revive fallout?

well in my last project ive recreated cs source as a mod(well except hostage ai, and bombs) and i stuck to it for a long while - about 4 months - on my own no team(took so long because i had finals and stuff), so trust me i havent found "just a new fad" especially when i like fallout better. yes i know but i wont form a team unless i am somewhat late in coding development, no point in wasting other ppls time i need something to show like a demo. i will probably need a good player model not a block thing, but ill cross that bridge when ill get to it. btw i see you have a Zero-Projekt logo. i love their media.
 
razvan252 said:
well in my last project ive recreated cs source as a mod(well except hostage ai, and bombs) and i stuck to it for a long while - about 4 months - on my own no team(took so long because i had finals and stuff), so trust me i havent found "just a new fad" especially when i like fallout better. yes i know but i wont form a team unless i am somewhat late in coding development, no point in wasting other ppls time i need something to show like a demo. i will probably need a good player model not a block thing, but ill cross that bridge when ill get to it. btw i see you have a Zero-Projekt logo. i love their media.

"Show Us the Code."

(or the game - you want people to do something for you - show us something more than posts without capital letters :roll: )
 
@razvan

Nothing wrong with that so far - prototyping is an important step to gain enough knowledge to form a team.

I´ d just wanted to show you that a project like this needs a lot more then a full featured engine.

4 months is in terms of this type of project is just the rough planining phase. Prepare yourself to spend a couple of years to get something playable (read: full featured game mechanism with the proper media, script and data structures which proved themself in practise).

Just as an exampke: Zero Projekt didn´t start with a full featured engine but it took us two years to generate enough experience and stuff to start the work an the "real game". We faced many problems which already forced quite some projects to give up. We lost many members and had a hard time. Finally we made it to our current status - which I´d call stable - but I can´ t stress it enough to not under estimate the dynamic of those projects and their team structures. Without proper planning you can´ t get new members, and without new members a large scaled project is doomed.

You should never forget one thing: You aren t working on a simpel mod (no offence to modding teams!) - you are creating _everything_ from scratch.

So no "simple" replacements of graphics, no simple scripting with an already prooved API, no examples on how creating feature XY, no stable engine, no perfomance tweaks, no finished beta test etc. etc. ~Everything~ needs to be done by you - and your team.

Again - I can´ t stress that enough - prepare yourself for those situations. Both mentally and in terms of skill and proper organisation.

We already had enough examples - even in the FO modding scene - about projects being closed.

Perhaps you also may consider to join forces instead of creating a new project - but that´ s up to you. I wish you best luck for your project. No one of us wants others to fail, it´ s just the experience which makes us being sceptical.
 
not really see the engine is stable for basic movement and stuff, just need to code the rules, fallout like movement, and most of everything :|
as for code showing there isnt much to show except camera code. give me some time ill come back with a demo :)

oh and i know 4 months isnt alot but when you are alone on the project trust me it is.(ive taken a break from source modding now heh)
 
razvan252 said:
not really see the engine is stable for basic movement and stuff, just need to code the rules, fallout like movement, and most of everything :|
as for code showing there isnt much to show except camera code. give me some time ill come back with a demo :)

That's totally wrong - the engine could be stable as hell - but your code won't be. (...unless you are the UberCoder with pow(pow(l33tskills)) - but in this case you'd probably write your own engine while having breakfast :mrgreen: )

But a demo would be nice - this is the best way to show people why they should join your team :)
 
yeah i made the combat rules entity side. thats really buggy, dont know what i was thinking. need to remake it player side...

edit: ok does anyone know where i could get the startcombat/endturn/endcombat sounds(even if they are copyrighted :P ) or from where should i get some small sounds that will be replaced?
 
Sounds are just polish, you should work on gettings things working first.

