Postworld Update

Dude101

Vault Fossil
Modder
Postworld is a project we have been watching very carefully. Since we originally reported on it, it has moved from a Crysis mod into a stand alone game based on the Unity3d engine. It now looks to be a Fallout inspired game, as opposed to a remake, although the team have stated they wish to deliver a working tech-demo of the game before they make any decisions on the setting. Eye candy:

<center>[youtube]http://www.youtube.com/watch?v=tpeuwTJAHDA&feature=channel[/youtube][youtube]http://www.youtube.com/watch?v=IElDB2NUG2g&feature=player_embedded[/youtube]</center>

You can follow the development of this project on the Postworld blog, or the thread here on NMA.
 
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It seems to have a camera system like Dungeon Siege. That's why I hated that game. I can't quite remember what it was about it, but I really did not like the camera system. Probably because you spend a lot more time rotating the camera than playing the game. There was another issue, but that's OT. I just wanted to point out that I don't like having to rotate the camera. Maybe a very few times would be OK, for a puzzle or something, but not while you're simply moving about.
 
@ Dude101

This was a pleasant surprise. Thanks a lot for the news post, we really appreciate it :notworthy:


@ PaladinHeart

A fair point mate. It's hard to please everyone especially when it comes to controls. There are very few games out there that get it right and most of the time they don't let you mess with the settings too much.

There were a few reasons why we chose this camera setup. Mainly it was the fact that we really want players to enjoy their surroundings and play the game the way they prefer it rather than force a particular design decision on them.

For those that do not particularly care for the fancy camera controls there will be a set of configuration options that will allow players to setup camera behavior to their preference. For example you will be able to set rotation angle increments, rotation speed, enable/disable ease in/out, set scroll speed etc. So, if you wanted you could just set the rotation angle so that you only get three view points at 120 degree increments. And you would only rotate the camera when absolutely necessary. You could also disable all the fancy smoothness so the camera would just snap into place at the specified angles.

That said, there was one other reason we went with the free camera and that's combat. With the ability to examine your immediate surroundings from any point of view you will be able to find cover from stronger enemies while still keeping a decent line of sight to take out the weaker ones (if you live long enough that is). Thus being able to rotate the camera freely will become an essential tactical advantage over your enemies.
And you will need all the help you can get, AI players will use cover, lob grenades through windows (why waste precious ammo if they can just bring the whole damn building down on your ass), use cover fire, shoot through walls when possible (which is most of the time really), and pretty much use every other dirty little trick they can to kill you.

PS: I hated that game too. Can't remember why though :)


@ Everyone

Thanks a lot for your support fellas, it's what keeps us going. We are trying our best to get this thing ready by the end of the summer so stay tunned for more updates soon.
 
AlexFeature said:
@ Everyone

Thanks a lot for your support fellas, it's what keeps us going. We are trying our best to get this thing ready by the end of the summer so stay tunned for more updates soon.

What does "get this thing ready" mean?
 
Looks amazing. Although, it seems there is a lot of work to do to make this into an actual game if walking and camera work is all that's presented as a tech demo.

Anyhoo, yes, I always tell the ladies "relief is just a swallow away", *unzips*.
 
I think it looks amazing, and it shows exactly why Bethesda was so wrong to try to act like the only way a game could be done is to make it a first person perspective.

Imagine if Fallout 3 had used an engine like this...

Keep up the great work, I'm keeping a close eye on this one.
 
@ Ravager69

So...they've got a working engine.
Now to just code everything else

Yep, simple stuff really :lol:


@ rehevkor

Anyhoo, yes, I always tell the ladies "relief is just a swallow away", *unzips*.

Man, you made my day! Once I got off the damn floor I wrote this:

You wing my what,
you wing my what,
you wing my what...
in the junkyard, the mighty junkyard a hooker sleeps tonight...
oh weeeeeeeeee...
You wing my what,
you wing my what,
you wing my what...

Okey it's not as funny but still.


@ Everyone else

Thanks guys. We really appreciate your support.
 
I think this looks great! Keep up the great work!

One quick critique though: The red hexagonal pointer is a good throwback and is recognizable to any Fallout fan, however, the cursor was designed to let the player know which hexagonal cell the player could walk to, so no matter where the cursor landed, it was always within the honeycomb like grid system.

I think in this engine it's unnecessary to keep the hexagon shape, as it serves no functional purpose in a fully 3D world with a free camera (except for oldschool nostalgia). There could be ways where you keep those Fallout conventions but allow the interface to be more understandable, such as picking a form that is right for the 3D world but keeping the red highlight.

Nitpicky, I know, but it just stood out for me. ;)
 
Good Sirs, you only deserve praise! Indeed, it is a nostalgic feeling to take a look at your magnificient work! Don't let this project follow the same fate as Afterfall did...
 
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