Wasteland 2 Discussion
Trainer Tools and Resources
But after the Editor was released here on Cheat happens i dont mind starting over again since i can just boost the chars and give them enough ammo for anything and hp.
I cant wait for the full game to be finished or they open up prison and other area's for the beta.
If you do play the beta please remember to inform devs about bugs, some people tend to forget that part of the beta process.
[Edited by Alias117, 12/23/2013 4:15:24 PM]
In what aspect did it not reach the level you hoped, GFX story or combat system, i think the reason why i love it so much is that it goes back to the old school games i remember the fondest, Fallout 1 and 2 and the isometric view or what it is called and the characters you run into in the world or your own companions i would have liked to see them whip out a comment more often but it is only the cnpc that says anything about an area you come to.
Others might feel different, but I have seen some good Alpha's that started on different engines then moved to Unity and that made them worse.
Personally I would of loved if they just reused the Fallout 2 engine from all those years ago, It would of looked better.
The game itself is enjoyable, but it really cements my hate of Unity.
Yeah would have loved them to have used the Fallout Engine or even the Unreal Engine. Including going down how FO3 and FNV was done but of course WL way.
36 million i think they have reached with star citizens funding insane and not that far away from 37 million.
I also like that rustic look with that current version of the game, it makes it feel like a old dirty and desolate place, what you could expect from a world trying to get back to a normal sort of situation after a big world war.
As the game is now I am dissapointed with it.
Skill, attribute, combat - is well done. What bothers me is the inconsistent art style throughout the levels - making bunch of random people make assets for this game without art guidance was a big mistake. Heck, handing them fixed color pallete to use should have been done.
I expect some of this can be fixed by baking lightmaps with global illumination - to smooth and level out color discrepancy, adding some post-processing wouldn't hurt either.
Absolute must is taking use of occlusion - be it custom made or built-in Umbra, the game is hell slow on big interior levels (obvious con of modular building).
Also the shaders suck - I think they didn't even bother to write their own shaders, they're just using default ones.
I wonder how it will play itself out.
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