Also use the search to find a topic on how to extract sounds from Fallout.
 
no actually im going to use sounds and labels to let me know when combat is on/off or if it is my turn so i know it works(debugging). thank you for the link
 
razvan252 said:
no actually im going to use sounds and labels to let me know when combat is on/off or if it is my turn so i know it works(debugging). thank you for the link

I don't know the environment your are working in - but a debug message to stdout is far better (and faster) then creating a gui debug output - or to rely on audio debug messages (never heard of that type of debugging, though).
 
yeah i like sounds more than labels. i suppose we all have our own way of working. plus they are going to be added eventually

edit: there now player has rules and action points. too bad npcs dont play by the rules yet heh
 
razvan252 said:
yeah i like sounds more than labels. i suppose we all have our own way of working. plus they are going to be added eventually

edit: there now player has rules and action points. too bad npcs dont play by the rules yet heh

Yeah, but how does a sound tell you exact coordinates of the player in 3D space? (Unless the engine has some kind of a super AI with speech synthesis :clap: )
 
no i use player.x.y.z strings.I used sounds(that were going to be added eventually) to know when stuff got toggled. your irony attempt amuses me. pls dont post in my threads anymore

Thank you
 
you should evaluate ALL open source / free 3D engines before declaring that XYZ engine is the one.
otherwise, it will look as a rushed attempt that has no sense of direction
 
you should evaluate ALL open source / free 3D engines before declaring that XYZ engine is the one.

oohhh how right you were. ive discovered that lite c was kinda "limiting" the code. sucks ive wasted my time with it but i guess thats learning... right??:| . ive checkd out some of the other engines(although 3dvs was a framework and that sucked too), so im off to experimenting with torque. i see it has tools for almost anything, lots of free code, its flexible and its in c#. only has a prob though, not free...
another alternative could be irrlicht or xna. ill check those out too soon. guess its back to the drawing board...
 
Well, chewie said almost everything I was going to say.

As you start developing an RPG, you find yourself sighing with relief as you climbed a hill. Then you look ahead and see more hills, all the way to the horizon. This happens over and over and over.

The tools you use matter a lot less than your ability to design and create gameplay subsystems, and make them play nice with each other as they grow in parallel.
 
shihonage said:
The tools you use matter a lot less than your ability to design and create gameplay subsystems, and make them play nice with each other as they grow in parallel.

I wouldn't exactly agree on that.

Design and gameplay subsystems are very important, but they're part of your design process which comes first. Later, when it comes to technical implementation and if you make a wrong tool selection, there's no way you'll implement your design as planned.

I could actually point out an example of that in Shelter, but then BN would storm the thread and accuse me of having an attitude problem or something :wink:

Here's an extreme example where bad tools selection cancels the game.
Tiberium canceled:
http://kotaku.com/5057012/ea-axes-tiberium-for-not-meeting-standards
 
taag said:
I wouldn't exactly agree on that.

Design and gameplay subsystems are very important, but they're part of your design process which comes first.

I said, "... and make them play nice with each other as they grow in parallel." That's the "bigger design".

Later, when it comes to technical implementation and if you make a wrong tool selection, there's no way you'll implement your design as planned.

Well... sure, if you try to make a deep RPG using Starcraft modding, or an FPS out of Neverwinter Nights toolkit, you'll run into more than a few inpenetrable roadblocks. Extreme examples can be found everywhere. Most engines and languages, however, aim to give a lot more freedom than that.

I observe that "The Fail Point" in most projects occurs not because they ran into a wall put up by the engine they are doing it on top of. It occurs when the project's complexity and scale exceeds their ability threshold.

Unless you're doing a game mod (as opposed to a whole new game), then no matter what engine you choose, ABOVE will remain the biggest show-stopper for most projects.

I could actually point out an example of that in Shelter, but then BN would storm the thread and accuse me of having an attitude problem or something :wink:

I'm actually now really curious about what you have to say. If you don't feel comfortable posting it here, please send me a PM.

Here's an extreme example where bad tools selection cancels the game.
Tiberium canceled:
http://kotaku.com/5057012/ea-axes-tiberium-for-not-meeting-standards

Nothing in the article points out to this... quite the opposite, it points out to what I said earlier:

EA designer said:
Now we need to step up our focus on great design and execution, catching any problems early and correcting them quickly.

EA designer said:
Unfortunately, this action will result in several individuals on the team being released.

... wait, is that what you meant by a selection of"tools" ? :)
 
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