Nog bezig.
Hoe diep gaan ze? Hoeveel verdiepingen onder de grond? Zit al tegen -20.
Hoe diep gaan ze? Hoeveel verdiepingen onder de grond? Zit al tegen -20.
Zit je in de verhaallijn of in de Shadow Vault? De Shadow Vault wordt ook wel de Endless Dungeon genoemd, omdat hij oneindig door gaat. De monsters groeien gewoon met je mee...Hurtebise schreef op woensdag 20 januari 2010 @ 13:42:
Nog bezig.
Hoe diep gaan ze? Hoeveel verdiepingen onder de grond? Zit al tegen -20.
Gestopt bij de eindbaas. Niet eens de moeite genomen om hem af te maken.maartend schreef op woensdag 20 januari 2010 @ 13:32:
Het stil momenteel. Iedereen klaar met spelen?
Was al een flinke poos geleden klaar met de storyline en al ergens in de lvl30-40 van de endless dungeon.maartend schreef op woensdag 20 januari 2010 @ 13:32:
Het stil momenteel. Iedereen klaar met spelen?
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
So, here's what's up right now with Torchlight -
* We are in testing for a new patch for Torchlight, for all vendors. This will include several bugfixes and tweaks, and a few small goodies.
* We are endeavoring to get our Mac port toward completion - we ran into some schedule snags and are currently getting them sorted out, and think we are getting this on the right track to finish up.
* We are beginning translations to various languages for international release.
Iedereen kan gelijk hebben, allemaal tegelijk. Dat heb je met quantum.
Torchlight 1.15
* Five new challenge room maps obtainable as rewards for completing various quests from Vasman in Torchlight.
* New challenges await in the Tomb of the Awakened, Estherian Ruins, Dwarven Fortress, Molten Prison, and Black Palace.
* Challenge rooms offer players more of an interactive experience, and require some thought to successfully navigate - complete them and reap the rewards!
Content Fixes
* Root Golem Fire Breath now deals damage
* Ember Bolt had a bad value in higher levels
* Zealot lightning bolt now does damage
* Gem effects accumulating when recovering from socketed items
* Sushi Helm Recipe fix
* Added Blind Effect for modders
* New Unittype of Bossmap for modders
* Multiple spelling fixes
* Fixed a few spots where floor tiles where missing or had the wrong collision set
* Fixed various locations where monsters were getting stuck in some levels
* Limited Multi-language support added for modders ( tool coming )
* PERCENT_BLEND effect no longer sets the target - for modders
* Scale effect can now be permanent - for modders Code Fixes
* Option in Settings file to turn off steam cloud added
* Settings broke into 2 files. LocalSettings and settings
* Fixed rare teleport crash
* Fix for input latency on low FPS for skills; hotbar skills and items
* Alric Achievement now works on steam
* Fixed XP not being removed correct after death
* Passive skills now adhere to equipment requirements
* Fixed rare case when triggers wouldn't fire correctly
* Texture overrides fixed in paper doll view
* Fixed issue with some looping skills
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
[ Voor 51% gewijzigd door Znorkus op 26-03-2010 12:31 ]
Last.fm |
If bullshit could fly, i'd be an astronaut.
Heb hetzelfde gevoel (en heb er ook maar 4 euro voor neergeteld).TKing schreef op dinsdag 30 maart 2010 @ 00:07:
Wat een spelBrings back some memories. Hetzelfde gevoel als in die game van 12 jaar geleden
Hetzelfde muziekje ook en ik hoor die opa nog zeggen:"Hello my friend. Stay a while and listen." Ge-wel-dig. Heb er trouwens €4,- voor neergelegd overgemaakt ge-paypald vanmiddag.
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
Hmm mijn glazenbol is wat wazig vandaag.. probeer het later nog eensMorDrakka schreef op zondag 30 mei 2010 @ 12:36:
Weet iemand wanneer hij weer voor 4€ op steam te koop zou zijn ?
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
17 februari 2017 om 12.31 uur precies.MorDrakka schreef op zondag 30 mei 2010 @ 12:36:
Weet iemand wanneer hij weer voor 4€ op steam te koop zou zijn ?
[ Voor 3% gewijzigd door maartend op 30-05-2010 13:19 ]
The devil is in the details.
Specs - Q9550 Cooled with CM V8 @ 3.6 Ghz, Kingston HyperX 8gb, MSI GTX660 Ti Power Edition, Samsung 128GB SSD 830 series.
Hmm...MorDrakka schreef op donderdag 03 juni 2010 @ 11:21:
Loos om te vragen de laatste 2 keren dat het gebeurd was het hier ook bekend.
