Fallout Online

Ya, kinda thought the culture thing would be far fetched, The races would be the ones with modifyers. In the pnp rules the it has races min and max for states. Then you have the average, if it is uneven like trying to calculate an average with an odd and even number, you will have to deecide to go with the lower or higher number.
 
Yes, and mutants, ghouls will be more tolerated in areas, as they are more radiation resistant. And more hot spots, especially where treasure troves of tech would lie. So a team of human and mutant and perhaps a ghoul with tech abilities would be an excellent team.

Providing the teams can stand each other, as I know some, even to date would not trust mutants and well spit on ghouls.

Some tribes will not deal with each other, and well, the PNP guide books sort the rest out.

Player customization would be sweat.... Not everyone wearing cut sleeve jackets.
 
One thing that would be nice that I can't seem to find in any online game today is the possibility to rule a community as a player. Ex. a player "owns" a small town or small area.. this way there could be a bad guy controlling the price for JET on the street or having other people collecting the "taxes" for him. ofcourse this is a huge system of it's own that would need alot of balancing but it could be cool. alot of rules could be set for a specific location, like "no mutants allowed" or "barter town"...


added:
what about npcs? Would it be possible to add computer controlled gate guards after... say 15 people have moved to a specific area? This could be a nice argument for people to group together
 
Okay, this is starting to look more and more interesting. I'm downloading the Konfuze engine now to take a look at it. Maybe I'll try and help out with converting graphics etc... if it doesnt look to time consumming ;)

Anyway like I say I find this very interesting and wouldnt mind giving you a hand. My only concern would be if this will go the distance or not. If you genuinly feel you can make this happen send me a PM and I'll help out with the graphics etc... I just cant bear the idea of pooring months of my life into a project and not see it completed.

In the meantime I can maybe try and convert the fallout interface for you if you want.

Cheers
 
Also, note due to some allignments, not everyone would start out with a PIPBoy and the use of Radios would be more frequent as you can contact a friend or NPC once they're in range...

Radios should find more practicle use in Fallout games, and online may do that.
 
yea, the radios would be a cool feature :)

I think it would be cool to give it a 'paper doll' inventory screen for the player as well.

It would pay to look at the thread about what would be in your wish list if the FO2 source code was released.
 
ok, ill try to reply to everything as best i can :P. First: Special things for different races (rad protection for ghouls etc...) i plan on putting in. As for the restrictions on entering aeras for these races, i would have to think about that, i dont want to ban a player from an aera based compleatly on his race, i might make certian people in the town not talk to him, or shop owners not deal with him, but prob. not compleatly banning him from the place.
Owning towns, no, thats a little bit on the complex side, mabey way down the line. But i was planning on implementing POH and shops in one of the later releases.
Wild_qwerty, any help would be greatly, greatly appriciated considering i am currently the only person working on this, i have no team :P. Converting the graphics will be complicated and take a while considering there are 2000+ to be done lol. I am currently looking into finding a VB6 programmer to try to make the konfuze engine accept isometric tiles, but no luck as of yet. The game menus and things like that require VB6 editing because i want them to work exactly like they did in fallout, i dont want the GUI to just look like Fallout, i want it to be fallout. I have full intentions of compleating this project no matter how long it takes or how much work i have to do, so you dont have to worry about it going under.
If i can get a VB6 programmer to work with me on this, it will save alot of the hassle of changeing all of the tiles from isometric. Well, infact, im going to get a programmer because im not even going to attempt changing them all. Once all of the hard coding and major engine changes are done, it will be a walk in the park, just making maps, npc's, items, and buildings (which i will just drop into the tile sheets in iso format and they will look fine(i tested this ahead of time)).
The use of raidos is a good idea, i will figure out some way to impliment that. And you can expect to see LOTS of player customization as i get going in the later stages of development (i dont like everyone wearing sleeve-less leather jackets either :P)

*edit* Paper doll is on my list of things to do :D

Ive set up a website for Fo:Am,
www.tusla-online.com/zealous-studios
But ive got to wait a week before i can install phpbb as i dont have ftp access -_-. It isint devoted entirely to Fo:Am, its made for my "company" Zealous Studios and it has everything that im working on (projects) and games that i want to review.
Beware, its still in shambles as im still trying to set everything up.
 
What sort of scripting is required in Konfuse to make quests work? I know scripting basicaly cripples a lot of mods.

Also how simple is it to set up dialogs and such or does that require more scripting as well.
 
Hmm, it would be easier if modding was done inb subdivisions...


Anyhow, glad to know the radio thing could be used, I mean I always wondered why a radio had such limited use. You should be able to contact NPCs stationed away to come and meet you... again, complex programming, something I know nothing about... But since this would be an online game, you can communicate with friends, especially carrying out a raid... Different frequencies, etc.
 
Well to help with some of the character customization could be that of how tactics did it. This could possibly be the closest thing at the start. Pretty much it is the colour of hair and other stuff on the body. So from what it seem like you are just swapping graphics from one thing to another. One question, if you ever got ahold of a computer graphics artist, would you get him/her to try over time change some of the graphics to look more like tactics or something like that?(This is because you will have 2 different types of graphics, the fallouts 1 and 2, than the fallout tactics graphics)
 
Lich would be the best person for character types, he already makes custom sprites, I mean look at his WH40 Power armor dudes?

