While this is my first post at NMA, I'm a very long term reader and hopefully, deserving of the title "Honorary Glittering Gem Of Hatred".
I would like to use NMA to officially announce a new Fallout like CRPG with the working title "Untitled PA CRPG".
We've been developing the title for almost a decade (full time jobs make things take much longer) - indeed, work began on the same day I completed Fallout 2 for the first time - and we're already at an advanced stage of development. A website and screenshots will be available in around a month. We hope to have a demo available in around six months (actually, we already have a demo ready, we're just reserving it for would-be publishers for the time being) and hope to release at the end of the year. Just bear in mind that we're geeks, not publishers, so this is from a programming point of view. Whatever happens in publishing is a complete unknown, so the schedule could change.
All that remains are three steps:
1. Polish (ie, correcting typos, fixing graphics, detailing maps)
2. Implementation of user submitted suggestions (which is where you lot come in)
3. Play-testing (when there's 27 different ways to complete a single side quest, this might well take longer than planned).
It is, of course, number two I come to this forum to discuss.
I really don't want to give much away while we haven't discussed what we're willing to disclose between us and while we're still trying to get a publisher interested (incidentally, many thanks to Briosafreak who provided me with a link elsewhere. It might have only been a link that my googling failed to throw up, but it was one hell of a link that pretty much guarantees we'll release even if we can't find a big name publisher), but I'll give you as much as I can for now.
A brief run down of our creation, without giving too much away. The setting is PA, though not post-nuclear-apocalypse. Civilisation has fallen and it's your job to, well, live in the post apocalyptic world. To quote Selena in 28 days later "Do you want us to find a cure and save the world or just fall in love and fuck? Plans are pointless. Staying alive's as good as it gets". And there it is - find a cure, save the world, or fall in love and fuck. The path you choose depends on the role you choose to play, as it should (and there's a feasible path with proper multiple endings for every and all character types we could think of, not just your combat, stealth, diplomatic, stupid builds). We have, of course, tried to keep everything that made Fallout Fallout where possible.
Like the rest of you, I've been longing for Fallout 3 for years. While we can never replace Fallout, rather than simply name drop it as many do, we've actually tried to recreate the elements that made it work. Cause and consequence, top down isometric view, moral ambiguity, kicking a rat in the groin, turn based combat, etc (and before you pounce on me for this gross simplification, I am being brief - we all know what makes Fallout Fallout, I've read all of your comments on the matter and there's no need to readdress that here).
Here is where you lot come in. We've had to drop some elements, and I want your opinions on how damaging this is:
SPECIAL - we're looking for a commercial release. We've therefore had to drop SPECIAL and replace it with our own system, though we can trace it's roots clearly.
Setting - We've kept the PA, but lost the 50's. Arcanum dropped both and did okay. Does it have to be 50's PA to satisfy Fallout fans, or is it suffice that the setting is strong?
Turn based combat - We've tried to keep this intact, but we're not out and out turn based. Remembering some of the big fights in both Fallouts demonstrated the problem with turn based so we've gone for a hybrid in the style of FO:T. The difference is, we intend for our game to be played in turn based. Real time may or may not be properly balanced. Frankly, I don't care if it is, it's sole purpose is to speed up fights that are dragged out. Good enough compromise or does anyone have a better suggestion?
I have, obviously, kept up to date with suggestions made in the Fallout 3 section - even if Bethesda doesn't listen, we do - and tried to incorporate those that have been generally agreed on and fit our scenario (sadly, Ron Perlman saying "War never changes" is not one of them). This isn't Fallout 3 though, which gives us a bit more leniency. What great ideas did you have for Fallout that didn't work because they weren't, well, Fallout?
I understand how limiting the lack of information given here is, but hopefully there's enough for you to give "in theory" suggestions at least, and there's room to comment on the things we've had to leave out without many more details. I'd love to give you more details and will do as soon as I can (two to three weeks). Before I can do that though, we need to get together and have a discussion about exactly what we will and will not announce so far in advance. Hope you understand, and hope I at least managed to whet your appetites.
ETA - the schedule offered is for the Linux version. We will port to Windows as soon as development is completed, but this will come later than the Linux version for obvious reasons.