Runic Games has updated the official Torchlight website with a cryptic message ("Things have been so busy lately, we have not been able to figure out what this is… any ideas?") that links us to a piece of concept art that looks very much like a piece to a bigger puzzle. Is this the first sign of an impending Torchlight MMO reveal? Or is it a complex marketing scheme with some kind of sinister motive? You decide.
[ Voor 44% gewijzigd door psychoclown op 01-08-2010 20:33 ]
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
[ Voor 25% gewijzigd door psychoclown op 03-08-2010 18:13 ]
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
Daar komen we in enkele dagen achter..twiFight schreef op dinsdag 03 augustus 2010 @ 18:52:
Is het niet gewoon een update met een nieuwe dungeon?
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
SEATTLE - (Business Wire) Runic Games, Inc. ("Runic Games"), a specialized developer of PC-based entertainment software in the United States, surprised the game world today by announcing their next project, Torchlight II.
Torchlight II answers the overwhelming call of our community with an expansive co-op multiplayer experience. With all new character classes, an expansive overworld, new quests, monsters, and lots of new dungeons, Torchlight II finally lets you play with your friends in the world of Torchlight. Consistent with our pledge to provide unmatched value, Torchlight II will be sold at a low price point, and include a free matchmaking service for peer-to-peer multiplayer experience. Expect Torchlight II to ship in the spring of 2011.
Runic Games’ CEO Max Schaefer commented, “We’re so proud of everything Torchlight accomplished, and we feel that Torchlight II will not only give the fans everything they’ve asked for, but far surpass its predecessor in terms of fun, balance, customization, story, and just being a great game to play with your friends.
“We still are going to make the MMO, but it became apparent that Torchlight II was the logical next step for us given the phenomenal enthusiasm of gamers petitioning us for multiplayer.”
Torchlight II debuts at gamescom 2010 in Cologne, Germany August 18-22 2010, and at PAX Prime in Seattle, WA, September 3-5 2010. Gaming enthusiasts will have the opportunity to explore the new features hands-on, and chat directly with the developers.
Torchlight II will launch in Spring 2011, initially as a digital download.
For more information on Torchlight II, gamers can visit the official website at http://www.torchlight2game.com/ to view additional game play details, trailers and screenshots.
[ Voor 17% gewijzigd door psychoclown op 05-08-2010 10:36 ]
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
Runic Games have just announced Torchlight 2. Frabjous day! Quick on our feet as always, we went back in time to schedule an interview with Max Schaefer and Travis Baldree, the company’s founders and designers. They spoke to us about Torchlight 2’s new co-operative multiplayer, classes, character customisation, setting, mods and undead bears.
PC Gamer: It’s been only a short time since Torchlight 1, and you’ve already talked about the eventual Torchlight MMO. What is Torchlight 2 going to deliver?
Travis Baldree: Basically, Torchlight 2 is going to be the multiplayer people keep asking us for, ever since Torchlight.
Max Schaefer: It’s peer-to-peer co-op play with just your friends. It’s a halfway step to the MMO.
Travis Baldree: It’ll be free online play. It’s not a multiplayer extension for Torchlight, it’s a full sequel, with lots of new stuff that wasn’t in the original game, but it’ll have full multiplayer support. You can play through the singleplayer story in multiplayer co-op. We’re playing multiplayer in the office right now. We’re trying to basically look at all the things people wanted out of Torchlight, that we didn’t ship in the initial game, and we’re trying to incorporate as many of those as possible.
Max Schaefer: It’s safe to say that every review said “where’s the co-op multiplayer?” (laughs) It was the obvious thing. Why are we going to launch into the long term MMO right away when we’ve got everyone that’s bought Torchlight wanting co-op multiplayer? It makes sense for us strategically, too, to get a good practice session, if you will, for multiplayer with Torchlight. To make an MMO is a huge endeavour. It takes years, it’s a big risk. This way we can really feel out how multiplayer works with Torchlight, and we can give players who have been complaining there’s no multiplayer in Torchlight what they want, too.
Travis Baldree: So we have, for the sequel, randomised outdoor regions with time of day that passes and weather. We do character customisation now, as opposed to the three iconic characters we did in Torchlight. You can choose your gender, and when you’re choosing your class you can choose different faces and hairstyles and features, and so on. All that stuff features in the MMO, but it just seems like a great time to go ahead and do it.
PC Gamer: What can you tell me about the new setting of the game?
