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Will try to convince as many friends possible to go for the Wasteland II+Torment-Tier. It got pretty nice value so it wouldn´t be so hard to convince even the notSoRPGish ones!
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RadonGOG: Will try to convince as many friends possible to go for the Wasteland II+Torment-Tier. It got pretty nice value so it wouldn´t be so hard to convince even the notSoRPGish ones!
Good luck! Tell them it's definitely for a good cause :D

Gotta finish the novella today :)
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RadonGOG: Will try to convince as many friends possible to go for the Wasteland II+Torment-Tier. It got pretty nice value so it wouldn´t be so hard to convince even the notSoRPGish ones!
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Reever: Good luck! Tell them it's definitely for a good cause :D

Gotta finish the novella today :)
Wait a second: We can already read one the novellas right now?! Which one is it?
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RadonGOG: Wait a second: We can already read one the novellas right now?! Which one is it?
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Reever: And Adam Heine's Novella From the Depths: Gold is out, so if you got it as a reward, get it now!
:D
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Reever: Good luck! Tell them it's definitely for a good cause :D

Gotta finish the novella today :)
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RadonGOG: Wait a second: We can already read one the novellas right now?! Which one is it?
The Gold One, by Adam Heine. If you have it in your tier/have the add-on you can find it under Rewards> downloads on your Torment account: http://torment.inxile-entertainment.com/login

If you don't, well, it's only a $15 add-on for the entire bundle of novellas, haha! :)
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Reever: And Adam Heine's Novella From the Depths: Gold is out, so if you got it as a reward, get it now!
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Reever: :D
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RadonGOG: Wait a second: We can already read one the novellas right now?! Which one is it?
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BrotherNone: The Gold One, by Adam Heine. If you have it in your tier/have the add-on you can find it under Rewards> downloads on your Torment account: http://torment.inxile-entertainment.com/login

If you don't, well, it's only a $15 add-on for the entire bundle of novellas, haha! :)
Thank you, I´ve gone for the PhysicalCollectorsEdition right after I knew that Wasteland II was well-done so yes, I´ve got that reward! Thanks showing a (non-literally) blind one the most obvious way... (should have done a CTRL+F before asking...)

Oh, BTW: I cannot go for the physical version of the novels without pledgeing for the 495$-Tier! :(
4 days, bit more than 3% to go

Plus lead area designer George Ziets with a few words about the Gullet

So here we are… four days remain on the Gullet stretch goal, with a little under $7000 left to raise. Before the stretch goal ends, I’d been meaning to say more about how the Gullet came to be, so if you’re interested in the realities of area design, read on!
I wrote my design for the Bloom in late 2013. At that point in time, very little work had been done on the content side of our game. All we had was a Mere that consisted of two scenes, and we still had to determine the overall look and feel for Torment. My goal was to give our players an experience that was as close to the original Planescape Torment as possible - I played PST a lot while I was writing the design documents, trying to make sure I hit just the right tone and analyzing what worked and what didn’t.
One element that sometimes worked… and sometimes didn’t… were the dungeons. While PST was primarily a dialogue-driven experience, it included a few dungeons, strategically scattered throughout the game. Some were purely combat-focused, like the mausoleum in the Hive. Others were a mix of combat, exploration, and dialogues, like the catacombs beneath the Buried Village. I thought the latter worked best. Combat wasn’t one of PST’s strengths, but when it was balanced with exploration and a few dialogues, the whole experience was tense, interesting, and fun. It also contrasted nicely with the dialogue-driven gameplay that preceded and followed it.
So when I designed the Bloom, I decided to include something similar (though shorter in length) – a “dungeon” environment that skewed more heavily toward exploration and discovery. And since players would pass through this area on their way into the Bloom’s depths, it would be set toward the end of the zone… a perfect time to pay off on some of the player’s earlier choices.
That’s how the Gullet was born. This was where old and forgotten things would be found, devoured by the Bloom in the distant past, sinking slowly into its guts, finally coming to rest here. Echoes of the Bloom’s victims would wander here too, including victims the player may have “nudged” to their demise. In the end, all things find their way to the Gullet. (Last week, somebody on the team likened it to the Bloom’s liver, which I thought was a particularly apt comparison.)
I drew up a map on graph paper, numbered the encounter areas (old-school D&D-style), and detailed everything that would happen in the Gullet. When the other leads reviewed the design documentation, they seemed to like the Gullet content, and I was pretty excited to include all this weird and horrific stuff in the game. But strictly speaking, the Bloom could function without the Gullet (and its most important content could be relocated somewhere else), so when we realized that we didn’t have the resources to develop all the content I had proposed, the Gullet became [C] priority. I was sad, but such are the realities of game development.
In the old days (by which I mean 2012 or so), a cut was a cut. If we didn’t have the resources to implement everything we had planned, we made the decision to cut something, and that was that. The cut content was forever lost. But now, in the strange world of crowd-funding, the Gullet has a second chance at life. Will we make it to the stretch goal? I hope so. I think it’ll be fun to prototype our version of a PST dungeon, full of exploration and weird discoveries. If you’ve contributed, thanks for getting us this far… and if all goes well, I’ll see you on the other side of the finish line.
Post edited October 27, 2014 by BrotherNone
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BrotherNone: 4 days, bit more than 3% to go

