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[游戏新闻] 废土 2 (频繁更新演示截图,41楼游戏音轨,52(youtube),54(youku)视频演示视频)

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楼主
发表于 2012-3-17 20:15:20 | 显示全部楼层 回帖奖励 |倒序浏览 |阅读模式
废土 2

  

http://wasteland.inxile-entertainment.com/

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沙发
 楼主| 发表于 2012-3-19 03:02:47 | 显示全部楼层
关于WASTELAND 2的采访
http://www.gamebanshee.com/inter ... nd-2-interview.html

GB: Assuming the game reaches or exceeds its funding goal, how long do you anticipate it will be before the game is ready for release? With over a year's worth of development under your belt already, is it possible we could be playing Wasteland 2 in 2012 yet?

Brian: We are gearing everything towards a ship in
October 2013.


GB: Unfortunately, role-playing games have lost much of their original identity in recent years, thanks in part to the popularity of first-person action RPGs. How do you convince a newer or younger RPG fan who has grown accustomed to the action-focused titles to give Wasteland 2 a shot?

Brian: Well here is the beauty of fan funding... we don't have to convince some younger RPG player of anything. I am making this game for the wonderful fans who put their money behind us and not some nebulous group of new people. Let's make the game they all expect and let the chips fall where they may. There is just no way I'm going to consider anything that could let down the core.
板凳
 楼主| 发表于 2012-3-21 04:56:18 | 显示全部楼层
http://www.digitaltrends.com/gam ... ickstarter-success/
另一篇访谈

......
With just about one and a half times the necessary funding for the game already promised through Kickstarter, Fargo is already planning how that extra money is going to be used. “Having more money means the writers will get to make the game broader and deeper. The bigger music and sound budget means more great music from Mark Morgan. [我觉得没人比他更适合给 废土2 谱曲了] It also allows for more varied environments, more character portraits and interesting effects like having radiation clouds that float move over areas.”

“In addition to more locations, we’ll have the manpower to create more layered effects based on what the player is up to. Cause and effect is everything in a good RPG so triggering based off more variables makes for a better world. This can range from having hundreds of different NPC dialogue remarks based on who is in the party, encounters that react to what you look like, scenes that open up based on how violent you were or perhaps how low your intelligence is.   [这不属于创新,而是早就为玩家津津乐道的设计 XD]This kind of depth is what made Wasteland 1 so good.”

Prior to the Kickstarter campaign, InXile believed it would take around eighteen months to finish Wasteland 2. The studio remains committed to that deadline, but mod tools for the game may not be available right when it releases according to Fargo.
地板
 楼主| 发表于 2012-3-31 01:07:43 | 显示全部楼层
http://www.rockpapershotgun.com/ ... 2-on-one-condition/

Here’s a big, bouncy ball of unexpected good news for you. Brian Fargo and his studio inXile Entertainment are, as you well know, working on a sequel to the seminal RPG Wasteland, and have successfully Kickstarted it to the tune of $1.6 million. Since exceeding their initial target of $900,000, they’ve been able to add Mac and Linux versions to their masterplan for the post-nuclear roleplaying game. But that’s not all. They’ve just been in touch to say that, if they can reach $2.1 million during the 17 days remaining on the funding schedule, they’ll be bringing in Obisidian Entertainment, including Planescape: Torment mastermind Chris Avellone, to help them make the game.

Oh my word. The minds behind Fallout and Planescape, together. A veritable RPG supergroup. This has to happen.

Says Chris Avellone, “Wasteland is one of my favorite RPGs of all time, and when Brian asked if I wanted to work on the sequel, I jumped at the chance. While I’ve worked on Fallout 2 and Fallout: New Vegas, getting the chance to work on the spiritual successor to the Fallout franchise is a honor.”



新世纪RPG梦之队要诞生了吗?
5#
 楼主| 发表于 2012-4-3 21:09:59 | 显示全部楼层
最新采访:
http://www.nowgamer.com/features ... play_interview.html

DC:What can you tell us about your plans for Wasteland 2 in terms of gameplay, visual themes etc? Will it remain true to the original?  

Brian Fargo: We are going to build upon all the elements that made Wasteland great. You control of a group of desert rangers in the southwest part of the states who are seeking to restore some law and order into a post apocalyptic world.

But despite their mission of restoring peace it is up to the players to decide the morality of their choices. We will not preach what behavior to take and nor will every negative thing you do necessarily turn into something bad happening to you.

The game will be party based like the original, feature modern day weapons for combat and use the skill system that everyone loved so much. Visual themes will run the gamut from desolate and bleak to cities that are attempting to recover from destruction.  



DC: What are the most prominent pros and cons of going down the crowd-sourced indie route for you as a developer? Should more, bigger studios consider this route to sound out new ideas and give fans what they want?  

Brian Fargo: The pros are as stated above which is that we get to focus without chasing money or managing the politics of a publisher. We also have very clear direction of what the fans want thus taking out some of the guess work.

