вторник, 17 декабря 2013 г.

Thomas here. After a period of relative quiet, we have a really expansive update for you today, with


Thomas here. After a period of relative quiet, we have a really expansive update for you today, with a lot to talk about: hotel promotion in singapore from Colin's hotel promotion in singapore report on the writers hotel promotion in singapore meet last week to Gavin discussing the art process of the game to Adam talking dialogue design.
But first an important bit of maintenance: we have finished importing and processing Kickstarter information into our account management system . You will now be able to input your shipping address and see the amount you donated, though we have not yet implemented tier and add-on management. We'll let you know as soon as its full functionality is implemented.
A week ago we posted that we're closing the tiers eligible for the Numenera Player's Guide or Corebook, both digital and physical: that is, digital tiers $75 and $125+, and physical tiers $250+. Upgrading your tier will not be possible, either, but you can contact us directly through the contact inXile form on your account, if you have any questions or requests, or if you just feel like talking! After the account management system is complete, we'll reopen higher tier options.
The Numenera hotel promotion in singapore books are coming out very soon ( August 14th ) and we'd like to get all our backers in on the first shipment. For this reason, if you're receiving the physical books, we need your address! Our initial deadline was the 19th of July, and we sent out an email to all eligible backers to please input their info. We've gotten addresses from the majority of you now, so thanks to all who have given us their info! For those who haven't, we're happy to be able to offer an extension on the deadline: if you give us your address by July 25th we should still be able to include you in the first batch of Numenera book shipments. Writers Meet
Last week marked a milestone event for Torment: Tides of Numenera, as we got many of the writers together hotel promotion in singapore in one room to discuss the game. This type of preparation hotel promotion in singapore 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 hotel promotion in singapore ideas, iterated on plot points, and discussed processes and design conventions.
We've been posting a few tidbits about it on our tumblr, some photos of the meet , the team in a group shot , and George Ziets shared his thoughts hotel promotion in singapore on the process on Formspring. To give a more complete picture, here's a full report from Colin:
We've been planning this story meeting for months now - we started putting the gears in motion the day after the Kickstarter ended, in fact. Kevin and I sat in my hotel and plotted out the steps necessary to ensure that we'd have a fruitful and creative meeting. To that end, for the past three months I've been working on various story docs. My primary outputs for the story docs (apart from helping hotel promotion in singapore Kevin and Adam direct, design, and define various templates, briefs, and assorted other documents) have been:
Kevin, Adam, Chris Avellone, and I shared around a number of these prior to the meeting so that we could establish a baseline for all our writers. The above list makes it look like a relatively small output, but in fact each of these has gone through significant revision, iteration, and reiteration (for instance, the first long story doc was ~30 pages and a huge [perhaps unwieldy] list of discrete locations). After review and reprioritization, I trimmed the original list to the essentials for the story, focusing not just on "cool!" but "cool and useful!".
The first order of business on Monday morning was a final briefing with Kevin and then a quick presentation of the Ninth World and of the Torment story to the Wasteland 2 team. Monte gave them an introduction to his world, and then I ran through a hugely abbreviated version of the game's story. At 9 am, the assembled writers adjourned to a small (did I say small? probably more accurate to say, "kind of cramped and definitely warm") conference room and began plotting in earnest.
The first day was focused on presentation: I drew the map on the whiteboard and outlined the story in broad strokes, delving into specific details at crucial points. We defined story terms, and we broke down the companions to reassemble them again. Nathan and Pat introduced hotel promotion in singapore their companions to the group to general admiration, and we figured ways to make those companions work within the bounds of the story as defined so far and within the party dynamic. We outlined the Tide mechanics, Legacies, and began to discuss the Meres from a story perspective. It was, as Monte described it, a day that was primarily about creative output, in which this collection hotel promotion in singapore of gifted writers offered ideas and solutions for a variety of issues.
The second day was focused more on input - which is to say: we watched, listened, absorbed, and asked questions. We began to discuss technical area design, using Meres designed by Tony and Adam to outline ways to use the conversation editor and describe some critical gameplay features that we hope to implement. Jeremy Kopman, a scripter and designer, presented a walkthrough of the Obsidian dialogue editor. Tony and George took over after that, giving us a technical conversation hotel promotion in singapore design presentation that drew on their combined decades hotel promotion in singapore of experience in the industry.
Day three was a combination hotel promotion in singapore of the two. We tackled the question of how to implement and design the Meres. What is it that makes these compelling? What story and gameplay incentives do players have to explore these? How do they combine with the pursuit of the Angel and the urgency mechanic we've outlined in the past? And do we even want to call the Angel of Entropy by that name? Because we're still discussing these internally, I'm not going to commit to anything, but I think we came away from the final day with a new and exciting perspective on the future of this game.
From a purely personal standpoint, this was one of the highlights of my career. A free and frank discussion with titans of the industry, with everyone purely committed to the project and no egos clashing and no one with anything to prove, this was precisely what we'd hoped to accomplish - a thorough iteration of the story and its associated pieces, and a heightened dedication to making sure this game is a truly unique experience.
We didn't bring everyone out for this first meeting because we're staging our writers -- we want to improve on our processes by using some of our current team to test them out before everyone is involved. We want to make sure we've got a solid footing for our existing writers as well, and want to ensure that each of them gets the attention they deserve for the areas they're creating.
We did feel a keen lack of Adam during the meeting, sadly. As he's been deeply involved with the project since day one, his presence would have added a lot, but circumstances prevented him from joining us. We tried to make up for this by inserting, "Adam is awesome!" comments where appropriate, but given the time difference, the only time we could have caught him would have been at 7 am or at the very tail end of the day. Next time. Next time we'll have him.
I'd like to thank Chris Avellone, Monte Cook, Steve Dobos, Tony Evans, Matt Findley, Shanna Germain, Jeremy Kopman, Nathan Long, Monty Markland, Pat Rothfuss, Kevin Saunders, and George Ziets for contributing their valuable insight to these three days. It really was fantastic. Crafting a Screenshot
My name is Gavin Glenn-McDowell and I am an environment artist here at inXile hotel promotion in singapore Entertainment. Currently I am spearheading the environment art pre-production on Torment: Tides of Numenera. I would like to update hotel promotion in singapore you on our current hotel promotion in singapore 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.
In order to start the pre-production properly we returned to the Kickstarter screenshots and videos for insight and deconstruction. Peeling back the layers of the Kickstarter art efforts has been eye opening and informative. We created a technique for making backgrounds hotel promotion in singapore that we haven't seen before and that we are continuing to explore.
Presently, we are evaluating the overall process and working on some experiments and tests to ensure that when production starts, all the kinks have been worked out and the entirety of the team is ready to go.
2D pre-rendered games have been around for a long time, arguably since the beginning. hotel promotion in singapore The goal has always been the same: to create a 2D image with as much believability and visual story telling as possible. With Torment: Tides of Numenera we decided to reset the way we think about creating those 2D images. The tools have changed a lot over the years, but some of the newest advancements in production software hotel promotion in singapore have allowed us to really break tradition in 3D game development. One of the drawbacks to 3D has always been getting hotel promotion in singapore those games to run on typical machines. On a typical 3D development cycle, an artist spends about 30-40% of their time optimizing and preparing assets to run in real time. Returning to a 2D pre-rendered production with modern hotel promotion in singapore tools has resulted in some new ideas about the way artists work and present their efforts. With the technique and methods we have created so far, our artists will be spending more of their time creating content hotel promotion in singapore as opposed to optimizing it. This

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