Plus lead area designer George Ziets with a few words about the Gullet

So here we are… four days remain on the Gullet stretch goal, with a little under $7000 left to raise. Before the stretch goal ends, I’d been meaning to say more about how the Gullet came to be, so if you’re interested in the realities of area design, read on!
I wrote my design for the Bloom in late 2013. At that point in time, very little work had been done on the content side of our game. All we had was a Mere that consisted of two scenes, and we still had to determine the overall look and feel for Torment. My goal was to give our players an experience that was as close to the original Planescape Torment as possible - I played PST a lot while I was writing the design documents, trying to make sure I hit just the right tone and analyzing what worked and what didn’t.
One element that sometimes worked… and sometimes didn’t… were the dungeons. While PST was primarily a dialogue-driven experience, it included a few dungeons, strategically scattered throughout the game. Some were purely combat-focused, like the mausoleum in the Hive. Others were a mix of combat, exploration, and dialogues, like the catacombs beneath the Buried Village. I thought the latter worked best. Combat wasn’t one of PST’s strengths, but when it was balanced with exploration and a few dialogues, the whole experience was tense, interesting, and fun. It also contrasted nicely with the dialogue-driven gameplay that preceded and followed it.
So when I designed the Bloom, I decided to include something similar (though shorter in length) – a “dungeon” environment that skewed more heavily toward exploration and discovery. And since players would pass through this area on their way into the Bloom’s depths, it would be set toward the end of the zone… a perfect time to pay off on some of the player’s earlier choices.
That’s how the Gullet was born. This was where old and forgotten things would be found, devoured by the Bloom in the distant past, sinking slowly into its guts, finally coming to rest here. Echoes of the Bloom’s victims would wander here too, including victims the player may have “nudged” to their demise. In the end, all things find their way to the Gullet. (Last week, somebody on the team likened it to the Bloom’s liver, which I thought was a particularly apt comparison.)
I drew up a map on graph paper, numbered the encounter areas (old-school D&D-style), and detailed everything that would happen in the Gullet. When the other leads reviewed the design documentation, they seemed to like the Gullet content, and I was pretty excited to include all this weird and horrific stuff in the game. But strictly speaking, the Bloom could function without the Gullet (and its most important content could be relocated somewhere else), so when we realized that we didn’t have the resources to develop all the content I had proposed, the Gullet became [C] priority. I was sad, but such are the realities of game development.
In the old days (by which I mean 2012 or so), a cut was a cut. If we didn’t have the resources to implement everything we had planned, we made the decision to cut something, and that was that. The cut content was forever lost. But now, in the strange world of crowd-funding, the Gullet has a second chance at life. Will we make it to the stretch goal? I hope so. I think it’ll be fun to prototype our version of a PST dungeon, full of exploration and weird discoveries. If you’ve contributed, thanks for getting us this far… and if all goes well, I’ll see you on the other side of the finish line.
Thanks for that update and don´t worry, I´m sure you´ll get enough in to crush that last goal!
Updated my journal. My pledge, I mean updated my pledge!
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sunshinecorp: Updated my journal. My pledge, I mean updated my pledge!
