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When we got started with design, we noticed how spot on the map scale was for Arizona in the original. That was a cool element that we wanted to keep in L.A., but an irradiated tidal wave can certainly change the landscape.
cbspike wrote:Brother None wrote:cbspike wrote:This site: games.tiscali.cz, promised to have 2 exklusive videos about Wasteland 2. They even stated to see the game running. Is it even possible?
No.
Ok. I´m really curious because they are saing that after E3 they visited Fargo and inXile and saw somethign really interesting there.
Brother None wrote:Comments from Fargo on the development schedule and the screenshot feedback
Brian Fargo wrote:I plan to have all levels in and scripted by April thus leaving another 6 months for iteration and play test.
Development on Wasteland 2 is moving rapidly, with multiple writers (including Chris Avellone, Michael Stackpole and Liz Danforth) creating scenarios. "The story now is 900 pages long," said Fargo. How does that compare to the original Wasteland? "It's much bigger," Fargo noted. "I'm doing one of the smaller maps, and I'm at 40 pages so far, and I'm not verbose. It's a lot of content. What if I rescue the kid? What if I don't rescue the kid? That's what everybody wants."
The project is large in scope, with many moving parts. Fargo is pleased with the team that's assembled, but is the schedule on track? "It's still too early to tell," Fargo admitted. "I'm very happy with the team; we have three or four ace programmers and the designers are having trouble keeping up with them. The design is the biggest short-term concern. We've just signed up three other writers."
The overall result is that Fargo believes the project is achieving his goals. "I think it's going to be one of the densest, deepest RPGs ever; just the cause and effect is fantastic. Ultimately, that's what everybody wants. That's what made GTA so great, it's what made Sim City so great - when you do something it has an effect, and things hold together smartly."
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