Contact him, and I guess he can help best he can.
 
Wild_qwerty scripting in konfuze is extreamly easy, and most of it dosent have to be done as Konfuze has a strong dedicated community that writes scripts for the engine. I'm not sure, but i think you may be confuseing scripting and programming. So: the scripting will be easy, the programming will be hard, and having to find someone to do it makes it even harder :P.
The dialog will have to be hard coded (programmed) as konfuze as it is only supports one line of dialog with no response options or anything.

Hatchen, thats exactly what im doing :P but im not taking any of the FOT tiles or sprites, just the weapons/items. Any new sprites or whatnot we need for new features or character customization will be edited forms of existing sprites (changed hair color etc...). The game will have the look of FO 1&2 and have items and such from FO 1, 2, and FOT (eventually).

So everyone knows exactly whats being done and has to be done ill post my to do list.

This is everything i plan to include for the first release, other things (char. customization, POH, Perks, etc will be included in any number of later updates)

---------------------------------------------------------


FO:AM Fallout: Aftermath
Zealous Studios
Project "to-do" list for internal alpha.
=============================================
|Engine Additions|
=============================================

1.Interface........................

Konfuze programmed to look and feel exactly like fallout.


I.Statistics.......................

Strength Abbriviation: ST
Perception Abbrivation: PE
Endurance Abbrivation: EN
Charisma Abbrivation: CH
Intelligence Abbrivation: IN
Agility Abbrivation: AG
Luck Abbrivation: LK

Statistics to be removed:
Magic, Defence, Speed.

II.Derived Statistics..............

============
|Hit Points|****HP will be modified as a character grows in level.
============
Starting hit points are equal to 15 + (2x Endurance) + Strength.
============
|ArmorClass|****AC=Agility can be modified by armor.
============
AC subtractes from the to hit chance of the attacker. Example: you are wearing light
leather armor, with an AC of 15%. Your attacker has a base to hit of 50%. His final
to hit chance is only (50%-15%) 35%.

==================
|Damage Threshold|****starts at 0 is increased by armor.
==================
The DT is subtracted from the hit point damage of the attack. Example: Assume the above
attacker succeeds. His attack does 20 points of damage. You have a DT of 4. The first
four points of his attack are stopped, with only 16 getting through the first phase of
your armor.

====================
|Damage Resistance.|****starts at 0% is increased by armor.
====================
DR is expressed as a percentage. This is the percent of the remaining damage that is
nullified. Example: The 16 points from the above attack are still coming. You have a
DR of 20%. The damage is reduced by (16 x .2) 3.2 points of damage (round down), or
3 points. the final attack does only 13 points of damage.

==============
|Melee Damage|**** not hand-to-hand, just Melee
==============
Starting melee damage is equal to Strength - 5, with a minimum of 1.

==============
|Healing Rate|**** HP is gained by the value of the healing rate ever 2 minutes.
==============
Starting healing rate is equal to 1/3 Endurance with a minimum of 1.

=================
|Critical Chance|**** the critical chance is a %.
=================
Starting critical chance is equal to your luck.

III. XP Table......................

Level XP Required Title
1...............0............Vault-dweller
2...........1,000............Vault Scion
3...........3,000............Vault Verteran
4...........6,000............Vault Elite
5..........10,000............Wanderer
6..........15,000............Desert Wanderer
7..........21,000............Wanderer of the Wastes
8..........28,000............Elite Wanderer
9..........36,000............Strider
10..........45,000............Desert Strider
11..........55,000............Strider of the Wastes
12..........66,000............Strider Elite
13..........78,000............Vault Hero
14..........91,000............Wandering Hero
15.........105,000............Striding Hero
16.........120,000............Hero of the Desert
17.........136,000............Hero of the wastes
18.........153,000............Hero of the Glowing Lands
19.........171,000............Paragon
20.........190,000............Living Legend
21.........210,000............Last, Best Hope of Humanity



=======================================================
|ART|
=======================================================

I. Tiles

Need to be resized, etc for use with konfuze

II. GUI

Basically done, need to skin in-game and play with the .frm files to make everything fit
nicely.

III. Sprites

Need to be made stuitable for konfuze.

=========================================================
|Mapping|
=========================================================

Nothing done yet, still need to work up concept ideas, but i know the origional towns from
FO1 will be included.

I. Shady Sands
Nothing done, tiles need to be converted.

II. Vault 15
nothing done, tiles need to be converted.

III. Raider camp
Nothing done, tiles need to be converted.

IV. Junktown
Nothing done, tiles need to be converted.

V. The Hub
Nothing done, tiles need to be converted.

VI. Boneyard
Nothing done, tiles need to be converted.

VII. Cahtedral
Nothind done, tiles need to be converted.

VIII. The Glow
Nothind done, tiles need to be converted.

VIIII. The Brotherhood
Nothind done, tiles need to be converted.

X. Military base
Nothing done, tiles need to be converted.

XI. Wilderness between areas
nothing done, tiles need to be converted.
---------------------------------------------------
More places will most likely be added after EVERYTHING else is done.

