mvBarracuda said:
Psyckosama said:
1) Will this be capable of accepting content from other similar games such as Fallout Tactics, Jagged Alliance, or Arcanum?
Natively? No. Why should it?
Seriously: adding support for more file formats can get very complicated and time consuming. FIFE is open source and everyone is free to contribute code. So if anyone writes content loaders for these games we'll gladly import the code into our SVN repository.
FIFE is very extendable but it's not the task of the team to support dozens of proprietery formats. The reason why we did chose to support the Fallout file formats was because they offered us a rather simply way (they were almost fully documentated by TeamX) to bring content into the engine without creating it from scratch (maps, gfx, sounds, etc.).
We do currently focus on the scripting abilities and map geometry. So if we ever add support for more proprietery formats you should give us some good reasons why it would be worth supporting these games.
That was more a general question... I'm personally thinking if any content was to be used from those games them it would probably be best to move it over. Maybe a better question would have been how set in stone will it be towards the exact nature of the fallout file and content structure.
Reason I brought it up is that as games go, their content could be easily compatible with what we have in fallout as on is already fallout and the other has a steampunk look that could make for some very interesting communities
mvBarracuda said:
Psyckosama said:
2) Would it be possible to have vehicle support for transport and combat? Or support for turrets and integrated weapons?
Hmm I guess that vehicles to move on the maps should be possible later. However we'll concentrate on getting good working NPCs on the maps first.
Stationary turrets will be no problem. What do you mean with "integrated weapons"?[/quote]
One example could be a tank turret. The turret might be pointing one way while the tank will be pointing the other.
Or a hull mounted machine gun…
mvBarracuda said:
Psyckosama said:
3) Would it be possible to have alternate movement options, such as the option to an enter a building through the windows like in Arcanum or the ability to crouch of fall prone like in Tactics.
I'm pretty sure that we'll implement a system for alternative movement methods. However it's up to you to create the necessary content for it. We'll prolly provide an example for a movement mode script in lua and you can write your one ones to support whatever movement method you like.
Coolness. Thanks.
mvBarracuda said:
Psyckosama said:
4) Would it be possible to have auto-loading loading maps to creature the illusion of a truly massive and continuous game world?
Auto-loading? Please elaborate. Sorry, but I don't really get it
How to explain... This is an example so feel free to mess wih the idea. okay, lets day you have nine maps 5x5 maps laid out like the following...
123
456
789
Your character is in map 5 while the others are loaded around it.
Now lets say you enter map 4. Maps 3, 6, 9 are removed from memory and in their places the maps that are supposed to coordinate to 1, 4, and 7 load... lets call them ABC so you end up having this:
A12
B45
C78
Through use of random monster spawning and a goodly but not excessive number filler maps or some kind of random generation you could have an illusion of a continuous map. I'm not sure but I think that's how Arcanum did it and it worked rather well for making the world look big as well as allowing you alternate was of getting into a town
mvBarracuda said:
Psyckosama said:
5) Would it be possible to have a coloring system like in FoT where you could change the pallet colors of say, hair, skin, clothing, ect on the sprites?
At least we plan to implement such a system:
http://wiki.fifengine.de/index.php?title=GFX_format#Features
Oh sweet. Thanks.
mvBarracuda said:
Psyckosama said:
6) Could you make environmental destruction/construction possible? For example could it you blow a hole in a wall or built a shack?
Should be possible via scripts. But I'll ask our coders if we can make it easier for scripters by adding a certain support for it so you don't need to work around it with scripts too much.
I was thinking more random destruction. Like if you can't find a door, make one, kind of destruction.
mvBarracuda said:
Psyckosama said:
7) Would support for multiple party members/parties be possible to implement?
It would be possible :-p
But that would require a lot of work and as we're busy with other things; party NPCs got no priority ATM. We would need a good AI coder first because we got no expert in this field of development on the team at the moment.
