My project - "Shelter".

I wonder what's behind that sliding door.

lonelywastelands3.jpg


In other news, development's been slow lately due to dental surgeries I had to have done... but I am working on combat now.
 
Before I read the rest of your post. Just want to say something to what you said here: "Does anyone remember the movie "Screamers" ? I loved that movie's setting, which seems very similar to Fallout to me. "That GODDAMN radiation !" "So we have to smoke this shit into our lungs just to neutralize the shit in our lungs ?"


I FUCKING LOVE SCREAMERS!

"Combat will be turn-based only, even though technically I am used to programming realtime combat. But I believe that in a traditional, single-player, cerebral RPG, realtime combat breaks the flow and mood. Multiplayer is another story, but there isn't going to be any here. "

That DOS game you made is awesome.

Your work is really cool, I hope you and your cousin keep on working on this project.
 
I don't know what to say. But not to sound like a weirdo, with the comment you made about Screamers, that made my day! lol :)
I thought that movie had an amazing atmosphere, actors, and story. The ending was a bit TOO fast, but the beginning and the middle were awesome. Now I want some reds! haha
The video you had of your progress looks promising, the walking looks more smooth then Fallout. I know I might get picked on by the good people of NMA. But if they used the Fallout Tactics engine for fallout 3, that would be one hell of a fallout 3. FOT looked very nice regardless if it wasn't an RPG. It was a lot of fun, but I too was disappointed with their over zealous use of BOS oriented story. BOS was a small part of the world on Fallout 2. And even on Fallout 1 they had 1 base. So I think its really cool you are using stuff from FOT. It looks very nice. I like how the HUD still looks rugged and old. I'd hate to have a condone wrapped around it to make it look like all those nex gen (pos) games. Take Halo for example. I don't mean to diss your taste if you like this game but, here goes: The game lacks in detail, the way they combat this is by putting some filter around everything to make it all look smooth; but to me it makes it look like shit. Anyhow keep up the good work!

Peace.

EDIT: I'm still impressed that you made this engine due to the fact everything for the most part at its current state looks very fluent, as well as broad(in a good way, the wasteland wouldn't look good if it had shiny shrink wrap over everything.) which gives it a rugged look. The sand in the front does look weird; you probably know this or maybe the video makes it look different. Its projects like this that give me hope for real games to come out. Is your game going to be like the movie Screamers where you play the commander with the marine or will it be your own vision and longer? The movie was fairly short. I heard they were going to create a number 2 but those plans fell through. Such a shame. I forget the actors name who played the main actor (the one that survived), but hes one of my favorite actors! He did a good job I thought. He was cynical, humorous, yet strong and sturdy(hope that makes sense). It would be cool if you put Easter Eggs from the movies for laughs lol. Maybe I'm completely off base and don't know what I'm talking about. But I'll post anyways. Cause I don't exactly know what you intend this game to be. From your posts it seems your just trying to get the basics and then work on all the I-candy features later. I wish I were a programmer!
 
goffy59 said:
I don't know what to say. But not to sound like a weirdo, with the comment you made about Screamers, that made my day! lol :)
I thought that movie had an amazing atmosphere, actors, and story. The ending was a bit TOO fast, but the beginning and the middle were awesome. Now I want some reds! haha

I loved how everything in the movie was rugged and malfunctioning. The binoculars went bzz...bzzt...(image skews), the giant fan used as a vault entrance, the wrist device could randomly turn off and you had to smack it around... awesome.

The video you had of your progress looks promising, the walking looks more smooth then Fallout.

For now the walking is more like Diablo, but when you start Combat Mode, the camera becomes free-roaming like Fallout, you can scroll around the area.

I know I might get picked on by the good people of NMA. But if they used the Fallout Tactics engine for fallout 3, that would be one hell of a fallout 3. FOT looked very nice regardless if it wasn't an RPG. It was a lot of fun, but I too was disappointed with their over zealous use of BOS oriented story. BOS was a small part of the world on Fallout 2. And even on Fallout 1 they had 1 base. So I think its really cool you are using stuff from FOT. It looks very nice. I like how the HUD still looks rugged and old. I'd hate to have a condone wrapped around it to make it look like all those nex gen (pos) games. Take Halo for example. I don't mean to diss your taste if you like this game but, here goes: The game lacks in detail, the way they combat this is by putting some filter around everything to make it all look smooth; but to me it makes it look like shit. Anyhow keep up the good work!

The hud looks rugged because I stole it from Fallout 1 ... yeah this thing is going to be a licensing nightmare, but I'll come up with a solution either way... maybe it will just require you to own the Fallout series so it can extract graphics from them.

I don't like Halo, I think the Halo series are subpar console shooters with a storyline taken from George Lucas' wildest prepubescent dreams.


EDIT: Question: I'm curious on what engine you are using. Did you make your own or use someone else's. Maybe you said before above somewhere, but I can't remember. If it is your own, I'm impressed.

