A Fallout that spans the whole mainland?

Eh...Simplified battles aren't my favourite.

I need every individual unit to have accurate simulations.

Dwarf Fortress and Rule The Waves are better games IMO.
I'm a fan of Warhammer fantasy and TB games. So I carry bias.

For combat, I'd prefer small teams and group skirmishes..... but NCR and legion were pretty big?
 
I'm a fan of Warhammer fantasy and TB games. So I carry bias.

For combat, I'd prefer small teams and group skirmishes..... but NCR and legion were pretty big?

NCR and Legion are 'big', but 'big' in fallout basically means some dudes in rugby gear, and like 30 dudes on the other side.

IIRC the 'huge' battle of NCR vs Brotherhood was still like 100 or so dudes tops in NV.
 
Erm... The idea of a Fallout game that sparses the entire United States?? Assuming the writing was consistently good and the team was immensely dedicated and spending all their time working on it, it would take decades to work on. Too much work and not realistic, sadly. I agree with R Graves. though, Fallout comics would be a great way to keep the series going.
 
Erm... The idea of a Fallout game that sparses the entire United States?? Assuming the writing was consistently good and the team was immensely dedicated and spending all their time working on it, it would take decades to work on. Too much work and not realistic, sadly. I agree with R Graves. though, Fallout comics would be a great way to keep the series going.

Dwarf Fortress can do it.

Get someone who has too much free time.

A very large patreon.

Good programming skills.

And 20 years.

And we can have it.
 
I could see that as a non-canon Civilization-like game.

There's already a mod for that.
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A game that spans the muddaland can't be done, it'll take you tons/gb of RAM and CPU, it's the same thing as the GTA fanboys desire: to go all over USA(They had an idea like this, but the next game won't be all over USA, just like FO5).

No game created a whole map for USA except that little racing game released years ago.
 
Daggerfall did it more than 20 years ago. It did use a lot of procedural generation, though.
But I think it could work. Basically, what I'd see working is a game that simply blows up the proportions realistically and gives you the ability to travel the whole land in real time, but it's not a really feasible thing to do like in Daggerfall.
You'd get all the normal settlements and cities with a LOT of empty space in between. Outside settlements you'd go to the map screen and travel on there like in the classic Fallouts, and at random encounters you'd go to the normal world that is procedurally generated from a height map and so on. After the encounter (fight or flee or whatever the encounter is) you can get back to the map screen and continue. That way the rendered world would be kept relatively small, keeping the requirements reasonable while giving you the desolate feeling of a really huge world.
An alternative would be just rendering the surroundings of each settlement and portions around random encounters with the classic map travel bounds that take you to the world map. That would mean you couldn't actually travel the world in real time, but since that's just a gimmick anyway, there wouldn't be that much lost. Well, driving mechanics, mostly.
Although, it would make for a fun mechanic in the random encounters. To flee, you'd need to reach the map border with a certain distance to your enemies, which could be hard to pull off on foot. On the other hand you could also encounter raiders with vehicles, enabling a sort of racing/vehicular combat mechanic.
Personally, I wouldn't mind lower quality graphics if it enabled such a big world, but I guess many here don't really like the idea of a pointlessly huge, empty world just for the sake of having it.
 
Think of a Fallout game the would contain a game world from the West coast all the way to the east coast. Basically the entire US mainland. It could include every faction from the NCR to the institute and everything in between. If done right I think it'd be a badass game. Even if it was separated into several smaller world's to help with loading times and to keep everything detailed I would still enjoy that.

Your thoughts?
More =/= better.
 
Speaking of huge world stuff, there is an ongoing open source project to implement Daggerfall into Unity.
http://www.dfworkshop.net/
This is really cool. Unity has apparently no trouble streaming the humongous Daggerfall map.
Using that it would be possible to actually implement the full map of Fallout 1, accessible in real time and in full size. Granted, I do like classic pixel and sprite graphics, so I would really enjoy seeing Fallout from a first person perspective in the graphical fidelity of, say, Daggerfall or Duke Nukem 3D. Y'know, 3D landscapes, 2D sprites for characters...
Shit, I'm tempted to get into this so I can actually attempt to make it. But it's way too much for me to handle atm...
 
Yeah, but what would you gain by turning F1 in to a first person perspective, when the whole landscape consists of a couple rocks, some cacti/cactuses and 99% empty deserts?
 
Think of a Fallout game the would contain a game world from the West coast all the way to the east coast. Basically the entire US mainland. It could include every faction from the NCR to the institute and everything in between. If done right I think it'd be a badass game. Even if it was separated into several smaller world's to help with loading times and to keep everything detailed I would still enjoy that.
I mean, just think of the implications of this for a moment:

Imagine that every town in Fallout 1, Fallout 2, Fallout New Vegas and Fallout Tactics were merged toghether in one big map. Now imagine even more of that, spanning the entire continent.

You'd need every area to have there own quests or at least something to do to keep the game interesting.

