Wasteland 2 - Concept Art

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Wasteland 2 - Concept Art

Mensaje por GonarcH el Mar Ago 21, 2012 8:46 pm

Bueno, como van sacando imagenes poco a poco y no me parece correcto crear un post para cada imagen que sacan, creo este post como lugar para recopilar y comentar sobre los concept arts de este juego.

Empezamos con un Portrait de ranger y de perro maloso.




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Re: Wasteland 2 - Concept Art

Mensaje por SlashBlack el Mar Ago 21, 2012 11:02 pm

o tambien podrias crear un post oficial y juntarlo todo xD (noticias/imgs etc)
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Re: Wasteland 2 - Concept Art

Mensaje por GonarcH el Mar Ago 21, 2012 11:23 pm

SlashBlack escribió:o tambien podrias crear un post oficial y juntarlo todo xD (noticias/imgs etc)

Hombre... es que el juego aun no ha salido, por haber ni hay beta xD aunque supongo que se podria hacer de todas formas no se, luego lo pensare...

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Re: Wasteland 2 - Concept Art

Mensaje por SlashBlack el Mar Ago 21, 2012 11:48 pm

pues pones al lado del titulo: "no ha salido" o algo asi xDDDD
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Primer video in game ;)

Mensaje por Knight Lore el Jue Ago 30, 2012 1:49 am

Un discurso de Brian Fargo sobre Wasteland 2 donde se muestra un minuto del juego en movimiento, muestra las opciones de zoom de las camaras y las animaciones de los modelos con la musica de Mark Morgan in game Wink

No he sabido poner el video aqui, asi que dejo el Link -el minuto de gameplay en el 30:15-

http://www.nma-fallout.com/article.php?id=62287&utm_source=twitterfeed&utm_medium=twitter
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Re: Wasteland 2 - Concept Art

Mensaje por GonarcH el Jue Ago 30, 2012 4:17 am

Knight Lore escribió:Un discurso de Brian Fargo sobre Wasteland 2 donde se muestra un minuto del juego en movimiento, muestra las opciones de zoom de las camaras y las animaciones de los modelos con la musica de Mark Morgan in game Wink

No he sabido poner el video aqui, asi que dejo el Link -el minuto de gameplay en el 30:15-

http://www.nma-fallout.com/article.php?id=62287&utm_source=twitterfeed&utm_medium=twitter



Aqui solamente lo que se muestra del engine : )

Acabo de llegar a casa, me quito los zapatos y me trago la entrevista con Fargo, muy buena pinta ese engine unity! :DD

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Re: Wasteland 2 - Concept Art

Mensaje por GonarcH el Jue Ago 30, 2012 5:26 am

Que tela, Fargo fue el mecenas de Bioware, Treyarch y Blizzard North xD
Muy interesante la entrevista aunque ya habia leido casi todo su contenido en mini-articulos de nma. En fin no hay mucho que comentar, el juego parece ir viento en popa y a toda vela asi que... solo nos queda esperar xD

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Re: Wasteland 2 - Concept Art

Mensaje por Braxle el Jue Ago 30, 2012 8:05 am

GonarcH escribió:Que tela, Fargo fue el mecenas de Bioware, Treyarch y Blizzard North xD
eso es un buen curriculum

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Geralt el puto amo
Spoiler:
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Re: Wasteland 2 - Concept Art

Mensaje por Knight Lore el Lun Sep 24, 2012 7:23 pm

Del twitter de Fargo's y Wasteland 2's facebook, el Rail Thug de Wasteland a Wasteland 2.

Spoiler:
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Re: Wasteland 2 - Concept Art

Mensaje por Knight Lore el Mar Oct 30, 2012 1:57 am

Mas madera

Spoiler:
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Re: Wasteland 2 - Concept Art

Mensaje por shaun el Mar Oct 30, 2012 3:32 am

yo de mayor quiero dibujar asi
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Re: Wasteland 2 - Concept Art

Mensaje por GonarcH el Mar Oct 30, 2012 4:31 am

Knight Lore escribió:Mas madera

Spoiler:

Por lo visto van a ser unos enemigos muy hdp xD Pues no tenia ni idea, pero una faccion de "sinteticos" puede darle mucha mucha chicha a la historia, o como minimo, dar pie a unas misiones la mar de interesantes. Me pregunto si existira la posibilidad de transplantar el cerebro de uno de tus rangers en uno de estos sinteticos xD

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Re: Wasteland 2 - Concept Art