Travis Baldree: You’ll go through very distinct outdoor areas. You start in kind of a lush, mountainous region and you spend a pretty significant amount of time in the game in outdoor areas. So the idea is that over the course of the game you’re going to transition between some very distinct regions that will hopefully be really interesting to progress through. You’ll be going through different cultural areas, and it’ll be a much more broadly ranging game than Torchlight was, and significantly larger. We don’t want to throw out what we tried to build with Torchlight, there’s still that kind of, sort of steam-punky aspect.
PC Gamer: We like the undead bears. What can you tell us about the region in which you encounter undead bears? Talk about undead bears.
Travis Baldree: I think you’ll be encountering bears pretty early on in the game. It’s almost got a semi-Tibetan feel to it, in a way, kind of like those tumbled rock walls and those grassy cliffs.
PC Gamer: Do you have new pets? Maybe the undead bears could be pets?
Travis Baldree: The plan is that we’re doing some new pets, though we haven’t finalised what those will be at this point. There will certainly be a dog and a cat, because everybody likes dogs and cats, and we’re aiming to add some new pets as well. We’d also like to further the role of the pet and provide it with some more distinct abilities from creature to creature so that there’s an interesting choice to be made in what you select.
Max Schaefer: We’re not going to just separate the dog and the cat people! (laughs).
PC Gamer: Are they differentiated in any way other than appearance?
Travis Baldree: In the original game, the first two pets were more or less identical, it was purely a cosmetic change. The real differences came when you changed your pet into something else. But we’ve talked a lot, though there’s no final decisions yet, about giving those pets some sort of distinct, innate abilities that make one more interesting than the other for one reason or another.
Classes & Characters
PC Gamer: Shall we move on to the new classes you’ve got and talk about the customisation?
Travis Baldree: We’re only announcing two classes at this point and, man, I hesitate to say what their names are, because they were arguing over them!
Max Schaefer: These are working names. These are not the actual final names.
Travis Baldree: I’m going to check my email, because I’m pretty sure someone had some names down! We’re going to get in trouble with our art teams if we say the wrong names. So the two classes we’re going to be revealing are the Wanderer, who’s almost kind of a… hell, we’ve got a class description here somewhere!
Max Schaefer: There was some push to call him the Nomad, or the Wanderer…
Travis Baldree: I guess they’re called the Outlander, now. Who has, what’s a good way of describing this so that somebody also doesn’t kill me? It’s kind of a Dune Fremen sort of character, someone who’s on the fringe and has survivalist tendencies, various facility with ranged weapons and low magic. The other classic is the Railman, who’se like an engineer melee warrior class that basically, on the frontier, trying to push forward into unpopulated areas, and they’re responsible for constructing the means of getting there and also the advanced fortifications and they also have to be able to protect themselves. They have some of that steam-punky mechanical bent from Torchlight.
PC Gamer: Are you bringing over the original classes from Torchlight into Torchlight 2?
Travis Baldree: The original classes from Torchlight will actually not be playable in Torchlight 2. We didn’t want people to feel like they were retreading the same ground with a class, we wanted to introduce new stuff. We’ll probably represent those classes in the game so that it feels coherent, but we’re not going to ask you to play them all over again.
PC Gamer: Did you want to introduce new classes simply for the sake of newness? Or were there things about the previous classes that you wanted to mix up?
Travis Baldree: We certainly wanted to explore different dynamics for the characters, it’s always interesting to try new stuff and it really frees you up not to have to stick to whatever fiction you’ve come up with to justify these abilities with the previous classes, you can just try totally different things. There’s also the excitement of trying something different visually, and trying to expand on the world by showing a little bit more about the characters that live there.
Max Schaefer: As Travis also mentioned earlier we have increased the customisation of your character so you can pick genders and hairstyles and stuff. Since we didn’t have that the first go round we would have had to completely reconstruct those characters anyway to add the facility to do that. So it’s a good opportunity to do some new stuff.
Multiplayer, narrative and co-operation
PC Gamer: Is Torchlight 2 a continuation of the original, or are there more fundamental changes to the structure of the game and the mechanics?
Travis Baldree: Given the structure of the world, there’s a difference in how you can progress, because there’s more potential for lateral movement. In Torchlight it’s very much: you go down. There’s not much opportunity for branching, apart from a few side quests you can access in the town. In Torchlight 2, once you head out into the outdoors and the wilderness, there’s more opportunities to take side paths and to go and explore areas that are not required. We actually hired a writer this time out, so we’re endeavouring to have a coherent narrative, and to work that more into the quests that you’re undertaking.
