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-   -   Torment: Tides of Numenera - A New Look (https://www.rpgwatch.com/forums/showthread.php?t=25700)

Couchpotato September 18th, 2014 03:06

Torment: Tides of Numenera - A New Look
 
InXile entertainment has more information in the latest kickstarter update about the new look for the Torment: Tides of Numenera website I posted about yesterday.

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Quote:

Updated our Journal (32): A New Look

TL;DR: website re-launched – please confirm your pledge and any add-ons, Endless Battle lore, ask Torment developers.

Thomas here! As Wasteland 2 is getting close to release and Torment: Tides of Numenera closer to full-scale production, we're excited to announce the official relaunch of the Torment website and backer system with an overhauled functionality. The new site is largely the work of Jason Dora, one of the Torment backers, who answered our call for a web developer in Update 29, and has since joined inXile full time.

Torment's New Website

The key functionality of the new site that will interest you is that you can now declare your add-ons. In fact, if you intended for Wasteland 2 to be among your add-ons, then just login and tell us when you're ready to get your Wasteland 2 key. Wasteland 2’s commercial launch is Friday, September 19. You can specify Wasteland 2 add-ons now by visiting the reward page and adding Wasteland 2 to your selected rewards. Keys will be made available before release.

More generally, the new backer system means you will now be able to manage your pledge in great detail. We have changed our system into one that tracks your contributions as inXile Points (XP or just Points). The more Points you have, the higher your Level within our system; the higher your Level, the more possible Rewards are available that you can buy with Points. As an existing backer, you will start with 100 Points for every $1 you donated, with your reward choice matched to the one closest to your total pledge. That is, each $.01 USD = 1 Point.

This may sound a little daunting at first but it does not impact the value or rewards of your pledge in any way. You will get the rewards that you pledged for during the Kickstarter campaign; the value of your pledge is unchanged.

More information.

gandalf.nho September 18th, 2014 03:06

This first video looks great!

azarhal September 18th, 2014 03:44

It's looks just has weird has Planescape did, I guess there is that.

danutz_plusplus September 18th, 2014 06:38

Jesus, it looks great as hell. It's got a lot of potential. I'm definitely more excited about this one than Pillars of Eternity. Cool.

rjshae September 18th, 2014 06:38

Yes it looks pretty cool…

The movement animation is all wrong though. It appears as if the characters are moving twice as fast as their legs are carrying them. Rather distracting, actually.

bjon045 September 18th, 2014 09:41

Glad I went in for a collectors edition.

Asdraguuhl September 18th, 2014 12:15

I really like what I see, particularly the PS:T vibe.

The walking animation needs to be reworked though.

Been watching "Breaking Bad" lately. Is that Gus Fring I hear as narrator?

TomRon September 18th, 2014 13:13

OMFG. I've got butterflies in my stomach. This is looking absolutely great to me.

wiretripped September 18th, 2014 13:46

That looks simply delicious.

Maylander September 18th, 2014 14:25

Quote:

Originally Posted by rjshae (Post 1061274542)
Yes it looks pretty cool…

The movement animation is all wrong though. It appears as if the characters are moving twice as fast as their legs are carrying them. Rather distracting, actually.

Indeed, something is a bit.. off. I can't put my finger on it. It's as if they're walking on ice or floating or something.

screeg September 18th, 2014 14:33

Although it's practically the first thing an animator learns, walk cycles aren't simple and easy to implement.

TomRon September 18th, 2014 15:46

Quote:

Originally Posted by screeg (Post 1061274602)
Although it's practically the first thing an animator learns, walk cycles aren't simple and easy to implement.

Wouldn't the walking speed be crazy slow if it had to look completely natural? Or the characters look like they move in fast forward mode of they keep walking speed as it is?

I think it looks alright, but then again I don't have an eye for these things.

rjshae September 18th, 2014 16:32

Quote:

Originally Posted by Maylander (Post 1061274599)
Indeed, something is a bit.. off. I can't put my finger on it. It's as if they're walking on ice or floating or something.

