the news was, “Hell yes, that is awesome news!” you can stop reading this update and head right to the Torment Kickstarter page to check out a lot more detail on the product. There is a ton of information about the team and the project, so please give it a read. We are crazy excited about the opportunity to work on Torment, and the Torment Kickstarter page should be enough to get all of you excited too.

If your reaction to the news about Torment was more like, “inXile, you greedy bastards, why would you launch a Kickstarter before Wasteland 2 is even done!”, then keep reading; we are addressing that point in this update…

To those outside the industry, it might seem odd to launch another Kickstarter before Wasteland 2 is done. We understand that it raises some questions, and we want our Wasteland 2 backers to understand the decision and to have access to all the information that has led us down this path. The goal of this update is not to convince you to back Torment; the goal of this update is to answer one simple question. Why now?

One of the keys to success for a small game company is being able to create continuity within the development team. It takes a long time to get a team put together, and it takes an even longer time for a team to settle in to new working relationships, a new engine, new systems, and a new asset creation pipeline. A team’s knowledge and experience grows a lot during a development cycle, and all of that knowledge gained is lost if we let the team break up when a project ships. To address that issue we have developed a very simple strategy that has already worked for us on dozens of titles in the last 25 years. Here is a quick explanation of our development team-structure philosophy:

inXile, with all of our internal employees and outside contractors, consists of enough people to be considered about the size of a team and a half. This is by design. We always want a small and efficient team (the “half team”) to design both our product and our product development plan. This is called pre-production. It is the most important time in a project’s life cycle. This is the time when we want to make sure we slow down and get it right. During this phase we don’t need all the engineers and 3D Artists on the project, it is mostly concept art, design and dialog writing. When this process is completed and we are ready to roll into full production we want to have a large team of people ready to make the game. If the planning was done well during the pre-production phase we can be very efficient during production and leave ourselves with plenty of time to iterate and make amazing games. If there is no pre-production done, and the full team is trying to create the design and development plan as they go, months, if not years, are wasted. Having a full team try to start a project when the pre-production has not been completed is like stacking up a giant pile of money and lighting it on fire. This same philosophy served us quite well at Interplay in creating some of the best RPGs of all time.

The “half team” in our team and a half model consists of writers and artists as well as designers and a producer. They are the ones that define the game design, write the dialog, define the combat, the UI, the missions, and even parts of the level design. We spent about 6 months working on this pre-production for Wasteland 2 and we would like to spend even longer doing it on Torment. For inXile, this “half team” that did the pre-production for Wasteland is done, their work on Wasteland 2 is completely finished. We want to get this group into pre-production on Torment to keep them working together on a project we are all passionate about.

Currently, Wasteland 2 is in full production with a team of 15+ people cranking away on it. This is the full team that consists of engineers, scripters, character modelers, environment artists, and animators. This team is implementing the plan created during the Wasteland 2 pre-production cycle. When this full team rolls off of Wasteland 2 at the end of the year, they will need something else to do. Having a complete pre-production plan at that time allows us to roll the entire team onto a finely honed game design. Team continuity is maintained, and efficient production can begin. In a traditional publisher model, now is the time in the project life cycle where we would start to try and sign the next big contract. The best tool we have to get that done is to go back to our new publisher, you, and explain that now is the best time to start the next project.

Our “half team” is ready to start the pre-production for Torment now. They need about 8 months to get this pre-production work done. In an amazing coincidence, in about 8 months I will have a full team that is ready to take that pre-production plan and create a game. The alternative, starting pre-production on Torment after Wasteland 2 is done, increases the cost of Torment production greatly and requires us to reduce our headcount during the process.

Staggering projects like we are doing with Wasteland 2 and Torment is the best tool a single-team company like inXile has to be successful. It has the triple value of making us more efficient, giving us a better game design and making sure we keep our design and art talent working with us.

To make everything as clear as we can regarding the Torment Kickstarter and what it means for Wasteland 2, I will attempt to answer some other questions you might have:

• We do want to be abundantly clear that no Wasteland money is to be spent developing Torment. No Torment money is being spent on Wasteland 2. That said, lots of tools, plug-ins and pipeline processes that have taken man months to create will be shared between the projects if we can keep team continuity.

