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Wasteland 2 Website; Update

The Wasteland Chronicles welcomes us to what is the new home for Wasteland 2, the upcoming post apocalyptic sequel from inXile entertainment. They mostly discuss fulfilling their obligations to their Kickstarter backers, but offer this outline for the semi-near future:

Now that we’re funded, you’re probably wondering what happens for the next 18 months. We’ve been hard at work preparing our core design principles vision document. This document contains a solid overview of the important elements from which we will be crafting the detailed game design document. Before we started on the vision document, we spent a lot of time on our forums reading what elements you feel are important and what systems and features you’re not too fond of. The vision document will be available on our Wasteland portal in the next few weeks.

We already have an amazing community on our forums, and we know that it’s going to get better and better as we get further along in the game. If you haven’t done so already, head there and let us know what’s important to you. We’ve seen some wonderful suggestions that have already improved the vision of the game!

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8. Re: Wasteland 2 Website; Update May 1, 2012, 06:43 eRe4s3r
 
You do realize Commandos 2 had an art budget likely 20 times above anything Wasteland 2 can afford to put into art? Sure that kind of quality would be awesome, it would also be impossible with $2m for art, least alone whatever fraction of that they actually can put into art.

And for 1m you can make a game on par with Silent Storm's graphics nowadays ... and you honestly telling me Silent Storm looks worse than Fallout 2 or Commandos 2 ?

And you are acting as if skeletons have to be done hundreds of times. You only need 1 skeleton for humans, 2 animation paths for female/male models. 1 for 4 legged monsters with different animation paths. And thats it. (Unless you got something with more than 4 or less than 2 legs) IK comes with it automatically. You only have to rig properly once.

Textures are dirt cheap, you can literally pour out hundreds of textures with proper normal maps nowadays thanks to cheap libraries of thousands of textures. If the engine can do AO and at least fake HDR + decent shadows the graphical quality would be above fallout 2... with stock /unmodified/ textures. If the map editor can do layered ground textures you are already above anything tile engines ever could do. That is, of course.. you can rotate and blend your texture freely then bake that into tiles mapped to a 3d-mesh. INFINITELY more efficient than tile based terrain in the actual sense. And bonus... dynamic day and light now actually works properly ;p

This ain't spaceships or high tech, wasteland is brown stone and rock, with rusting metals, concrete asphalt and more dirt... and rotting wood.

So yeah...
 
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