During their early preview, D:OS animation looked a off bit that way as if the two characters were floating/gliding across the floor. They look to have it fixed now though. Just wish they could skip the long journeys across already mapped terrain.

forgottenlor September 18th, 2014 16:43

You can definately see that they worked in cooperation with Obsidian. The game looks very similar to Pillars of Eternity, in the way that Planescape:Torment looked similar to Baldur's Gate. It also looks much more like the original Planescape than I thought it would.

GothicGothicness September 18th, 2014 16:49

Quote:

Originally Posted by tomasp3n (Post 1061274614)
Wouldn't the walking speed be crazy slow if it had to look completely natural? Or the characters look like they move in fast forward mode of they keep walking speed as it is?

I think it looks alright, but then again I don't have an street for these things.

Well, I don't know any game where the character is actually walking… in most they are "run-walking" probably because if they were always running it might look even more stupid… but to walk everywhere would just be too slow.

Farflame September 18th, 2014 17:26

Looks great. I like to uncover secrets of original and bizarre worlds. So for me this is like invitation from good friend. :)

And the end reminds me of recent news that some people hate to read:
http://www.rpgwatch.com/forums/showthread.php?t=25655

Maybe they noticed this news too and make funny conclusion in their video. "83000 fans of Torment disagree" :lol:

mercy September 18th, 2014 18:10

Very nice GUI! Lot better than poor Pillars'. Also Numenera is turn-based so thats a huge plus.

Visuals ingame are as awesome as the new GUI. I say this will be a LOT better game than poor PoE.

danutz_plusplus September 18th, 2014 18:16

Quote:

Originally Posted by mercy (Post 1061274631)
Very nice GUI! Lot better than poor Pillars'. Also Numenera is turn-based so thats a huge plus.

Visuals ingame are as awesome as the new GUI. I say this will be a LOT better game than poor PoE.

Sure looks like it. But I'm not anticipating that one any less.

Kordanor September 18th, 2014 19:49

Quote:

Originally Posted by forgottenlor (Post 1061274620)
You can definately see that they worked in cooperation with Obsidian. The game looks very similar to Pillars of Eternity, in the way that Planescape:Torment looked similar to Baldur's Gate. It also looks much more like the original Planescape than I thought it would.

Yeah, first thing I thought was "It's amazing, that it looks completely different than wasteland though its from the same company". And the "polish" of the graphics reminded me of the stuff I saw from Pillars. Take a look at Wastelands Character Customization (and picture feature) and you know what I mean. ^^

I am glad I backed it!

DArtagnan September 18th, 2014 20:24

Nice gui? Did you guys happen to overlook that HALF THE SCREEN is occupied when speaking to someone? That's pretty extreme.

That said, I didn't notice a big issue with animations.

Kordanor September 18th, 2014 20:36

Have no problems with that.

I rather have problems with a dialogue coming up right after the fight leading to the death of my characters as in Divinity:OS :P

Vindicator September 18th, 2014 21:36

It looks fantastic! The original Planescape Torment was one of my favorite rpgs.

However, we need a transparency adjustment for the text bubbles, and a separate adjustment for the text window would be nice as well. Because those popups seem to follow the characters around, I'm afraid I would miss a trap or something important hidden behind them.

TomRon September 18th, 2014 21:48

Quote:

Originally Posted by DArtagnan (Post 1061274650)
Nice gui? Did you guys happen to overlook that HALF THE SCREEN is occupied when speaking to someone? That's pretty extreme.

That said, I didn't notice a big issue with animations.

Exactly, that's what Mercy loves. His most common complaint is that the UI takes up way to little space on screen. ;)

To me either way is fine, but I prefer the UI of PoE.

Maylander September 18th, 2014 23:07

Quote:

Originally Posted by DArtagnan (Post 1061274650)
Nice gui? Did you guys happen to overlook that HALF THE SCREEN is occupied when speaking to someone? That's pretty extreme.