IV. V1.5 External additions........

************
|Tag Skills|
************
a. Small Guns. Starting Small guns skill is equal to 35% + (1% x Agility)
b. Big guns. Starting Big Guns skill is equal to 10% + (1% x Agility)
c. Energy Weapons. Starting energy weapons skill is equal to 10% + (1% x Agility)
d. Speech. Starting speech skill is equal to 25% + (2% x Charisma)
e. Barter. Starting Barter skill is equal to 20% + (2% x Charisma)
f. Gambling. Starting Gambling skill is equal to 20% + (3% x Luck)
g. Outdoorsman. Starting Outdoorsman skill is equal to 5% + (1% x the average of your intelligence and endurance)
h. Sneak. Starting sneak skill is equal to 25% + (1% x Agility).
i. Lockpick. Starting Lockpick skill is equal to 20% + (1% x the average of your perception and agility).
j. Steal. starting steal skill is equal to 20% + (1% x Agility).
k. Traps. Starting traps skill is equal to 20% + (1% x Agility).
l. First Aid. Starting first aid skill is equal to 30% + (1% x the average of perception and intelligence)
m. Doctor. starting doctor skill is equal to 15% + (1% x the average of your perception and intelligence).
n. Science. Starting science skill is equal to 25% + (2% x intelligence).
o. Repair. starting repair skill is equal to 20% + (1% x intelligence)

********
|Traits|
********
1. One Hander. -40% to hit with two-handed weapons, and +20% to hit with one handed.
2. Finesse. -30% damage on attacks, Critical chance +10%
3. Heavy Handed. +4 points of damage in melee combat, -30% to critical hit.
4. Good Natured. +20% to Frist Aid, Doctor, Speech and Barter, -10% to small guns, big guns, energy weapons, and melee. one time bonus.
5. Gifted. All Stats +1 all skills -10%. -5 skill points per level.
will have to add more.

***************
|Burst Weapons|
***************
Burst weapon damage must be calculated depending on the ROF (rate of fire(how many bullets it
fires) of the current weapon and the distance between the player and the target.

***********
|Reloading|
***********
Reloading must take a specific amount of time as to leave the player vunerable while reloading
and it must be an action activated by the player.

****************
|Thrown Weapons|
****************
Thrown weapons would be best calculated by some challange to the strength and preception of the
player, perception for accuracy and strength for distance, there has to be some deviation
to account for real world misses.

*********************
|Hand to Hand combat|
*********************
Melee, no HtH, Already pretty well worked out with Konfuze.

***********
|Criticals|
***********
Critical Hits and misses.
Critical hit possibilitys:
Doing extra damage (x1.5, x2, or x3)
Ignoring the armor of your target

Critical Faliure possibilitys:
Running out of ammo
Jammed gun

Newly deceided upon additions:

Isometric konfuze!!!! must have.
 
Thats a pretty good list to do. If you ever need suggestions for more traits and perks, either find more on the net or possibly make that into a question to throw out at the people.
 
it looks promising, but I still don't like the idea of having the weapons from tactics in..
 
I figure that unless you can convert the Konfuse engine to use a hex based system you may need to use an orientation something similar to this.

 
Damn this looks good, :P about the culture thing, you could make it so you would get some bonuses from certain missions, so that the Brotherhood of Steel teaches you(to a certain point) the use of laser/plasma weapons while the raiders teaches you to use melee weapons and/or special move that no other can. Both could be from the same mission, just the different side of the conflict.

Hopefully you make more kinds of set weapons, so not all melee weapons do just normal damage(flame clawth, laser knife, plasma racor, etc.), and that just for melee weapons.(so you can use flame, laser, plasma, explosion, normal (and gas), to take down your enemy)

Another thing would be nice to have is the faction reputations, so you couldn't bye a power armor form the BoS if you had slain a Paladin, thought you don't even have to 'cause you already have his. :twisted:
 
I was just thinking that a GPS (or GP Boy) type system for finding your way around would be usefull. You could be given the quadnets of a caves or raider camp by someone and then all meet up there to kick butt :)

In regards to the graphics I think drakey is going to change the engine from the square tiles to an Isometric view like in the image above. From what I have read about Konfus it can be done, but is a bit tricky. I've suggested that the above layout be used because FO1/FO2 has no up and down facings for the critters (FOT does have them). The added advantage is that it would cut the critters file size by 1/3

From what I gather once the engine is modified to suit FO it looks fairly straight forward to build up a new play area. Should be a lot easier than modding FO2 I would imagine.
 
i did VB6 programming for 4 years (and VB 3, 4, & 5 - before that)

honestly, i can say, building a decent game with VB6 really really suxx0rs. using the DirectX library helps, but the speed of VB6 is still not that great. Even if you program the system and optimize the code, that code would looklike a mess becuase utilizing it's OO features uses COM and it uses it SLOWLY

you are better off with .NET at the very least


BUT, that is just my opinion
 
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