Fallout 2 mod Mutants Rising...

Too bad it will likely still take a decade or more to complete it.

Assuming its not silently abandoned beforehand.
 
Fear not, the game is almost completely scripted.
Hmmm, we will see.

Bitter experience taught me that the last 1-5% of a mod's development is often the biggest obstacle to overcome and its often there when they end up struck forever.

I wish you guys all the best in your endeavor but I cannot help being a bit cynical when I remember all those mods that died right to the finishing line.
 
Fear not, the game is almost completely scripted.
Am I incorrect in assuming that not all locations from the opening post in this thread will be included in the Mutants Rising 1.0 release? I see some people commenting on other forums that some of these will be kept for a later update or even a DLC. Or is this only in reference to the cut content that Chris mentioned (Hadding City etc.) for a potential MR RP?
 
Am I incorrect in assuming that not all locations from the opening post in this thread will be included in the Mutants Rising 1.0 release? I see some people commenting on other forums that some of these will be kept for a later update or even a DLC. Or is this only in reference to the cut content that Chris mentioned (Hadding City etc.) for a potential MR RP?
The locations in the opening thread will be included. Many many years ago when I first resurrected the mod, there were plans for two more areas that I mentioned above. However they were no more than a few lines of text explaining what they'd roughly be. They also had only loose tie ins with the main quest thread of MR. So they were cut early in development.

It's doubtful a MR RP would ever be completed. I'll be dead by then and I do not know what the current team feels with regards to such a commitment.
 
The game as is should be satisfying for Fallout fans, plenty of interesting quests, locations and characters. It is bigger than F1, but smaller than F2, some places, like Vegas had around 30 quests at one stage, we cut it back to about 20 quests, otherwise the game would never get finished. One entire family in Vegas was cut, just to save development time.
 
Vegas had around 30 quests at one stage, we cut it back to about 20 quests, otherwise the game would never get finished. One entire family in Vegas was cut, just to save development time.
>tfw the Scripting % getting closer to 100 is content getting cut, not just scripts being completed
on one hand, scope creep, on the other :rip:; thanks for the answer @.Pixote., although after reading this now I'm not sure if maybe ignorance was a better option lol. I wonder how much the existing maps had to be adjusted due to content changes like this.

I guess this was probably requested before, but I think it would be great if some time after the v.1.0 milestone is reached and the mod is released, we get an insight into the design docs for MR, so we can at least read up on all the content that didn't end up being in the game for this or that reason.
 
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