Mensaje por Knight Lore el Lun Dic 03, 2012 9:31 pm

Otro artwork Smile

Spoiler:
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Re: Wasteland 2 - Concept Art

Mensaje por shaun el Mar Dic 04, 2012 12:01 am

fijate, en los 70 mi casa TENIA UN PAPEL PINTADO COMO EL DE SU CORBATA
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Re: Wasteland 2 - Concept Art

Mensaje por GonarcH el Miér Dic 05, 2012 8:19 am

No tiene nada que ver con el concept art, pero tp tengo tiempo ahora para crear post propio asi que lo comento brevemente:

InXile va a usar el "asset store" de Unity para aceptar modelos creados por la comunidad para usarlos en wasteland 2. La asset store de unity se podria equiparar a la App Store de apple solo que en vez de ofertar aplicaciones, se ofertan texturas, modelos, animaciones, etc... elementos que se pueden utilizar para crear un juego vamos.

InXile ha publicado toda la info necesaria para crear probar dichas aportaciones, y el modder es libre de poner el precio que quiere en todo lo que crea, aunque InXile ya ha advertido que no usara ningun asset con un precio exagerado.

Obviamente, los assets seleccionados seran pagados, pero incluso si tu creacion no es seleccionada para wasteland 2 si que permanecera en el asset store por lo que existe la posibilidad de que futuros desarrolladores de otros juegos si que paguen por tu creacion.

A parte del dinero por el asset, los seleccionados apareceran en los creditos del juego, recibiran una distincion tanto en la asset store como en los foros de InXile y... humm, creo que alguna cosa mas xD

Me mola bastante la idea, no me veo en la posicion ni con el talento suficiente como para crear algo interesante, pero puede que termine echandole una ojeada al programa de Unity.

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Re: Wasteland 2 - Concept Art

Mensaje por Knight Lore el Lun Dic 31, 2012 5:19 am

Una imagen ingame Cool

Spoiler:
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Re: Wasteland 2 - Concept Art

Mensaje por Knight Lore el Vie Feb 01, 2013 2:31 am

Lo tengo que postear, me he puesto palote y todo Very Happy

Twitter:

Chris Avellone ‏@ChrisAvellone
Wasteland 2 looks awesome, love how the first area turned out.

Ryan Farmer ‏@Grey_Nayr
@ChrisAvellone I'm curious. How is the game gonna play? Like original Wasteland, like Fallout 1/2, like Fallout 3/NV, or totally different?

Chris Avellone ‏@ChrisAvellone
@Grey_Nayr Fallout 1 and 2 is the closest comparison, even that's not 100% of what it is - it should be clear when they show the footage.

un poco + de hipe, algunos asset del unity store para Wasteland 2

https://www.assetstore.unity3d.com/#/search/Wasteland
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Re: Wasteland 2 - Concept Art

Mensaje por GonarcH el Vie Feb 01, 2013 3:10 am

A ver si esta vez de verdad "la proxima semana" enseñan el gameplay xD Que lo han aplazdo ya dos veces... Pero si la demo tiene el visto bueno del Sr Avellone estoy mas tranquilo, con muchisimas ganas de ver el dichoso video, pero tranquilo xD

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Early Gameplay

Mensaje por GonarcH el Sáb Feb 09, 2013 3:27 am

El video en 720p: (creo que no se puede incrustar en el foro, sorry)

Wasteland 2 - Early Gameplay

Mas concept art:








El Update en si mismo: (en ingles)

We are very proud to provide the first gameplay video of Wasteland 2, which will allow our backers to see how far we've come and how everything is coming together. The usual way of doing things in this industry would see us create a demo specifically for displaying to the press or at game shows, but we're very glad to have been allowed the freedom to create a demo video from an actually playable area, which ensures there's no wasted code. This is a straight video capture of Development Director Chris Keenan playing the game. The only element that is not running in code is the sound effects, as it was faster to do in post, but as you will hear, there is nothing being done audio wise that isn't easily replicated in engine. In fact, we plan to have many more sound effects in the final game than what is heard here.

Wasteland 2 - Early Gameplay Footage

This represents not just the strong synergy of the inXile team but the effects of your continued input via the forums. The game has continued to improve thanks to this communication, and Wasteland 2 will be better for it. The benefits have ranged from changes to the combat mechanics to finalizing the name of our attribute system.

It also represents the success of working with Unity and the asset creation experiment we did to increase the variety and density of the world look. We were pleasantly surprised at the talent that submitted art content, and we look forward to continuing to work with them.

