While no definitive, final details were shared, Wasteland 2 producer Chris Keenan posted some comments on both the inventory UI and character system. Replying to a fanmade inventory UI mockup.<blockquote>We have been spending some time working on the inventory system recently. It's such a cornerstone to the game that we did an early concept and are actually hooking it up into the main game code right now. There are many similarities between the one you did and what we are playing around with right now.</blockquote>And on the character system.<blockquote>That's a fair point. We are staying true to the original in many areas but also improving others. The core attributes from WL1 will be modified a bit. Perception played such an important role in the game that we feel it deserves to be its own main attribute.
The front runner right now is an attribute and skill system where the skill points are initially derived from the attributes as opposed to being independent systems. You can then increase your skills through a few methods...first is leveling up, second is on a "by use" basis, third through a few slots you have available for "trinket" type items (many of these from backer rewards in the Kickstarter) and finally there are a few points in the game where you can discover things (can't reveal them yet though) that will give you permanent skill increases.
I tend to agree with the people saying that some points in the article are a fail safe for picking an incorrect build. Brian wants this game to be an old school kickback so we aren't worried about a casual friendly design. There won't be a situation where by end game, most of your guys are fully loaded with skills. It's still going to be a trade off. I'm not sure there will be a "properly specialized team" where if you pick some "perfect build", you'll be able to solve every situation the way you want. The way the level design is going, this game is made for replayability and the skill system will follow that lead. The way we've been working with our level designers, they don't need to know the full details of exactly how the skills work. They're using some key descriptive words to talk about skill usage and enemies, then as we balance it, we'll make sure to tweak it to match the theme they were looking for but aren't bogging them down with details that will change as we iterate.
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The front runner right now is an attribute and skill system where the skill points are initially derived from the attributes as opposed to being independent systems. You can then increase your skills through a few methods...first is leveling up, second is on a "by use" basis, third through a few slots you have available for "trinket" type items (many of these from backer rewards in the Kickstarter) and finally there are a few points in the game where you can discover things (can't reveal them yet though) that will give you permanent skill increases.
I tend to agree with the people saying that some points in the article are a fail safe for picking an incorrect build. Brian wants this game to be an old school kickback so we aren't worried about a casual friendly design. There won't be a situation where by end game, most of your guys are fully loaded with skills. It's still going to be a trade off. I'm not sure there will be a "properly specialized team" where if you pick some "perfect build", you'll be able to solve every situation the way you want. The way the level design is going, this game is made for replayability and the skill system will follow that lead. The way we've been working with our level designers, they don't need to know the full details of exactly how the skills work. They're using some key descriptive words to talk about skill usage and enemies, then as we balance it, we'll make sure to tweak it to match the theme they were looking for but aren't bogging them down with details that will change as we iterate.
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