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Planescape Torment will be my next game, that I'll buy on GOG, and I will take the chance, by playing this, to already prepare me for this new project. Alas I am actually deadly short on money, otherwise even I would spend some money for this Numenera-Project, simply because Planescape is really one cool set of a RPG- World and I am glad, to play both of these games. So I really hope, that I will be able to afford also the new one, when it comes out, otherwise I'll have to wait until it gets cheaper.
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Starmaker: Touch isn't faster. The view is worse, and my hand gets tired sooner.
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ET3D: What games have you compared?
Plants vs Zombies, 11.6" Acer laptop vs 10.1" Android tablet. The mouse pointer is much better for control than my completely nontransparent hand.
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Starmaker: Plants vs Zombies, 11.6" Acer laptop vs 10.1" Android tablet. The mouse pointer is much better for control than my completely nontransparent hand.
Thanks.
This looks interesting but i have already pledged for several games now and cant afford to pledge on more but will possibly get this on release.
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Kaldurenik: with the weakest hardware or controller
Your prejudice is showing. You know what, I fucking hate it when my mobile games are designed with the weak-sauce PC resolution in mind, instead of my iPad4, which is easily 1.5 better.

See how much sense that makes, despite it being true?
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Well it looks like Planescape may be worth picking up to get ready for this game it seems. I didn't know Torment had such a large & dedicated fan base. Does anyone know where I can find what inXile have written up about developing Torment & Wasteland 2 at the same time?
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FantasyNightmare: Well it looks like Planescape may be worth picking up to get ready for this game it seems. I didn't know Torment had such a large & dedicated fan base. Does anyone know where I can find what inXile have written up about developing Torment & Wasteland 2 at the same time?
This is Kickstarter update 26 for Wasteland 2:
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.
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Kristian: *snip
Thanks! That cleared things up a lot
There's a new interview out, in which Colin McComb explains the "Tides" alignment system, and also the first details on Torment's combat system:
http://www.vg247.com/2013/03/06/torment-tides-of-numenera-morality-tides-explained-inxile-discuss-plot/

For anyone not bothered to read, it seems the game maybe using a phased-based combat system. For anyone unaware, phase-based is essentially turn-based but individual characters do not have "turns", instead you give orders to all your party, and they then execute them in a combat round, and then the enemy does the same.
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Crosmando: There's a new interview out, in which Colin McComb explains the "Tides" alignment system, and also the first details on Torment's combat system:
http://www.vg247.com/2013/03/06/torment-tides-of-numenera-morality-tides-explained-inxile-discuss-plot/

For anyone not bothered to read, it seems the game maybe using a phased-based combat system. For anyone unaware, phase-based is essentially turn-based but individual characters do not have "turns", instead you give orders to all your party, and they then execute them in a combat round, and then the enemy does the same.
That sounds interesting. Has that been used in an RPG before?
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Crosmando: There's a new interview out, in which Colin McComb explains the "Tides" alignment system, and also the first details on Torment's combat system:
http://www.vg247.com/2013/03/06/torment-tides-of-numenera-morality-tides-explained-inxile-discuss-plot/

For anyone not bothered to read, it seems the game maybe using a phased-based combat system. For anyone unaware, phase-based is essentially turn-based but individual characters do not have "turns", instead you give orders to all your party, and they then execute them in a combat round, and then the enemy does the same.
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Nirth: That sounds interesting. Has that been used in an RPG before?
An isometric one? I honestly don't think it has, it's certainly a weird way to do combat. Thalion, a German CRPG developer made some games in the early 90's for Amiga and DOS that had isometric view for exploration (Ambermoon, Amberstar, Albion), and a first-person view in combat, but I doubt Torment will use a first-person view at all.

Interesting to note also, phase-based combat is a "blob" mechanism, as in it assumes distance and movement don't matter in combat and your party is a "blob" all occupying the same position. Most phase-based games are first-person, ie the Wizardry and Bard's Tale series. Unless of course Torment is going to have JRPG combat, but somehow I doubt this...
Post edited March 11, 2013 by Crosmando
It'll be interesting to see how it turns out. The combat is in a need of overhaul afterall, as original Torment wasn't very good at it. By the way, I just digged out my original 4 dics release and I am installing it.
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Crosmando: Interesting to note also, phase-based combat is a "blob" mechanism, as in it assumes distance and movement don't matter in combat and your party is a "blob" all occupying the same position. Most phase-based games are first-person, ie the Wizardry and Bard's Tale series. Unless of course Torment is going to have JRPG combat, but somehow I doubt this...
"blob" combat is only one type of phase-based combat. Not all phase-based systems are blob systems. Check out Frozen Synapse, for example.