Hey now, no problems, first things first. These are more just general ideas that I'm throwing into the wind and hoping you like them enough to throw them somewhere on the agenda for when you're done with the engine and in the throwing in new functions for the hell of it stage.
mvBarracuda said:
Psyckosama said:
8) Is there any possibility that ballistic arc based weapons, such as JA2s infamous mortar (or even as simple as chucking a grenade over a wall) be implemented?
Should be possible. We haven't considered this yet and I can't say how much extra work it would be to add it. The main reason is that we don't have a ruleset yet so there are no weapons either.
Cool.
mvBarracuda said:
Psyckosama said:
Reason I'm asking is because it seems that today most companies choose to attend to the action kiddies and tell gamers who want something deeper and don't obsess about shiny graphics to fuck ourselves. This engine could potentially be used for much more than Fallout.
Hehe we did chose the route to become an engine for all kind of ISO games months ago. So we want to make FIFE that flexible you're able to create all kind of RPGs and RTS' with it.
Oh great! That sounds just totally awesome.
mvBarracuda said:
Psyckosama said:
I can help but wonder if this could be used to make a Jagged Alliance 2 style tactical game ...
They open sourced the JA2 sources and a team works on an improved JA2 version ATM. I guess this engine would be a better platform for your game. If you think that FIFE would be better suited for your game you got at least better chances to get support for the JA2 file formats somehow because implementing support for documented formats is far easier than reverse engineering them for us.
I know, but I'm not quite sure how far they are into it (need to check, been several months) and I don't think they're putting in a dialogue tree which in my mind is a must for any game with its salt.
That said, I'm not working on a game at the moment, and honestly, I would not use the JA2 graphics because they're even more dated than fallouts but without the charm. (that said, game rocks). This is more general thought process at the moment. Though that said, once you guys produce a functional engine to play with I doubt I'll be able to help myself.
mvBarracuda said:
Psyckosama said:
... a Baldur's Gate style Fantast RPG ...
There is GemRB, the open source Infinity engine. I guess this will be your best bet for "Baldurs Gate"-like games.
http://gemrb.sourceforge.net/
It was an example as above. Personally, I'm not the biggest fan of the infinity engine. Looks real nice but seems to lack personality and in general just does not feel as 'real' as the fallout engine.
mvBarracuda said:
Psyckosama said:
... a classic Diablo style hack and slash, or even if someone especially creative gets their hands on it, maybe even something odd like a Harvest Moon style Sim?
As I said: it all depends on if someone adds support for the native file formats of these games. Supporting real-time combat is planned if you want to create a hack'n'slash. I don't know Harvest Moon. What's so special about it?
Harvest moon is a farming simulation RPG. You become a farmer, build your farm, plant crops, raise animals, get married, have children, ect. It's really all very odd and hard to describe. Really, I recommend you just did up a rom or something. Very addictive and is probably one of the most unique games around.
Though Fallout Farmer could be a kick...
mvBarracuda said:
We support every kind of ISO games in theory. However we'll add support for basic RPG tasks. So if you want to write an RTS' with it ATM, you'll need to write a lot of lua code yourself to get it working. However for RTS' there is Stratagus so I guess it's good that we focus on supporting RPGs first.
http://stratagus.sourceforge.net/
I understand. Just throwing out ideas once again. As I said, I don't mean to sound demanding to like I'm putting you folks under any pressure. Hell. I think you're freckin' saints for doing this to begin with!
mvBarracuda said:
Psyckosama said:
I'm sorry if it seems like I'm demanding something, but I'm just wondering if this couldn't be something more than just a fallout engine remake. Thanks
You're not demanding anything, you just ask; and we're happy that at least some people care about FIFE
I love it. I see endless potential, man. Hell, when you get it working to spec, maybe you folks should even look into some licensing options for it.
mvBarracuda said:
And to answer your final question: yes, the (majority of the) team thinks that FIFE should become more than a Fallout engine clone.
I can't wait until the engine is done. It will be an impressive sight to say the least. Great job so far and thanks for listening to my crazed fanboy rantings. If I knew more about coding I'd volunteer for it.
Hell, might be as good a time as any to start learning. :p
Thanks!