I can't think of any cons that wouldn't exist with a publisher or investor also. I would be quite surprised if a larger publisher tried to raise money from Kickstarter since they are the ones that have most the money in the industry.

I'm hoping that Kickstarter especially offers an avenue of financing for the endangered species of the mid size developer. I threw out the concept of sharing profits from Kickstarter projects via Kickingitforward.org and there are 12 projects signed up within days. That is a great sign for things to come.
6#
 楼主| 发表于 2012-4-8 01:54:17 | 显示全部楼层
废土2官方概念图一张:

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7#
 楼主| 发表于 2012-4-8 18:44:48 | 显示全部楼层
图中武器基本是 废土1 代中 虚构武器 “M1989A1” “AK-97”和 “ UZI Mark 27 ”的原型 XD

  

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8#
 楼主| 发表于 2012-4-12 01:22:29 | 显示全部楼层
最新采访:
http://www.vg247.com/2012/04/11/ ... rgo-on-wasteland-2/


VG247: What do you hope Chris Avellone and Obsidian will bring to Wasteland? Where do they fit in?

Brian Fargo: The first Wasteland game was created by a half dozen designers that were all given an area of the game for them to flex their creative muscle. We would often assign things to that designer to make sure they gave away some item or a plot element was introduced but what they did with that level was up to them. This is the exact same process for which we have many of the original designers plus Chris.

In addition Chris will weigh in with his opinions on conversations systems, UI and the like. Obsidian also has several tools that assist in getting assets in quickly, and the faster we get assets in, the quicker we can test and re-iterate. InXile will control the overall process of integration and continuity.


VG247: What sort of game are you hoping to create? It’ll be reminiscent of ’90s “golden age” RPGs, obviously, but how so? What sort of battle system are you hoping to implement? What sort of stat progression are you looking at? Is it linear or can players choose how they want to evolve their characters? Is the game party-based? Where will it be set?

Brian Fargo:There are so many elements of Wasteland that worked quite well and we plan to build upon that foundation rather than start over from scratch. Those elements are the sandbox type world, dark humor, party based combat, tactics in battle and a skill based system. However, combat isn’t going to consist of scrolling text so clearly we need to up the tactics part of the game.

And we don’t want the tactics SO deep that you feel disconnected from the world by being in long battles all the time. The last thing we want is someone groaning every time combat pops up. The game is going to take place shortly after Wasteland 1 ends. And by the way for everyone who remembers little Bobby – he is pissed off having been shot by Rangers and left for dead.


VG247: You’re making Wasteland 2 with old-school RPG fans in mind, so what do you, personally, miss the most about those games? Do you think they went away out of necessity, or because misinformed investors willed it so?

IBrian Fargo: think I have articulated above many of the elements that I miss as a player. There is just a certain charm that comes from a game where the developers get to tinker and riff with new ideas during the process. The games just felt so connected in their humanity. Slick and polish only goes so far… it is always the human moments we remember. There is just no way the publishers can maintain their infrastructures selling just 500K or even a million copies of a game so they moved into categories or formats that could. If we sell a million copies of Wasteland 2 we will be bringing you RPGs for another decade!
9#
 楼主| 发表于 2012-4-12 23:47:58 | 显示全部楼层
引用第18楼rainharder于2012-04-12 20:00发表的  :
我担心没有发行商的监督和督促,单纯靠这些制作者的热情能否用好这笔钱。
毕竟游戏产业是一门生意,毫不妥协的追求自己的目标,有时候不会带来最佳的结果。
这些人如此高调的宣扬,在我看来一旦失败可能会给kickastart这种funding方式带来很不好的影响。我自己目前也在支持三款游戏的开发,krater, xenoaunts 和 starfarer, 但是我暂时不准备支持这款游戏,他们高调宣传的方式令我怀疑他们是否真的有料。只能祈祷了。

我不知你是怎么得出“高调宣扬“这个结论的。目前关于废土2网上的官方视频不过3个,概念图1张,媒体采访也不超过10篇,剩下的也就是inxile网站上的几篇博文。我倒真希望再高调出更多料看看。

”游戏产业“这门”生意“,本人懂得不多,不予评价。
10#
 楼主| 发表于 2012-4-13 02:46:40 | 显示全部楼层
4个自创+3个NPC的模式看来是延续1代了。
1代最大缺点就是很多技能基本没用,有的整个游戏只能用到一两次。NPC良莠不齐的设计很好,大多数只能当骡子来用,烂泥扶不上墙的角色太多了,不像辐射2,再菜的角色跟主角混多了都够NB(老婆除外)。NPC的”个性“导致物品交换失败挺有意思的,希望2代继续在这方面做文章。铁血联盟2在这方面做得不错,如果像博得2那样加入个卧底角色或者队员内讧就更有趣了。。
11#
 楼主| 发表于 2012-4-14 06:09:59 | 显示全部楼层