• The pre-production of Torment is not going to hinder the development of Wasteland in any way. As explained above, they are different teams during the pre-production.

We hope this update helps to explain the logic of why we are launching this Kickstarter now. Based on our experience we know that now is the time to get Torment rolling. We also hope that we can count on your support for Torment, and if not your support, at least your understanding. This system has always served us well so we think it makes sense to try and re-create it with you.

Schurik
Sep 13, 2008



Oh my god I've been laughing at this for a while now. Amazing.

Schurik
Sep 13, 2008


Jesus Christ I think I'm beginning to understand Fargo's frustration a bit better.

Schurik
Sep 13, 2008


There's a community suggestion on your "forums" that talks about 2.5D, which is something I very much support. 3D with a fixed angle is great, as you can massively bump up the detail level and fidelity while essentially keeping the workload, asset generation and system requirements the same as rotatable 3D. It also allows the art direction and design to stay much more true to concept art.

As there's probably going to be less combat than WL2 overall and that combat being less tactical (I doubt T:ToN is going to have a cover system), you also don't sacrifice anything on the gameplay or usability front. It also allows player and party models to have much higher detail level without standing out too much against a simple 3D background.

Schurik
Sep 13, 2008


How/where do I get stuff like posters and t-shirts anyway? I can't find anything on the KS page.

Schurik
Sep 13, 2008


Thanks! Somehow I managed to miss that section 3 times. I just sent them a question about how they look, maybe we'll get a look soon.

Schurik
Sep 13, 2008


CottonWolf posted:

Apparently there are three to choose from, so probably one would be to my taste, but, I agree, I'm loath to throw down money for a t-shirt I've not seen. Same for the posters.

I asked inXile directly, this was their response:

quote:

Yes. We have mockups that we plan to show before the Kickstarter is done.

Schurik
Sep 13, 2008


BenRGamer posted:

To be honest, I'm a little worried all of these additions may cause more problems down the road than their worth, I mean, in Planescape: Torment, you only had just barely more than enough companions to fill out your party roster so they were able to go into full detail on each of them, but here they seem to be adding more and more, I don't want any of it to be watered down because there's only so much you can do.

And with the added writers, even if they're all good, I don't any 'too many cooks in the kitchen' kind of situation going on.

V V V Edit: Yeah, but I imagine that the planned party number probably is going to be what the original number of characters were. I just don't want them to lose focus, you know, the whole generic bigger is not always better, limits can be good for creativity kind of thing.

Go here and vote for more reactivity, you're welcome.

Schurik
Sep 13, 2008


Also yes please, more suggestions like this:

PS:T superfan no.1 posted:

The Ultimate Dungeon

A huge and very long optional end game dungeon that has nothing to do with the main story.
This final dungeon would be the ultimate challenge in therms of fighting difficulty, with tough ennemies and maybe hard bosses.
How far will you go?

Ennemies' levels are always based on your level (level scaling),
( always with higher levels than yours, or same level, but still hard to kill compared to regular ennemies),
so that you can never have a team to strong for them to easily clear the whole area.

Ennemies and bosses are respawing after some days in game, for endless gameplay and challenge, if you are willing to go back there.

This ultimate place could have its own story and give quests to the player.
You could uncover incredible knowledges and treasures (not overpowered please!),
but only if develloppers has time to integrate them, otherwise a dungeon only dedicated to challenging fights is enough.

Torment is supposed to be a game that focuses on story and dialogue, it does not mean fights have to be neglected.

I hate those RPG games in wich your team becomes unstoppable in the end, or in wich there is no challenge at all.
I also don't like when ennemies never respawn, so that there is nothing left to do in the game at the end.

In Torment, I liked to fight in the sewers, where tough ennemies were always respawning.
I wanted the game to go on forever, and this place was still giving me fun, even though it was only through fights, and even though I alwready had finished all the side quests.

Schurik
Sep 13, 2008


quote:

Theme song

Make one of the tracks on the soundtrack a song (with words!) which will deliver the atmosphere of the game. Possibly - recruit some famous and interesting singer to sing it.

Schurik
Sep 13, 2008


Accordion Man posted:

Yeah I wouldn't want a low INT run either. One of the biggest flaws of P:T was that if you didn't have a high INT and WIS build you pretty much screwed yourself out of a good chunk of the plot and interactions with characters. I'm hoping Numenera avoids all that.