Laughed so hard! xD
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sunshinecorp: Updated my journal. My pledge, I mean updated my pledge!
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jonridan: Laughed so hard! xD
I had to grin pretty wide myself :D
It's coming along nicely now. Only about 5K and four days to go. :)
Maybe I'm just obtuse, but I find their new webpage remarkably badly designed. "OK," says I, I'll add the novella collection. Go to "Pledge ... no, there doesn't seem to be any way to select add-ons there, just make full-scale Kickstarter donation. Right, Right, I should go to "Rewards," that's where the add-ons are listed. OK, Select Rewards, Novella Compilation ... "Not enough points." OK, we'll try "Pledges," although I'm not interested in my "Pledge History." Good, "Pledge any amount." It's ... a cent a point, I think? Pledge what is probably the right amount of money, back to my Account page, back to "Rewards," "Select Reward," ... not enough points. OK, to hell with this. You can keep my fifteen bucks, InXile, but I'm not delighted with you right now.
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BadDecissions: Maybe I'm just obtuse, but I find their new webpage remarkably badly designed. "OK," says I, I'll add the novella collection. Go to "Pledge ... no, there doesn't seem to be any way to select add-ons there, just make full-scale Kickstarter donation. Right, Right, I should go to "Rewards," that's where the add-ons are listed. OK, Select Rewards, Novella Compilation ... "Not enough points." OK, we'll try "Pledges," although I'm not interested in my "Pledge History." Good, "Pledge any amount." It's ... a cent a point, I think? Pledge what is probably the right amount of money, back to my Account page, back to "Rewards," "Select Reward," ... not enough points. OK, to hell with this. You can keep my fifteen bucks, InXile, but I'm not delighted with you right now.
Ähhem...
...this really shouldn´t cause so many problems...
Pledging more for this was a hard decision because of the upcoming Lucasarts games.
I borrowed some money so I could buy LA games, but since I wasn't paid (yet again) and I'm probably going to get money NEXT week, it was either LA games or getting this last chance to up my pledge for Torment.
Since from the "accidental" announcements from today's releases I could tell that there wasn't going to be any release discount (not saying I'm sure about this, just what I could deduce) for the LA games, I decided I could get into those next week and give the money I borrowed to Torment instead.
I don't regret it at all though. Got another copy of cheap Wasteland 2 to gift and also picked up a second copy of Torment when it releases, so I can gift that too. It's a good deal getting Wasteland 2 at 20 bucks and not 40 euros!
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BadDecissions: Maybe I'm just obtuse, but I find their new webpage remarkably badly designed. "OK," says I, I'll add the novella collection. Go to "Pledge ... no, there doesn't seem to be any way to select add-ons there, just make full-scale Kickstarter donation. Right, Right, I should go to "Rewards," that's where the add-ons are listed. OK, Select Rewards, Novella Compilation ... "Not enough points." OK, we'll try "Pledges," although I'm not interested in my "Pledge History." Good, "Pledge any amount." It's ... a cent a point, I think? Pledge what is probably the right amount of money, back to my Account page, back to "Rewards," "Select Reward," ... not enough points. OK, to hell with this. You can keep my fifteen bucks, InXile, but I'm not delighted with you right now.
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RadonGOG: Ähhem...
...this really shouldn´t cause so many problems...
Indeed. It's pretty simple, really.
Post edited October 28, 2014 by sunshinecorp