I’d also like to thank the military personnel who joined our Yammer group to help us develop the slang and communicate more real world experiences for us to draw on. We love to learn little things like how much they hate it when movies say “Over and out!”… There is no “out” after “over” dammit!

This first level you will see is one of the first areas you will encounter in the game. The agricultural center was also a part of Wasteland 1. It was an area that Chris Avellone had some affinity for and he did the design for the level. Also thanks goes out to Nathan Long, who provided this area’s clever writing. We had a chance to show Chris the level last week, and when we commented that it was coming together he said “not coming together … it has COME together.”

Our objective was to show off some of the HUD and how both the combat and skill systems work. There are many elements not represented here but to name a few:

Minimal particle effects
Minimal sound
Mini-map not working
Inventory, logbook and other character screens not shown
Not all skills (in and out of combat) being represented
No world map movement
It needs more messaging in the UI
And not a comprehensive list of all the combat variables
Sorry if we're over communicating, but it's just a reminder: we're just past the halfway mark, so don't expect to see everything that you can expect from the final game just quite yet.

You will get to listen to the latest track from Mark Morgan (at the bottom of this update) that sets the haunting and often desolate tone of the Wasteland. And you will hear our first pass at the radio broadcasting which plays a vital role in communication, reactivity and mood setting. There will be a host of cults who are broadcasting their propaganda while other calls will be the locals who seek the help of our rangers. We have many interesting ideas on how to use the radio in novel ways.

Our vision for this game remains intact and you will see a number of examples that illustrate this. The customization can be seen in the examples of bringing in your own portraits and by the ability to set the user interface in a style that works for you.

You wanted a party and turn based RPG with tactical combat, and we are delivering that. The demo helps to show off action points, use of cover, enemy view cones, distance/height/enemy size/enemy speed affecting the chance to hit, ammo configurations, attributes changing the characters strengths and role, simultaneous party firing and more. And we are not done adding elements to make sure you are fully engaged in an interesting combat system. There is still plenty of time for you to comment on the combat system and to help us hone it in. Our goal is to build a very deep combat system, with the potential to dive in and fine-tune your damage-output and tactics, while not absolutely requiring that level of micro-management from all players.

If you played Wasteland 1, you will enjoy the many callbacks to the original, but at the same time there is no need of that knowledge. While certainly not a comedy you will get a healthy dose of the humor that gave Wasteland its charm.

Once again we thank you all for backing our vision…

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Re: Wasteland 2 - Concept Art

Mensaje por Knight Lore el Sáb Feb 09, 2013 5:05 am

Me gusta Smile teniendo encuenta la baja resolucion del video pinta muy bien, ha nivel grafico, espero que la UI sea provisional, porque la del F2 era mucho mas guapa teniendo en cuenta la edad del juego, el gameplay tmb me ha gustado, de momento van por buen camino.
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Re: Wasteland 2 - Concept Art

Mensaje por GonarcH el Vie Feb 22, 2013 10:57 pm

Aclaracion del sistema de dialogo:

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.

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Re: Wasteland 2 - Concept Art

Mensaje por Knight Lore el Sáb Mayo 11, 2013 7:48 am

Nuevo concept art

Spoiler:
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Re: Wasteland 2 - Concept Art

Mensaje por GonarcH el Sáb Mayo 11, 2013 8:06 am

Para esta semana toca un update serio me parece no? Algo he leido en el twiter de Fargo.

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Re: Wasteland 2 - Concept Art

Mensaje por Knight Lore el Sáb Mayo 11, 2013 8:13 am

GonarcH escribió:Para esta semana toca un update serio me parece no? Algo he leido en el twiter de Fargo.

Creo que si, que contaran muchas cosas y alguna imagenes ingame, con suerte un video, tengo ganas de ver algo.
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Re: Wasteland 2 - Concept Art

Mensaje por GonarcH el Sáb Mayo 11, 2013 9:05 am

Knight Lore escribió:
GonarcH escribió:Para esta semana toca un update serio me parece no? Algo he leido en el twiter de Fargo.

Creo que si, que contaran muchas cosas y alguna imagenes ingame, con suerte un video, tengo ganas de ver algo.

Teoricamente la beta deberia estar bastante cerca no? Quiero decir, si la fecha de lanzamiento sigue rondando octubre ya no quedan muchos meses, tp pueden sacar la beta un par de semanas antes porque no les daria tiempo a solucionar/corregir cualquier cosa que pueda aparecer.

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Re: Wasteland 2 - Concept Art

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