ThatZenoGuy
Residential Zealous Evolved Nano Organism
Holy shit that's pretty cool
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.
Holy shit that's pretty cool
I'm a fan of Warhammer fantasy and TB games. So I carry bias.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?
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.
I could see that as a non-canon Civilization-like game.
More =/= better.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?
I mean, just think of the implications of this for a moment: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.
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.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?
gzDoom is just a Doom engine port.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.
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.
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.
That actually sounds like something akin to Mount and Blade's travel system.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.