PC Gamer: Can you tell us a bit about how the multiplayer works? I’m assuming you’re going to have had to change some of the mechanics in the game to make it workable for more than one person to play
Travis Baldree: We’re trying to keep it as close as humanly possible, honestly. Obviously there’s no pausing, but the aim is for it to feel as fast paced and enjoyable as we can possibly make it. We haven’t decided on a final player count for a session. It might be anywhere from four, to six, to seven. It’s really going to depend on how fast people are at mowing down monsters. We will probably, to a certain degree, limit the number of summons you can have, to prevent it being a crowd of five guys with twelve zombies apiece wandering the screen, for the sake of your sanity.
PC Gamer: Presumably, there’s a degree of balancing between the multiplayer and the singleplayer in terms of pace.
Travis Baldree: The difficulty of the monsters tunes dynamically to the number of party members who are nearby. And we’re using loot rules that are pretty similar to Mythos where drops are basically your drops. You pick up what you found and you don’t have to fight over loot. In the singleplayer we’ll allow you to pause and you will start exactly where you left off and it’ll retain the full state of the region that you’re in. In multiplayer, because you’re going to be dipping in and out of other people’s games and everyone’s got their own random world, you won’t have that. It might not be your game that you’re joining, so the world’s a little bit less concrete in the multiplayer, just given the nature of play. We want you to be able to go into the lobby and drop in and out of games and just join up with people and play for a little bit, hop back out, go join a different game.
PC Gamer: Are the levels linear in the same way, or is there more exploration?
Travis Baldree: There’s definitely more exploration this time out, especially with the outdoor regions and the multiple exits to a level. You can be hunting around and stumble across a cave. We’re also putting a focus this time on having random events that occur in the levels that give more structure to the world. You might come across a caravan being attacked and you can choose to stop and save them or go on by. We want little pockets of life that happen, with varying degrees of complexity, that give the world a little bit more flavour and life and reward you for maybe heading off the beaten path and finding something interesting.
PC Gamer: It sounds like in multiplayer it rewards people for not necessarily staying together.
Travis Baldree: There’s certainly an advantage to staying together. When you’re working in concert, we want skills that are excellent in party situations that give you a reason to be around each other. But, heck, that guy’s killing stuff and it’s dropping loot for me.
PC Gamer: Do you have any examples of how people might co-operate, cool class interactions, that kind of thing?
Travis Baldree: We’ve talked a lot about special placeable auras that you can use in the game that provide benefits to party members that are nearby, so that you can nail them down near a boss. We’re in the early stages of putting these classes together, but a lot of them really do have to cater to the kind of action the game has. We’re not going to have a lot of fiddly, “You need to target a specific character to apply this buff” kind of skills, because it’s just not really conducive to the fast, ‘run all over the place and beat the crap out of a ton of monsters’ play that we have. But we still want to have abilities that provide benefits to your party and provide interesting ways to play.
The MMO, the system requirements, mods, and the release.
PC Gamer: Since you’re building this whole world now, are you going to re-use a lot of these same settings for the MMO?
Travis Baldree: I think we’d certainly want to revisit them, although they will probably be more concrete in the MMO. Outdoor regions in the MMO are not going to be randomised, as a rule, we want that sense of persistence where you’ve got a ton of people in a given region. One of the things we get to do, with this not being an MMO, is have these be highly randomised, but the settings and so on, and the cultures we set up we want to take forward.
PC Gamer: Visually, the first game hit the mark with system requirements by having a particular art style. Are there going to be any changes there? Any graphical improvements?
Travis Baldree: The lighting is a little bit more interesting this time out. As I mentioned earlier, we’ve got time of day and weather which makes the whole world feel more dynamic. We have a larger art team at this point so we’re certainly working to refine the look of the game and to push up against the limitations that we’ve chosen for hardware. But we still want this to run on really low end machines. We want you to be able to play it in a coffee shop and not have to worry about it.
PC Gamer: Do you have an idea of when it’s likely to be released?
Max Schaefer: Let’s say the first half of 2011. We can say we’re aiming for that. Of course, it’s early in development and it hasn’t been publicly shown, and we’re a game developer giving you a release date so…
PC Gamer: Is there anything else you want to add about Torchlight 2?
Max Schaefer: You’ll be able to buy the box and play for free, so there will be no item sales or subscriptions or any nonsense.
Travis Baldree: We’re going to continue supporting mods. We’ve been talking a lot about how we’re going to handle that in multiplayer, so it’s not finalised yet. Maybe some horrible difficulties will arise that I’m not anticipating, but it’s something that we’d like to do. Ideally, what I’d like to see happen is one of the cool things we had with Torchlight was the class mods that people did. We had lots of different class mods that people put together interesting abilities or really weird alternate takes on an existing class, and I think it’d be really fun to go and play with your friends and play really strange classes that somebody cooked up and do that together.