You'd essentially be making a hundred or so different games
 
Yeah, but what would you gain by turning F1 in to a first person perspective, when the whole landscape consists of a couple rocks, some cacti/cactuses and 99% empty deserts?
Nothing. I just like this graphical style. It also creates a sense of wonder and desolation when literally nothing remains. In Fallout 3 and onwards everything is so close together, you don't really get that it's a wasteland. In Daggerfall you get a feel of the size of the world, and it has realistically sized cities. It would be nice, and as I said, I like pseudo 3D sprite graphics.
/edit:

Just look at it! Doesn't that make you feel all fuzzy and 90's inside?
 
I just watched that entire video Hass, someone put in a lot of effort to stay true to the Hub with that.
Is gzDoom a complete Fallout remake or is it only certain sections? Is it also in english?

Just looking at it gzDoom seems like it could be a crap ton more fun that Fallout 4 or 3. I really wish the Fallout 1 Mod for New Vegas was made, that would have been so nice.
 
I just watched that entire video Hass, someone put in a lot of effort to stay true to the Hub with that.
Is gzDoom a complete Fallout remake or is it only certain sections? Is it also in english?

Just looking at it gzDoom seems like it could be a crap ton more fun that Fallout 4 or 3. I really wish the Fallout 1 Mod for New Vegas was made, that would have been so nice.
gzDoom is just a Doom engine port.
The guy who made the Hub map is/was working on a standalone PA game called Shadows of Apocalypse:

It's pretty brilliant.
He also remade Klamath and the toxic caves for it:

Again, I love old-timey graphics, and I would totally play a Fallout like that. Really thinking about trying to implement Fallout with Unity. I wonder how the character sprites could look from a first person perspective...
 
@Hassknecht
You have to be careful with Unity from my experience. It tends to be an unoptimized train wreck with how it handles entities and models some times.

What I would do is build and test various entities you intend to use then construct the world first. When building the environment make sure to pay special attention to how you construct it so that the game world is not bogged down by random unseen items. (This engine is impossible to fully optimize.)

Then star toying around with the NPC's and such. The sprites would indeed work, but considering their resolution they would not be so pretty to look at in an engine like Unity. While Unity can handle 2D entities it does so poorly vs. other engines.

To be honest if your intention is to build a Fallout clone I would suggest using the source engine. I understand I sound a bit fan boyish, but from a developer perspective that engine and its library of entities can actually do a great deal more than people think it can. Not only can you fully optimize the game environment and completely strip out unneeded calculations out, it has a very well done vertex manipulation view and tools. Which when it comes to sprites is very useful.

However if you go the 3D route, surprisingly you would have a great deal of leeway if you learn how to build levels efficiently and can get a lot out of the system if you tinker with its options. Depending on how you go about it you could even get the source engine to look like a pixel nightmare if you know what you are doing.


(I know that doesn't look pretty) The source engine is very flexible.
Source can also support Isometric or Fallout's oblique cavalier perspective. As the camera can be moved to support such a function if your math is correct.

If you would like I can start a thread detailing various tips, tricks, and advice for such a project.
 
Eh, I'm not a developer and I have too much shit going on that I could actually sink time in such a project. But one can dream... I'd actually love to use the Quake engine or Darkplaces, but modding and mapping for that is really arse.
 
Eh, I'm not a developer and I have too much shit going on that I could actually sink time in such a project. But one can dream... I'd actually love to use the Quake engine or Darkplaces, but modding and mapping for that is really arse.

I found that the trick is to find something that you can understand the methodology on. Sometimes understanding the logic behind how an engine was developed and it's purpose can prove to be invaluable. It also helps to understand what the developers short hand for the engine is. Every engine is different and uses different short terminology that can dictate functions. However there is normally a good overlap of standard nomenclature to shine light on some if it.

If I remember correctly there was a game engine out there for consoles that used a lot of daragotory terms to identify file paths, and functions.
 
I found that the trick is to find something that you can understand the methodology on. Sometimes understanding the logic behind how an engine was developed and it's purpose can prove to be invaluable. It also helps to understand what the developers short hand for the engine is. Every engine is different and uses different short terminology that can dictate functions. However there is normally a good overlap of standard nomenclature to shine light on some if it.

If I remember correctly there was a game engine out there for consoles that used a lot of daragotory terms to identify file paths, and functions.

You should really look into Gzdoom more if you have not.
https://forum.zdoom.org/viewtopic.php?f=19&t=53322
I am strongly considering a project in this engine.
 
You should really look into Gzdoom more if you have not.
https://forum.zdoom.org/viewtopic.php?f=19&t=53322
I am strongly considering a project in this engine.

I have, unfortunately doing anything with it right now would take up far to much work and time than I have. Mostly because I'm supposed to be assisting the writer of "The All Guardsman Party" in turning his narrative into an animated series.
 
You'd get all the normal settlements and cities with a LOT of empty space in between. Outside settlements you'd go to the map screen and travel on there like in the classic Fallouts, and at random encounters you'd go to the normal world that is procedurally generated from a height map and so on. After the encounter (fight or flee or whatever the encounter is) you can get back to the map screen and continue. That way the rendered world would be kept relatively small, keeping the requirements reasonable while giving you the desolate feeling of a really huge world.
That actually sounds like something akin to Mount and Blade's travel system.
 
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