Personally I'm hoping they don't make character interaction stat based at all, or at least separate combat stats from social stats and let you level both individually. Or something along those lines.

Schurik
Sep 13, 2008


FRINGE posted:

They could potentially multi-track the play from beginning to end so that there are parallel "violent badass" and "wise/charismatic" playthroughs (with each missing out on the problems/solutions/extras that the other gets).

So paragon/renegade, huh? (I kid, I kid)

Schurik
Sep 13, 2008


I posted an idea about separating combat and social skills, and it's gotten quite a few votes, it'd be cool if it could gain some more traction.

Schurik
Sep 13, 2008


Is it just me or did funding really pick up the last few days?

Schurik
Sep 13, 2008


Fintilgin posted:

/\/\/\ It generally does as kickstarters wrap up. Expect it to spike quite sharply the last few days.


Yeah, I know. It's just nice to see it happening before the last few days of frenzy.

Schurik
Sep 13, 2008


A really good Creepy, Obsessive Nerdlove on Ps:T and ToN: https://www.youtube.com/watch?v=4bwdIdVHelg

Schurik
Sep 13, 2008


Aw maaan, after that speed up it's slowed to a crawl again. Really hope we break 4m.

Schurik
Sep 13, 2008


Hot drat that looks amazing. If the final product even looks remotely similar I'll be more than pleased.

Schurik
Sep 13, 2008


I *just* realized that I could use addons to up my pledge amount without jumping from 95$ to 250$, so I got myself a poster.

If anyone is still on the fence about upping, this is a great way and I choose to see it as a different investment moneywise.


edit: haha, seems like I wasn't the only one.

Schurik
Sep 13, 2008


Hey Brother None, will t-shirts/posters be sent out after the kickstarter finishes or when the game is shipped?

Schurik
Sep 13, 2008


Brother None posted:

Certainly not right after, but maybe before release (like we did with WL2). Assume it ships with the game tho, that's the baseline.

*sigh* I thought so. was really hoping to have a poster on the wall to tide me over.

Schurik
Sep 13, 2008


Only thing that makes me sad about all those legacies is that I'm probably not gonna going to be able to stop myself from going Gold/Indigo every time.

Schurik
Sep 13, 2008


GoneWithTheTornado posted:

I'm expecting the game to throw you quite a few curveballs if go around being a paragon of goodness non-stop.

I REALLY hope it does, so I'm forced to switch up on subsequent playthroughs.

Schurik
Sep 13, 2008


Brother None posted:

Anyway, a direct sequel's out for now anyway since ActiBlizz owns the license.

I'm usually not big on the Activision/EA/etc. hate, but drat, that is just sad.

Schurik
Sep 13, 2008


Brother None, something that's been on my mind but is a bit of a dumb question - how long can we expect the game to be? I'm all for quality over quantity, but are you guys looking at something along the lines of Ps:T? Longer? Shorter?

Schurik
Sep 13, 2008


Brother None posted:

PS:T is a good baseline but there's really no way to say right now. We don't know our final budget and haven't really ramped up pre-production yet, and it kinda depends on the balance of reactivity vs length as well.

Sounds good! I guess I'm just a little worried that it'll be a really short romp, as long as it *feels* lengthy in the same vein as PS:T I'm happy.

Schurik
Sep 13, 2008


Yeah Klaoth, I'm not quite sure you understand how the system works

Schurik
Sep 13, 2008


4m including PayPal is looking like a given! gently caress yes!

Schurik
Sep 13, 2008


We broke it! gently caress yeah!


Iacen posted:

Welp, had to spit in 53 dollars for the Wasteland+Torment bundle, with the soundtrack. And now I'll have to buy Planescape: Torment, as I've never played it :negative:

ALL of your points into WIS. Then INT. Then CHA or DEX. Set combat to easy. Thank me later.

Schurik
Sep 13, 2008


The mind is a mysterious thing, indeed.

Schurik
Sep 13, 2008


RISE, drat you, RISE!

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Schurik
Sep 13, 2008


Eh, I'm happy with a visual blank slate for a character, especially when you remember they're considering one of the suggestions which was ongoing permanent visual changes caused by gameplay decisions.

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