Max Schaefer: I think it’s probably important to mention here that we’re not aiming with our multiplayer to provide the perfectly secure, cheat free MMO multiplayer experience. The idea here is that you can play Torchlight with your friends, and you can modify that if you want to make the game with your friends all the better. It probably means that it will be somewhat cheatable, but the point of this is not to have a world wide competitive community, the point of this is to have a fun Torchlight experience that you can play with your friends.
Travis Baldree: The aim is basically to provide you with some tools when you’re in the lobby environment to play games only with the people you actually want to play with. You can have an established set of friends and set up a game that’s only available to them. We’ve talked a bit about almost a limited TiVo style rating system for players, too, so that you can thumb down people who are absolute hacks.
PC Gamer: But you can play with random people as well?
Travis Baldree: Oh yes, you can absolutely play with random people. We want to give people the ability, if you’ve got a bunch of morons hopping into your game, to exclude them if you like.
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
[ Voor 6% gewijzigd door Magic666 op 13-08-2010 12:53 ]
[ Voor 26% gewijzigd door psychoclown op 13-08-2010 12:59 ]
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
Systeem:AMD Ryzen 7 9800X3D ,RTX 5080 OC,FURY 64 GB DDR5-6000,ASUS TUF Gaming B850M-PLUS WIFI, SAMSUNG 990 EVO Plus 4 TB
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
nee heb het al gevonden je kan ook op de site zelf een update weg halen die geschikt is voor alleen de DVD versie dus nu doet hij het welpsychoclown schreef op vrijdag 08 oktober 2010 @ 16:32:
Ik zou een mailtje sturen naar Runic Games met bewijs dat je de DVD hebt en dan kun je er vast wel uit komen
Systeem:AMD Ryzen 7 9800X3D ,RTX 5080 OC,FURY 64 GB DDR5-6000,ASUS TUF Gaming B850M-PLUS WIFI, SAMSUNG 990 EVO Plus 4 TB
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
ik heb he al helemaal uitgespeeld.psychoclown schreef op vrijdag 08 oktober 2010 @ 17:38:
Ok nog beter dus, kun je er mooi van genieten
Systeem:AMD Ryzen 7 9800X3D ,RTX 5080 OC,FURY 64 GB DDR5-6000,ASUS TUF Gaming B850M-PLUS WIFI, SAMSUNG 990 EVO Plus 4 TB
Verwijderd
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
Geocachen?zAo schreef op zondag 24 oktober 2010 @ 15:21:
Weet iemand een goed alternatief om te tijd op te vullen totdat deeltje 2 uitkomt?
Verwijderd
deathspank is erg leuk imozAo schreef op zondag 24 oktober 2010 @ 15:21:
Weet iemand een goed alternatief om te tijd op te vullen totdat deeltje 2 uitkomt?
We are proud to announce that Torchlight will be coming to Xbox 360 as a part of Microsoft’s House Party promotion in Spring 2011!
“We couldn’t be happier to bring Torchlight to Xbox LIVE Arcade,” says CEO Max Schaefer. “This is what the fans have been asking for. Torchlight for the Xbox 360 is a new way to experience a great game, and we’re thrilled to work with Microsoft to bring it to fruition.”
Q: What has been changed to make the game work on the 360?
A: The UI is COMPLETELY overhauled from the ground up. Nothing works the same. All new art and navigation. The concept of item ’slots’ is done away with – you just have a number of items you can hold ( 50 – ignores stack counts ). Potions and scrolls stack up to 99. Potions ‘auto pick’ the best potion to heal you or regen mana. You don’t have to think about it or map it. We iterated on the UI a ridiculous amount.
You can have 4 active mapped skills at a time, and a secondary set that you can swap between (using the dpad) for 8 mapped skills. Most of us actually find it easier to use a variety of skills on the console vs. PC, oddly enough.
Force feedback is in for quakes, strikes, low health heartbeats, and tugs on the fishing lineFeels nice.
Q: How are controls different?
A: Control is direct – no virtual cursors ever. Combat is a little different – you move forward slightly with melee attacks and all the attack animations are redone to support this. You don’t ‘target’ enemies – you’ll get a red highlight for a ‘primary’ target that is in range, but for melee attacks you hit everything in your damage cone (secondary targets get secondary damage ). Feels natural and does what you expect.
