Torment: Tides of Numenera - Post-Funding Update #21
InXile entertainment has posted a new post- funding update for Torment: Tides of Numenera. The topics include the writers meet, screenshots, and dialogue design.
Last week marked a milestone event for Torment: Tides of Numenera, as we got many of the writers together in one room to discuss the game. This type of preparation is what preproduction is about – our schedule allows us to have these discussions and define the game before the production team rolls off of Wasteland and onto Torment.
Monte Cook gave an advanced rundown of Numenera for everyone (and has gathered some of his thoughts in this excellent blog post) and Colin McComb presented the current version of the story, and then the group brainstormed ideas, iterated on plot points, and discussed processes and design conventions.
Crafting a Screenshot
My name is Gavin Glenn-McDowell and I am an environment artist here at inXile Entertainment. Currently I am spearheading the environment art pre-production on Torment: Tides of Numenera. I would like to update you on our current progress, as well as some behind the scene peeks of how we plan to make some of the areas and environments for the game.
I think that we are all aware of how unique and well-crafted the Numenera setting is. I speak for the entire art team here at inXile when I say we are incredibly grateful and excited to work on this project. Creating this game will require an immense amount of creativity, which is a good thing. Even though the theme and aesthetic are extremely interesting, what is even more exciting is the methods and technology we plan on using to create our environments.
On Dialogue Design
Adam here. I was not able to join the team for the writer’s meet, which is a shame, but Colin’s writeup on it does give me the perfect opportunity to talk a bit about something I’ve been spending a lot of time on: working with the conversation editor we’re using for Torment (obtained through our arrangement with our friends at Obsidian Entertainment, with some of our own modifications planned). I've been using it to write example dialogues and establish our dialogue guidelines for the game.
Conversations in Tides of Numenera will be a lot like what you remember from Planescape: Torment. The NPC will tell you something (maybe a lot of something—we're thinking up to 300 characters per NPC node), and you'll have a list of responses to choose from. Some of those responses might include actions to perform, skills to use, or telling the truth vs. lying.