概念图: Scorpitron 2.0


1代游荡在vegas的Scorpitron,曾被其轰至渣。。。

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12#
 楼主| 发表于 2012-4-16 19:13:47 | 显示全部楼层

Re:回 19楼(NukeCoke) 的帖子

引用第24楼rainharder于2012-04-16 15:39发表的 回 19楼(NukeCoke) 的帖子 :
你自己已经回答了你问的问题了,正是因为他们没有更多的料,还没做出什么东西,只是一个概念,就已经在各个杂志上发表各种访谈,进行宣传。关键是他们在达到预订资金目标后,继续提高募集资金的目标,这种没有拿出一部分成果的情况下持续要求资金支持的做法我不能认同,况且每次上升的幅度都很大。

相对比我在支持的那三款游戏,废土2宣传的力度要强太多了,我认为说它高调没什么不妥。

作为一个需要18个月时间,需要很多人参与制作的项目,1个月的集资时间内做出实际的东西貌似很难,况且这是一个kickstarter项目,要的效果不就是先集资再出作品么?当然一些项目在集资过程中放出了部分成果自然是好事。21世纪的游戏在做出东西前进行一些宣传,接受一些访谈是很常规的事。 废土也算是影响力颇大的牌子,就当前的宣传程度和其他同等级游戏相比也远远算不上凶猛吧。况且各种访谈陆续透露了游戏的模式,剧情设置以及初步的制成时间,在我看来还是比较有用的。

kickstarter有上万个各种项目,有些项目自然更受关注一些,这是正常。
13#
 楼主| 发表于 2012-5-17 18:55:44 | 显示全部楼层
http://www.kickstarter.com/proje ... en=87b6c636b6512331

废土2引擎确定

简要的帖子内容:

inXile为废土2选择引擎的标准是:

1.       为美工和设计师简单易用

2.      支持 WINDOWS, MAC, LINUX三大平台

3.       引擎供应商提供良好的技术支持

4.       支持玩家MOD制作

5.       3D渲染,寻路系统,AI,物理效果,角色动画工具等。

综合考虑选择了 Unity 引擎。

*第2点,Unity目前关于LINUX的支持略有不足,不过inXile认为移植WL2到LINUX上不是问题,况且 Unity 的工作人员已经开始进行LINUX的移植工作,他们将为inXile提供Unity LINUX移植版的阿尔法版源代码。

*第4点,inXile会弥补引擎Unity不亲和MOD制作的不足,提供MOD制作工具。
14#
 楼主| 发表于 2012-6-12 19:54:14 | 显示全部楼层
关于 废土2 游戏性及背景的一些官方介绍

https://docs.google.com/file/d/0 ... =1&sle=true

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15#
 楼主| 发表于 2012-6-12 23:25:20 | 显示全部楼层
引用第29楼bynike于2012-06-12 23:00发表的  :
期待.虽然不知道是什么类型~~~~~~~~
说简单点就是辐射1,2的类型,只不过是控制一个团队,而不是一个人。
16#
 楼主| 发表于 2012-6-21 23:28:54 | 显示全部楼层
回合制+俯视

战斗上要是能有点铁血联盟2的神韵就好了。
17#
 楼主| 发表于 2012-7-21 07:26:53 | 显示全部楼层
废土2演示截图放出:

Facebook上玩家留言普遍表示画面太光鲜,模型太圆润,略卡通化。
好在这只是演示截图,相信inxile会做出调整。

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18#
 楼主| 发表于 2012-7-21 19:40:49 | 显示全部楼层
废土1截图

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19#
 楼主| 发表于 2012-7-23 19:54:26 | 显示全部楼层
引用第38楼ldx1202于2012-07-21 19:51发表的  :
。。。。。跟我想象中的完全不一样诶。。。。

个人最大的期望就是来一款有中文字幕(英文也能看得懂,但还是中文更亲切一些),使用2D复古画面,拥有大量文字说明的游戏,没有明确的主线或者说主线剧情能够掌握在玩家手里而不是像辐射不论是好坏路线最终都去炸掉英克雷基地。。。
我一直都坚持,好的画面不一定带来好的游戏体验,反而是更复古更简略的图像和文字说明才能更好地调动联想能力.

2D对美工要求高,再加上不好制作,用在“大游戏”上的可能是越来越少了。
20#
 楼主| 发表于 2012-8-16 20:33:52 | 显示全部楼层
来自 辐射,异域镇魂曲,黑暗之蛊2 音乐作者Mark Morgan的废土2音乐样本:
自行翻墙:http://www.youtube.com/watch?v=vX6MA7WF8YA

或下载RAR分卷文件(FLV格式):

三个文件都需要下,然后重命名才能解压(下载次数 亮瞎了。。)

  videoplayback.rar
  videoplayback0.rar ---重命名--> videoplayback.r00
  videoplayback1.rar --重命名--> videoplayback.r01

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