Ranged combat is actually in many ways easier – kiting and dodging are significantly more viable with a controller and the autotargeting for ranged attacks works pretty well. ‘lobbed’ skills mapped to the triggers have a default distance, but you can finesse them for longer or shorter throws by holding the trigger at a given depth. Combat pace feels ‘faster’ and more maneuverable. If you’ve played classics like Dark Alliance or Champions of Norrath, you have the general idea ( but no jumping ). Movement speed is analog – you can move slower by easing on the stick, something you can’t do at all on PC.
Q: Has anything been removed/added for the console version?
A: No skills have been omitted. Some skills have had alterations to their functionality to make them feel better ( i.e. you don’t select corpses to summon a Nether Imp – you just cast it and if there’s a corpse around, there you go ).
Pretty much everything from the PC version is here. We didn’t remove any features, with the exception of secondary weapon sets, because there was no way we could find that didn’t feel horrible in inventory management. Socketing, enchanting, fishing, the infinite dungeon, item combination, are all represented.
We brought over some goodies from TL2 to the console version. Loading times are much reduced. Better animation blending makes combat snappier ( hard to describe, but you’ll probably feel it ). Automaps are brought over from TL2’s new automap system ( They are rendered out and much more readable, and icons cleave to the borders of the ring ). In addition, there are three new armor sets (one for each class), some new random quests for one of the miners in town, and a new pet – the Chakawary.
Q: Will Torchlight be released for the PS3 / PSN?
A: There are no PS3 plans at this time. Microsoft is acting as the publisher for the XBLA release.
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
It's been a period of growth for independent developer Runic Entertainment, whose action RPG Torchlight received an extremely warm reception among PC fans with over 600,000 units to date. Upcoming Torchlight 2 will add a multiplayer component to the mix, and a Torchlight universe MMO is planned for the future.
The recently-announced decision to bring Torchlight to Xbox Live Arcade came as something of a surprise -- after all, adapting a popular game in the notorious PC-centric genre is no small feat, and the work must have been time consuming.
Gamasutra thought it would be an ideal time to catch up with Runic Games' Max Schaefer, to learn about the work that went into the port, and to get an update on Torchlight 2 and the state of the Runic team as they continue to find success.
"In some respects, the Xbox version is a straight port -- and in some respects it's more of a conversion," Schaefer tells Gamasutra. "The interface had to be completely redesigned ... the most work of the whole project was redesigning and redoing the whole interface."
After all, whether or not action RPGs of the Torchlight vein can work well on consoles has been the subject of much discussion, especially among hardcore PC fans -- many of whom helped lead Torchlight to success. And Schaefer says that the task isn't reputed to be difficult for nothing.
"You don't realize how much interface is in your game until you have to go and reinvent it," he says. "It took us a little bit by surprise... once we started digging into it, we realized how completely we had to go through it."
"It's a challenge getting this kind of game... over to the consoles," Schaefer admits. The team wasn't entirely without examples -- they took inspiration from Baldur's Gate: Dark Alliance, for one -- but "[sources are] few and far-between. That was the biggest challenge for us; technically it wasn't that hard to get it to run."
But a console version of Torchlight was something the Runic team wanted to do for a long time, Schaefer says. "A lot of us have always wished we had the opportunity to put the time into making a good console version," he says. "We've wanted forever... to be able to play Torchlight or Diablo kinds of games on the couch."
"Everyone has pretty well thought-out theories of how you would do it, but until you dig in, you don't really know," says Schaefer. But it helps to look at it like any other challenge: "A lot of iteration," he explains. "Try something out; if it works, use that theory for other things, and then keep redoing it until it feels right."
Schaefer says he feels confident that the Runic team has got it right: "We can't wait to see what people think -- but at the same time, we're a little nervous. But it feels right when we play it. There are guys in the office that prefer to play it on Xbox now, and that's what makes me think we're onto something."
And although rarely does Torchlight come up in conversation without someone eventually mentioning the looming giant of upcoming Diablo III soon after, Schaefer says that a thriving audience for this style of game is healthful for all: "A lot of people say, 'what are you going to do when D3 comes out,' but I only see it as a good thing," he says.
"We kind of can't wait for D3 to come out. It'll delay whatever we're working on for at least a month when it does! But at the same time we've just got to be doing what we're doing," he adds.
So what is the Runic team up to now? According to Schaefer, forging ahead with upcoming Torchlight 2 on the PC planned for this summer, and then "beyond that, we'll see where we can see the Torchlight franchise down the road."
Part of the reason the studio wants to focus on one thing at a time is because despite the success and broadening audience for Torchlight, Runic stayed small at just about 30 employees. Thus the decision to work first on Torchlight for Xbox Live Arcade, then on Torchlight 2 -- thereby making the previously-announced MMO project, the team's most ambitious, third in line.