That said, I didn't notice a big issue with animations.

Haha, indeed. The first thing I thought when I saw that dialogue interface was: "Isn't that taking nostalgia a bit too far?"

daveyd September 19th, 2014 00:11

Quote:

Originally Posted by DArtagnan (Post 1061274650)
Nice gui? Did you guys happen to overlook that HALF THE SCREEN is occupied when speaking to someone? That's pretty extreme.

That said, I didn't notice a big issue with animations.

I'm guessing that it may be something you can adjust (just as you could adjust the size of the dialogue boxes in the IE games). Either that, or they may have just temporarily made it bigger for the trailer so that the text was easy to read.

Stingray September 19th, 2014 00:31

Quote:

Originally Posted by DArtagnan (Post 1061274650)
Nice gui? Did you guys happen to overlook that HALF THE SCREEN is occupied when speaking to someone? That's pretty extreme.

Font is too big. Hopefully that's adjustable, and the size of the dialog box scales to the font.

Thrasher September 19th, 2014 00:49

Looks great to me! But some people will always find something to complain about.

TomRon September 19th, 2014 01:01

Quote:

Originally Posted by Stingray (Post 1061274694)
Font is too big. Hopefully that's adjustable, and the size of the dialog box scales to the font.

Oh the humour! I know Mercy always wants the fonts to be bigger, this is the first time I've seen someone who wants them smaller. Let's hope they adjustable so everyone can be happy. I prefer small too.

Thrasher September 19th, 2014 01:03

I too like large fonts. Not all of us are playing on large monitors.

sakichop September 19th, 2014 01:04

I didn't like planescape torment at all so I didn't back this.

This video made me regret that decision. Looks pretty darn good.

Warmark September 19th, 2014 01:47

On the Torment website they said that the UI would be adjustable for as little or as much of it as you would like to see, as well as the font being adjustable also.

Arkadia7 September 19th, 2014 05:28

I think it looks fantastic, and has atmosphere in spades. I'm guessing the text box is so big because after all, this is supposed to be a text heavy game, and they need a lot of room for all the text!

I'm really liking the sci-fi heavy vibe mixed with fantasy of the game in the graphics. Very glad I backed this, even though I didn't really think the original game was "all that" and instead was just ok. But this game is looking fabulous. Inexile may be the new leading "old school" company to look to for these types of games in the future, they are establishing a great track record so far with Wasteland 2 and now this one. The new Bioware perhaps (when Bioware was actually good back in the day) They seem to understand what was great about those classic rpgs.

Avantre September 19th, 2014 10:41

Quote:

Originally Posted by sakichop (Post 1061274699)
I didn't like planescape torment at all so I didn't back this.

This video made me regret that decision. Looks pretty darn good.

You still can if you've sufficiently changed your mind - the website still has a pledge system that (based on Wasteland 2) should have a better price then what it'll likely be at launch.

DArtagnan September 19th, 2014 10:57

Well, if I can reduce the UI in size, then it's not an issue.

Aside from that, it looks quite good.

JDR13 September 19th, 2014 11:07

I still would have preferred RTwP combat. :)

Kordanor September 19th, 2014 12:20

And I am very glad they went for turnbased. ^^

DArtagnan September 19th, 2014 12:22

In this kind of game, I definitely prefer turn-based. I might even have enjoyed Torment more if it was turn-based.

GothicGothicness September 19th, 2014 14:23

Well, let's just hope that they make a working combat system this time, and please don't have 100 stupid fed-ex quests.

Maylander September 19th, 2014 14:25

Quote:

Originally Posted by JDR13 (Post 1061274823)
I still would have preferred RTwP combat. :)

Agreed.

rjshae September 19th, 2014 16:32

Turn-based does make the player more involved in combat decisions. It makes more sense to use when you have large parties and/or a diversity of combat options. Given that this game has a disproportionately lower amount of combat, RTwP might have been the better option--just to pass the time quicker. But I'm happy with either.


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