Brother None, Sorrow, PaladinHeart,Stevie D, thank you for the kind words
"they...stole...my potato..."
Yeah I realize that in a trailer attempting to be "cinematic" having placeholder animation is not exactly the best design decision.
Alas... it will be fixed by the next trailer, which will be about "dialogue and quest" system.
Stevie D said:
Are you going to keep that drifting clouds/smoke effect throughout the game? Simple but very effective imho.
It will be toned down, however it, and some other weather effects, will change intensity depending on where you are... and when.
There will be no such thing as effects that are only visual... every effect has to be either an indicator of something or tied to a gameplay mechanic. More on that will be in the videos that follow...
Lexx said:
Hmm... wouldn't it be possible to create a graphic filter for (with?) Timeslips's Fallout Engine Tweaks, that includes such kind of clouds? :>
I know that so far it looks like we're recreating a Fallout game, but it is not true. We are using key Fallout features (RPG stats, turn-based combat, dialogue, ambiguous outcomes, hints of emergent behavior) as a loose starting template.
Once the foundation is there, the game will not be something that could've been done through a mod or tweaks to an existing engine.