Shelter: a post-nuclear roleplaying game

Creating a game can be more fun than playing. I've tried it -- but, it takes a better man than me to see it through as far as this project has developed. I applaud the work accomplished so far.

I think I have answered the question I am about to ask. I have no underlying motive other than getting the opinion of another person having similar interests, but more experience than I.

What are the downsides for your particular project of using, for example, the NWN2 campaign maker Toolset and releasing the game as an NWN2 "mod"? I ask because people have used NWN, for example, to create lots of stuff -- including modern settings. And, the NWN2 campaign maker is something I have used -- so, I could understand your answer :)
 
I am looking forward to this myself since I do not mind the FO: T gfx. I salute you and your endeavor good sir. Keep up the good work. :D




Cheers, Thorgrimm
 
RE: similar game projects

The end result will be easier to mod than Fallout, but it's not going to be anywhere near the versatility of commercial games. The goal is to let the user create new areas, dialogue, quests, change item/weapon balances, but I don't know if things like say the skill system would be changeable. Again, it's not a big studio project.

RE: why not make it a mod of NWN (or [another game])

Whatever you make out of Legos ends up looking like a bunch of Legos stuck together. I don't like being trapped within another programmer's preconceptions of what a game engine should and should not be able to do, how it should do it, how much CPU time it should spend on this or that task, and how it should feel.
 
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