"We didn't want [the MMO] to totally take our studio down while we're trying to do Torchlight 2," says Schafer -- when they made the decision to move forward with the sequel, they hadn't yet formed a clear plan for the XBLA edition of Torchlight -- "we had a general goal to do it when we could but there was no specific schedule."
But unlike other studios who string together products to fund a bigger one, Runic doesn't have that concern. MMORPG publisher Perfect World bought a majority stake in the company and will publish the upcoming MMO set in the Torchlight universe.
"We did well enough with Torchlight 1 on the PC that I can say we're moderately thriving," says Schaefer. "We're able to do what we think is the right strategic move and not make any moves out of desperation. This is going to be the first year in a long time that we have two games released. We have high hopes for an exciting year."
Essentially, the team has the unique opportunity to iterate on its big property publicly and slowly, attentive to the needs and interests of their audience in a very granular way. For example, although the team added new classes, characters and outdoor areas "just in case", Schaefer jokes -- the biggest change in Torchlight 2 is the addition of cooperative multiplayer in a one-time purchase with no subscription fees or item sales.
"[Torchlight] did very well, and everyone said, 'we just want multiplayer'," says Schaefer. But for that to work, the team couldn't have added a multiplayer component simply tacked on to the original game; it needed to be entirely retailored to suit the new dynamics: "Multiplayer affects the design a lot, and you have to adjust accordingly," he adds.
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
The Xbox LIVE Arcade House Party kicks off February 16th with the release of Hard Corps: Uprising and continues into March with a total of 5 releases. Here is the full schedule:
February 16 Hard Corps: Uprising, 1200 Microsoft Points
February 23 Bejeweled Blitz, 800 Microsoft Points
March 2, Beyond Good & Evil HD, 800 Microsoft Points
March 9 Torchlight, 1200 Microsoft Points
March 16 Full House Poker, 800 Microsoft Points
[ Voor 5% gewijzigd door psychoclown op 09-02-2011 16:49 ]
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
Cool!psychoclown schreef op donderdag 10 maart 2011 @ 09:55:
Zeker, zeker
En bevindingen/ervaringen zijn altijd welkom uiteraard. Als PC-gamer ben ik toch ook wel benieuwd hoe die op de xbox speelt
If you’ve played one dungeon crawler you’ve play them all, right? At least, that’s what I thought before I set out to conquer Torchlight. While it may not stray from the usual formula of exploration, combat, looting, trading and questing, Torchlight presents itself with such charm and charisma that it goes a long way to making one of the most stubbornly traditional genres feel fresh again.
The most immediately striking aspect of Torchlight is its art style; a vibrant, cartoony, whimsical aesthetic approach that should appeal to even the most vocal of the genre's detractors. It’s a far cry from the gothic fantasy approach adopted by the majority of the dungeon crawling fraternity and goes a long way to helping Torchlight stand out from the crowd.
Enemies look great, environments look great and your character (and pet) looks great. The game uses the genre-typical isometric camera angle to frame its action and allows you to zoom right in close to get a good look at yourself (particularly handy for checking out that fancy new armour you’ve acquired) and the damage you’re inflicting upon your foes.
Damage can be dealt by one of three character classes that loosely occupy the traditional warrior, mage and rouge roles. Disappointingly, like the PC version, there’s no multiplayer option, so questing is an entirely solo experience that forces you to pick your class at the start and stick with it through to the end.
TorchlightI always opt for the warrior class in these kinds of games; there’s nothing quite so satisfying as simply equipping the biggest weapon, the strongest armour and the smallest brain and diving straight into the battle hacking away randomly at any idiot that strays to close too your untamed blade.
Torchlight delivers on its combat in part because it throws an incredible number of enemies at you; dungeons rarely affording you the opportunity to rest, heal and proceed unimpeded. This intensity is great for the warrior because it provides plenty of meat and bone to slash and bash but, during a quick experiment with the other two classes, the approach seems to work across the board; the rogue’s traps and the mage’s attack spells being put to good, regular use.
That’s not to that say each character is a one trick pony, however. While I like to focus on my strength and defence stats as a warrior, I can still call upon the art of black magic with the help of my pet. Your pet is incredibly helpful in that you can equip it with magic which it will use of its own accord. The very first spell I found, for example, was assigned to my pet and from then on we had our very own skeleton knight patrolling the depths of the earth alongside us. If dogs could summon such beasts in real life I’d… well, I better not say what I’d do for fear of government investigation.