The engine is written from scratch over several years of tinkering. I had the idea for Shelter since 1999, and it used to look like this in year 2000:

old1.jpg


The sand in the front does look weird; you probably know this or maybe the video makes it look different.

Its because I am trying to do simple lightsourcing with it. If I just leave it without lightsourcing, it will look uniform, like in Fallout 1...

However I hope to keep the lightsourcing and iron out the edges of the tiles so it doesn't look so weird.

Its projects like this that give me hope for real games to come out.

Thanks :)

Is your game going to be like the movie Screamers where you play the commander with the marine or will it be your own vision and longer? The movie was fairly short. I heard they were going to create a number 2 but those plans fell through. Such a shame. I forget the actors name who played the main actor (the one that survived), but hes one of my favorite actors! He did a good job I thought. He was cynical, humorous, yet strong and sturdy(hope that makes sense). It would be cool if you put Easter Eggs from the movies for laughs lol. Maybe I'm completely off base and don't know what I'm talking about. But I'll post anyways. Cause I don't exactly know what you intend this game to be. From your posts it seems your just trying to get he basics and then work on all the I-candy features later.

Well, what I really know about Shelter is that it is a post-nuclear RPG. We're not yet 100% settled on it being the Screamers universe. Maybe it will be in Fallout universe, or maybe it will be something else, like a Harry Harrison's novel. Either way it has to be a world that is a lot like Mad Max/Fallout/Screamers type feel. Ruined, gritty, dangerous, but also fun to explore inside a videogame.

As for eyecandy... let's face it, I am not Blizzard or Bethesda... the engine has reached the point where its "ENOUGH" to portray Fallout 1 -level stuff, and thats really all we need. I don't foresee a significant improvement in visuals. I do want to make it zoom out a little when you get into a vehicle, and some other neat stuff... smoke and fire effects... but its all on the backburner until the gameplay is there.
 
"As for eyecandy... let's face it, I am not Blizzard or Bethesda... the engine has reached the point where its "ENOUGH" to portray Fallout 1 -level stuff, and thats really all we need. I don't foresee a significant improvement in visuals. I do want to make it zoom out a little when you get into a vehicle, and some other neat stuff... smoke and fire effects... but its all on the backburner until the gameplay is there."

I changed my post a bit. But I-candy(even if most people understand this term to perceive looks) can differ from person to person. I was more talking about features of the game and not just the looks. Like the text box from fallout is "i-candy" to me. The game currently looks pretty sweet, but like you said; your still working on light sourcing; among other things. Basically I was talking about things like AI, Character system, and so on. Thats good you are working on the game play/engine first. :) Most companies seem to not follow that design model. I recently played Quake Wars and it utterly sucked! It seemed more like some MOD team in the Quake community trying to make a total conversion mod rather then a unique game like it was hyped and released. Which points of this project do you and your cousin work on. You made the engine, would your cousin be making the story? Oh, and I am aware the HUD is from fallout, I just thought it was cool you didn't try to make it look "new". I'd say there is nothing wrong with the HUD in fallout.
 
Well Quake Wars is a matter of taste ;) I actually love that game, as do both my cousins and a couple of friends. But back to Shelter...

My cousin and I have always had a great sync in our understanding of what would be cool, what would work, etc. We read a lot of the same science fiction books from a variety of authors in childhood and mostly have the same tastes. We both passed Fallout more than once, way back when it just appeared on the shelves of the local Egghead. At the time the game seemed confusing but I FELT it was special, and I made him play it... the rest is history.

We'll both be doing the quest content... he will be doing a lot of game mechanics/stats/item balance and much of the map design. He had the same function when we were making Monsterland (the DOS game). The idea is to expand on some things Fallout couldn't afford due to CPU limitations (and I don't mean graphical things)... I don't want to yammer a lot about potential features because its just words... so I'll just let it speak for itself as I keep this thread up to date with new developments :)
 
Note you made the front page of NMA, shihonage.

This project is interesting if still in its infancy. Let me know if there's anything NMA can do to support it, in providing private or public forums, hosting of files or sites, etc.

You got your own gallery up now anyway
 
Thank you Brother None :D I appreciate that you already took care of storing the screenshots in there as well !

I'm not going to ask for any forums until the gameplay mechanics are in place, at the very least.
 
The project looks great, so far. I'm a bit saddened that you won't have multiple levels a la FOT, but I can see how it'd be a bit of an added issue for what is now a two man project.

A few questions...

What happened to your artist? I thought someone was going to be redoing the sprites and such so that the project became more legal? Perks?

Have you thought about your stat/ability system? Will you adopt SPECIAL or create your own?

Have you thought about other games you could stea... borrow images from? Baldur's Gate 2, Arcanum, Temple of Elemental Evil, etc. I know they're Fantasy rather than retro PA like Fallout, but I was thinking more for the critters.

Thoughts on Ammo? Should it be a rare commodity or rather plentiful?

Survival skills? Find water, find food, etc? Does the P.C. need to eat?

I figure that's enough for now. Good hunting... or something.
 
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