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Wastelands 2 preview video

 
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Wastelands 2 preview video - 2/16/2013 12:19:32 AM   
Jim D Burns


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First preview video of Wastelands 2 is up on YouTube.

http://www.youtube.com/watch?v=2dH6AIlIrko

Looks really nice so far, though it seems a bit dark in game to me. I hope it's just this particular mission and the entire game isn't as dark as this preview.

Jim


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RE: Wastelands 2 preview video - 2/16/2013 1:01:53 AM   
VPaulus

 

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Looking much better than I was expecting. Glad I pledged.
The ambiance is just right. I like the zoom feature and the possibility to move the camera.

@Jim D Burns
There must be different times of the day.

< Message edited by VPaulus -- 2/16/2013 1:04:36 AM >

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RE: Wastelands 2 preview video - 2/16/2013 3:27:10 PM   
Josh

 

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quote:

ORIGINAL: Jim D Burns

First preview video of Wastelands 2 is up on YouTube.

http://www.youtube.com/watch?v=2dH6AIlIrko

Looks really nice so far, though it seems a bit dark in game to me. I hope it's just this particular mission and the entire game isn't as dark as this preview.

Jim



Yeah it's looking fabulous I have high hopes for this game... sooo glad the isometric genre ain't dead yet.
It may look a bit dark... but remember it's an early (at best) pre pre Alpha... I'm surprised they have an actual gameplay video of it already, it's already a playable game. Ofcourse it's still way way too early to say things about the UI or lightening and so on.

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RE: Wastelands 2 preview video - 2/16/2013 10:11:04 PM   
Lützow


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For some reason this reminds me to JA2. So what immediately went through my mind:

- There are obviously no stances like kneel or prone.
- Are combat actions not taking AP, and how is the end of a turn determined?
- The interface is too big and will be hopefully scalable in the final version.
- I like the text system. The possibility to use own keywords and the description of objects are so old-school.

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RE: Wastelands 2 preview video - 2/16/2013 11:47:10 PM   
Jim D Burns


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quote:

ORIGINAL: VPaulus
@Jim D Burns
There must be different times of the day.



Yeah I hope so. What had me worried is when they entered the mission building, they were standing directly under a light, yet it still seemed pretty dark right underneath it. Overall it looks great, but the idea that darkness somehow builds suspense in games is something I totally disagree with. Of course my aging eyes may have a lot to do with that opinion, dark games strain the old eyes.

Jim

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RE: Wastelands 2 preview video - 2/17/2013 11:42:02 AM   
british exil


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Does look like a game that it take a few hours to play.

Any ideas how far they are with development and release plans? I do realize that it is still to early to give any real details. But maybe some rumours!!


Mat

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RE: Wastelands 2 preview video - 2/17/2013 4:56:26 PM   
Josh

 

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ETA is late 2013.
And I think it's way way too early to judge gameplay on this very early alpha gameplay. They're still a year away from anything closely to a release so much can change.

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RE: Wastelands 2 preview video - 2/23/2013 4:40:32 PM   
VPaulus

 

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About the preview video and the game camera, heads up display and keyword dialog system.

http://www.kickstarter.com/projects/inxile/wasteland-2/posts/412225

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RE: Wastelands 2 preview video - 2/23/2013 5:40:31 PM   
wodin


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Below is an example of the dialog system..WOW looks like loads of replayability!!! It's taken from an email they sent out.



Keyword Dialog System
The last thing we want to talk about is the keyword dialog system. Many of our systems are designed to be a modern take on systems from the original Wasteland. We started with the Wasteland keyword system and updated it, adding layers of complexity that enable us to increase conversational reactivity.

The foundation of the keyword system is the player building up a keyword library through interaction with NPCs and the world. The keyword list starts out empty, and as you speak with NPCs they will reveal new keywords to you. If the revealed keyword is only of interest to that NPC, it will go into a local list. You can click on words in the keyword list to navigate through the conversation. If the revealed keyword has importance beyond that particular conversation, it is put into the regional keyword list. These keywords are of interest to most of the NPCs you encounter that region. A third option, which is never required, is to type something in – a nod to Wasteland 1’s system.

Keywords are also added to the keyword list through perception skill use and environmental description text. For example, if you use perception to examine an object in the world, your observations might reveal a new keyword. Or, if you explored the level and triggered the descriptor text of some object or feature, it too might unlock a keyword.

The NPC’s reaction to any given keyword can be affected by a number of factors including: the party composition, previous gameplay choices, previously used keywords, previous player responses to NPC questions, character skills, character attributes, item inventory, equipped weapons and armor, prior party actions, and CNPCs in the party. In other words, there isn't a one-to-one correlation between keywords and the NPC’s response.

It is important that the player listens to (reads) what the NPCs are saying, because often you can judge by their tone the right way to approach the conversation. For instance, in some cases using a keyword at a particular point of the conversation changes the NPC’s answer to other keywords, or even ends the conversation all together.

One of the suggestions from the fans was that the Ranger party should deliver a line of dialog instead of just barking a keyword. We really love this idea. Having full sentences creates a natural conversation flow. Additionally, this approach allows us to remove the ambiguity of keywords – holding your mouse over a keyword will show you a preview of the sentence your Rangers will say.

A working example:

NPC Bob, who is guarding some guns, has intro text that reveals two keywords he has more to say about. Clicking on Bob starts the dialog:

>NPC Bob – “Hey strangers, we don’t normally see people out so far into the wasteland. Be careful, it is really dangerous out here unless you are heavily armed.”