TorchlightYour pet is equally handy when it comes to earning money and keeping your inventory tidy. He/she/it can be sent back to town to sell items – obediently returning a few minutes later with your gold. This leaves you free to continue looting, slaughtering and exploring without trekking back to town but, during these moments, it’s wise to be extra cautious in battle as it’s not until your pet is gone that you come to realise just how effective it is in battle (especially if you’ve loaded it with magic).
Technically (a few frame-rate dips aside) the game has survived the transition from the PC to the 360 without issue but, unfortunately, the usual PC-game-on-console menu issues attempt to ruin the party. The menus are incredibly wordy and layered with tab upon tab which makes navigation using the analogue stick somewhat clunky and awkward.
The number of tabs is a result of the enormous number of armour slots, weapon slots, ‘socket-able’ gems, stats and upgradable skills. It’s nice that Runic have refused to dumb this part of the game down but it does take quite a while to familiarise yourself with the menus to the extent that you memorise the ‘two flicks left for this tab’ and ‘three flicks right for that one’.
TorchlightGameplay itself works fine on a pad. Your favourite skills can be assigned to the Y, B, LT and RT buttons as well as the d-pad, giving you eight slots in total from which to chain together attacks/spells.
Still, despite its 12 hour-ish length, there’s no getting away from the fact that is a dungeon crawler-lite. There’s no multiplayer support, there’s a limited number of locations and a limited amount of visual variety – as I’ve already said, the art style is nice but a bit more variety within that style would have been welcome. It’s a shame because, other than replaying the game as a different class, there’s little to encourage you to play through again – however, depending on your level of RPG ‘hardcore-ness’, that may be all the encouragement you need.
When it’s all said and done though, Torchlight is a charming, fun and worthwhile experience that goes a long way to quashing the argument that these kinds of games do not work on consoles.
8.4/10 - Torchlight is a brilliantly crafted RPG that has survived the PC-to-360 porting process incredibly well. The usual awkward console-RPG menu systems are present and correct but the game’s charm, depth and sense of fun more than make up for any such issues.
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
Intel Core i7-6700 | 16 GB | GeForce GTX1060 6 GB | 850 EVO 500 GB SSD + 1 TB HDD | 34" QHD | Logitech G5 | Win10 Pro x64
Apple iPad 2025 128 GB | Apple iPhone 15 Pro 128 GB | Sony 49" 4K Android TV | Sony 5.1 Blu-Ray home cinema
Oudere post maar misschien dat je d'r toch nog iets aan hebt. Weet je zeker dat je de Overseers Chamber bedoelt? Dat is namelijk een grote kamer met die caster (Overseer) waar geen portals staan. Als je die neer hebt ontstaat er een brug in het zuidoosten van die kamer.RAILGUNNER schreef op woensdag 10 augustus 2011 @ 00:02:
Even een behoorlijke kick van dit topic, maar ik zit helaas vast in Torchlight. Ik heb het spel anderhalf jaar niet meer gespeeld en ik was toen helemaal niet zo ver gekomen.
Ik ben nu bij de Overseer's Chamber en ik zie daar drie portals: uit m'n hoofd zijn het een oranje, paarse en blauwe portal, waarachter de floors 10, 12 en 14 liggen. Deze heb ik volgens mij meerdere malen gecleared, maar het is me niet duidelijk hoe ik nu verder kom. Heeft het te maken met de 'glyph rooms' die achter 10, 12 en 14 liggen? Die heb ik volgens mij ook gecleared.
Achter de vierde portal (terug naar het dorpje) zie ik drie bollen (in de kleuren van de portals) branden, heeft dat nog iets te betekenen? Ik heb al even naar een walkthrough gezocht, maar nog niet direct gevonden wat ik zoek. Ik hoef ook geen stap-voor-stap beschrijving, maar een tip in de goede richting zou wel handig zijn.
Kan iemand mij vertellen wat ik moet doen om de volgende floor te bereiken?
Bnet pindle#2913
Bnet pindle#2913
Verwijderd
[ Voor 11% gewijzigd door Compizfox op 19-07-2013 03:11 ]
Gewoon een heel grote verzameling snoertjes
Apple iPhone 16e LG OLED evo G5 Google Pixel 10 Samsung Galaxy S25 Star Wars: Outlaws Nintendo Switch 2 Apple AirPods Pro (2e generatie) Sony PlayStation 5 Pro
Tweakers is onderdeel van
DPG Media B.V.
Alle rechten voorbehouden - Auteursrecht © 1998 - 2025
•
Hosting door TrueFullstaq