When we exit pre-production, we have paper design for most everything, it’s just a matter of spending the hours, days, and weeks to build, code, and craft the levels and systems you will ultimately play. It tends to be extremely time intensive, but it is one of the most exciting times of the project as you really get a sense of the game as a whole. A few key production milestones that we’ve hit:
All 14 major areas have been blocked out with the base level geometry. And yes, this is revealing we will have 14 major areas.
We have maps loading (from scene to scene) so we’ve stitched together all areas to form a cohesive flow.
95% of all conversation encounters are placed and working. That means you can talk to just about everyone and go through their various states of reactivity based on how you deal with the conversation.
Our core AI system is built and fully functional. These tools allow the designers to build, modify and tune many of the AI behaviors we need for the game (outside of special cases).
Our inventory system is fully functional. **We will detail this further in an update within the next month**
We have been getting a lot of questions regarding our plans for DRM-free releases moving forward. To clarify, we are offering the game on as many digital distributors as is viable. Currently we are confirmed on Steam, Origin, and GOG. The Steam and Origin versions will work just like any other games on those services and will not have any additional DRM. The GOG version will be DRM free. We will look at more digital retailers – including other DRM-free ones (such as Desura) – as we get closer to release. As well, we won’t require you to be online to play the game.
We are not currently actively planning any DLC or expansion, since we’re fully focused on delivering our promises with Wasteland 2. It’s not out of the question, but we have made a commitment to 65,000+ people to deliver a fully-complete, bad-ass successor to Wasteland and that’s all we’re concerned with right now. Once the game is released and we can take a deep breath, we’ll evaluate the next best steps for the game and our fans.
Hello everyone my name is Devin Morrow and I am a combat designer here at inXile Entertainment. I have been asked by the powers that be (read: Chris Keenan, our production director) to introduce myself as well as provide to you, our generous fans and backers, a little insight into our current weapons design progress and philosophy.
This is my first time, so please be gentle.
In the original Wasteland and many other RPG’s, there is a clear weapon progression. As you worked your way through the game, weapons like the handgun became less effective in favor of the larger weapons. While this makes some sense it does limit the ability of a player to choose their favorite weapon type for thematic or role playing purposes.
It’s hard to play the part of a wasteland gunslinger when you had to ditch your trusty M1911A1 pistol for an AK-97 because the damage just wasn’t cutting it anymore. In Wasteland 2, we want to give back a little more control to the player over how their characters are built and how they progress. This is something we have heard the community echo many times in conversation and on the forums, so it’s nice to know we are on the right track.