This introduces two keywords to the player that they can use to converse with NPC Bob, dangerous and armed. Using the keyword dangerous will prompt NPC Bob give you more information about what is up ahead.

>Ranger Party (keyword = dangerous) –“What is so dangerous about these canyons?”

>NPC Bob – “These canyons are crawling with the outcasts of every crappy society in the wasteland. You had better watch your step.”

Using the armed keyword will have NPC Bob tell you about a possible mission.

>Ranger Party (keyword = armed) –“How do you think we should be armed?”

>NPC Bob – “It is best to have a lot of hollow point ammo out here for all the mutant creatures wandering around. I just came from a cave at the end of that canyon where I found a half destroyed case of ammo. You are welcome to help yourself if you find them. You are going to need all the help you can get out here.”

It sounds promising enough, but if the party heads for that cave they will find themselves in an ambush from the Red Skorpion Militia.

If you had used perception on Bob before talking to him, and you passed the perception skill check, the examine text would have revealed that Bob has the insignia of the Red Skorpion militia tattooed on his neck under his collar. This would put Red Skorpion into your local keywords for your conversation with NPC Bob. Holding your mouse over Red Skorpion, shows the sentence, “I see you are a member of the Red Skorpions.” The Rangers already know that the Red Skorpions are out to get them so calling out Bob as being one can have several effects on the conversation.

For example, if you start the conversation by using Red Skorpion, Bob’s response would be to admit to being a member. Now when you mention armed, which had Bob give you the Trap/Mission before, he no longer tries to bait you, but he doesn’t warn you about it either:

>Ranger Party (keyword = Red Skorpions) –“I see you are a member of the Red Skorpions.”

>NPC Bob – “So what if I am? What are you going to do, shoot me just for having a tattoo?

>Ranger Party (keyword = armed) – “How do you think we should be armed?”

>NPC Bob – “Now that I think about it, I could really care less. Leave me alone and go bother someone else.”

Knowing that the Red Skorpions are your enemy, you might cleverly choose to hold off revealing to Bob that you know he is one. If you wait to use the Red Skorpion keyword until after you had used armed (in which Bob tries to lure you into the trap), Bob would cave and tell you everything:

>Ranger Party (keyword = armed) – “How do you think we should be armed?”

>NPC Bob – “It is best to have a lot of hollow point ammo out here for all the mutant creatures wandering around. I just came from a cave at the end of that canyon where I found a half destroyed case of ammo. You are welcome to help yourself if you find them. You are going to need all the help you can get out here.”

>Ranger Party (keyword = Red Skorpions) –“I see you are a member of the Red Skorpions.”

>NPC Bob – “Okay, okay, you caught me. Listen, don’t kill me, I am only following orders. There is a patrol of Skorpions on the rim of the canyon ahead and I was supposed to send you down there. Meow that I warned you please let me live!”

If you had explored the entire canyon before you got to Bob and you had found some blood stains on the ground you could use "blood stains" as a keyword and get Bob to inadvertently tell you about the cave full of loot he was looking for at the end of the yellow canyon.

>Ranger Party (keyword = blood stains) – “What can you tell us about the blood stains on the trail?”

>NPC Bob – “Oh, that was me. I was looking for a weapons stash I had heard about in that canyon and I was jumped by a pissed-off Honey Badger.”

This essentially gives you a hint to find an inconspicuous cave that you wouldn’t get from just the Bob’s original keywords.

Extending the above example, if your party had Red Skorpion armor equipped when you started that same conversation, it would change Bob’s intro text, and instead of him offering you keywords about dangerous and armed, he would just give you a line about how you are late to the ambush and the rest of the Skorpions are up ahead in the canyon.

If you also had Rick Baychowski, who is on good terms with the Red Skorpions, in your party as a CNPC, Bob would greet Rick in his intro line. He would also reveal the ambush up ahead, and tell the party they can find some ammo in a shed down the path to the right.

Events outside of the conversation can also unlock local keywords. For example, another NPC, Jim, might ask you to let Bob know his sister Sarah had just died. When then talking with Bob, he still delivers his intro line offering up the dangerous and armed keywords, but you also see the keyword Sarah. Holding the mouse over Sarah, you see the sentence “Jim just told me your sister is dead.” Clicking Sarah puts Bob into a panic and he runs away leaving you access to the gun cache. This might have been the only way to get those guns without killing Bob, and you couldn’t have done it if you didn’t talk to Jim first.

Keep in mind that in this example, you still had the option of shooting Bob in the head before any of this dialog happened. This would have had its own level of reactivity. It would have given you access to the guns he was guarding but brought the ambush fight to this location. Meanwhile, using stealth to quietly kill Bob before talking to him gets you the guns without the fight – though you might stumble into the ambush later unless you learn about it another way.

We hope you have enjoyed reading more about some of our systems in Wasteland 2. We want to continue this dialog with you and are always reading what you post. In the coming weeks and months we will be uploading more videos and posting more updates to show you what we’re up to here at inXile.

As always, thanks for your support.

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My Tactical wargame facebook page.

https://www.facebook.com/Tacticalwargame


(in reply to VPaulus)
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RE: Wastelands 2 preview video - 11/22/2013 2:43:51 AM   
Jim D Burns


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From: Salida, CA.
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Release is getting close. Here's the latest gameplay preview video, by the looks of this they've made an awesome game.

http://www.youtube.com/watch?v=sdmGthYqTbo

In depth discussion about the games development.

https://www.youtube.com/watch?v=zYL5vmw_tSE

Jim

< Message edited by Jim D Burns -- 11/22/2013 4:02:41 AM >


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