I would like to use NMA to officially announce a new Fallout like CRPG with the working title "Untitled PA CRPG".
We've been developing the title for almost a decade (full time jobs make things take much longer) - indeed, work began on the same day I completed Fallout 2 for the first time - and we're already at an advanced stage of development. A website and screenshots will be available in around a month. We hope to have a demo available in around six months (actually, we already have a demo ready, we're just reserving it for would-be publishers for the time being) and hope to release at the end of the year. Just bear in mind that we're geeks, not publishers, so this is from a programming point of view. Whatever happens in publishing is a complete unknown, so the schedule could change.
All that remains are three steps:
1. Polish (ie, correcting typos, fixing graphics, detailing maps)
2. Implementation of user submitted suggestions (which is where you lot come in)
3. Play-testing (when there's 27 different ways to complete a single side quest, this might well take longer than planned).
It is, of course, number two I come to this forum to discuss.
I really don't want to give much away while we haven't discussed what we're willing to disclose between us and while we're still trying to get a publisher interested (incidentally, many thanks to Briosafreak who provided me with a link elsewhere. It might have only been a link that my googling failed to throw up, but it was one hell of a link that pretty much guarantees we'll release even if we can't find a big name publisher), but I'll give you as much as I can for now.
A brief run down of our creation, without giving too much away. The setting is PA, though not post-nuclear-apocalypse. Civilisation has fallen and it's your job to, well, live in the post apocalyptic world. To quote Selena in 28 days later "Do you want us to find a cure and save the world or just fall in love and fuck? Plans are pointless. Staying alive's as good as it gets". And there it is - find a cure, save the world, or fall in love and fuck. The path you choose depends on the role you choose to play, as it should (and there's a feasible path with proper multiple endings for every and all character types we could think of, not just your combat, stealth, diplomatic, stupid builds). We have, of course, tried to keep everything that made Fallout Fallout where possible.
Like the rest of you, I've been longing for Fallout 3 for years. While we can never replace Fallout, rather than simply name drop it as many do, we've actually tried to recreate the elements that made it work. Cause and consequence, top down isometric view, moral ambiguity, kicking a rat in the groin, turn based combat, etc (and before you pounce on me for this gross simplification, I am being brief - we all know what makes Fallout Fallout, I've read all of your comments on the matter and there's no need to readdress that here).
Here is where you lot come in. We've had to drop some elements, and I want your opinions on how damaging this is:
SPECIAL - we're looking for a commercial release. We've therefore had to drop SPECIAL and replace it with our own system, though we can trace it's roots clearly.
Setting - We've kept the PA, but lost the 50's. Arcanum dropped both and did okay. Does it have to be 50's PA to satisfy Fallout fans, or is it suffice that the setting is strong?
Turn based combat - We've tried to keep this intact, but we're not out and out turn based. Remembering some of the big fights in both Fallouts demonstrated the problem with turn based so we've gone for a hybrid in the style of FO:T. The difference is, we intend for our game to be played in turn based. Real time may or may not be properly balanced. Frankly, I don't care if it is, it's sole purpose is to speed up fights that are dragged out. Good enough compromise or does anyone have a better suggestion?
I have, obviously, kept up to date with suggestions made in the Fallout 3 section - even if Bethesda doesn't listen, we do - and tried to incorporate those that have been generally agreed on and fit our scenario (sadly, Ron Perlman saying "War never changes" is not one of them). This isn't Fallout 3 though, which gives us a bit more leniency. What great ideas did you have for Fallout that didn't work because they weren't, well, Fallout?
I understand how limiting the lack of information given here is, but hopefully there's enough for you to give "in theory" suggestions at least, and there's room to comment on the things we've had to leave out without many more details. I'd love to give you more details and will do as soon as I can (two to three weeks). Before I can do that though, we need to get together and have a discussion about exactly what we will and will not announce so far in advance. Hope you understand, and hope I at least managed to whet your appetites.
ETA - the schedule offered is for the Linux version. We will port to Windows as soon as development is completed, but this will come later than the Linux version for obvious reasons.