Shelter video

PwRT sounds great and it's kind of surprising that mainstream developers haven't gone that route as it seems like the best compromise between RT and TB that makes it accessible to everyone without sacrificing gameplay.

Public said:
I think tactic's graphics are a true improvement to original Fallouts' graphics. Seriously, even today FO:T looks...nice.
Yeah, it doesn't have the limited colour palette of Fallout 1&2, is high enough resolution to not look pixelated, and has good quality sprites. I'm not fond of the industry's general dislike for and scoffing of sprites and 2D graphics (handhelds are the only things it's prevalent on), they can look as good or better than 3D graphics when done well, it's just stylistically different.
 
shihonage said:
As for the finding an NPC dead... it's only disastrous when you think about it within the accepted constraints of existing RPG mechanics. Shelter is not limited by those.

Now Im even more intrigued!
 
Is there a place for more information?

Id like to read and/or watch videos of this project and maybe reads some news of it's progress

edit: ok you had a website... missed that :oops:

How about multiplayer? Coop?

edit: watched the movie again in "hd" and learned more about the pause system and inventory. Amazing stuff!
Id apply for helping you with something but i have this certain feeling that you already do everything i could do better.
 
Oh my god! This realy looks awesome!
My brain part of idea generation started to boil seeing such a great job done! :crazy:
This is soo phantastic!
3 day's ago tried "Fallout 3" (of Bethezda) first time AND I was not so excited as now, seeing this "Fallout: Shelter"! :clap:

I wish, I could help with my knowlage of game develepoing, but now, I am already creating one much smaller web-based game...

Anyway, I bequeath you lots of free time to invest into this project and loads of strenght to continue and don't stop in middle of achievement! :)

EDIT: Just now, realized that developers are from Russia! Так держать! Желаю всо выше упямнутное ещо раз! :D
И привет от соседей из Латвий! 8-)
 
I had some more questions... Like:

a) Is there going to be support for stances, like in FOT? Tactical cover behind barrels, walls, trees..?
b) How many iso-planes (floors, levels) will be in there? FO1/2 had only one per map, can't remember how many FOT had, but I'm pretty sure it's at least 2, probably more...
 
Thank you sirs.

Erny said:
Now Im even more intrigued!

The reason for vagueness is because we haven't finalized those mechanics yet. It will be done, one way or another, but I prefer to only talk about things that are either implemented and/or guaranteed to not go under some sort of change.

Viliny said:
How about multiplayer? Coop?

Shelter started in January 2000. One of the reasons why it died once before was because we tried to have everything in it at once.

The work required for coop is comparable to an entirely new game. We had a coop alpha demo floating from early versions, but its not much more than an overhead view shooter.

So we chose to focus on what actually can be started and finished.

Id apply for helping you with something but i have this certain feeling that you already do everything i could do better.

Actually, if you can do 2D graphics/sprites, please Email us at help@secondvarietygames.com .

Deele said:
Anyway, I bequeath you lots of free time to invest into this project and loads of strenght to continue and don't stop in middle of achievement! :)

Can't stop now...

EDIT: Just now, realized that developers are from Russia! Так держать! Желаю всо выше упямнутное ещо раз! :D
И привет от соседей из Латвий! 8-)

Спасибо :) We're formerly from Moldavia, but now reside in California.

lisac2k said:
I had some more questions... Like:

a) Is there going to be support for stances, like in FOT? Tactical cover behind barrels, walls, trees..?

Our system is a bit different, but we're planning an implementation of cover. However since it is primarily an RPG, not a tactical squad-based combat game, we will not go deep enough to actually have people crawling around on the ground.

b) How many iso-planes (floors, levels) will be in there? FO1/2 had only one per map, can't remember how many FOT had, but I'm pretty sure it's at least 2, probably more...

We use one iso-plane, with ability to stack objects of various heights. It fits our needs and retains ease of map editing quite well.
 
Damnation & curses!

So, basically, that means my idea of an post-apocalyptic-RPG-Jagged Alliance-hybrid is as good as dead...

Cruel fate.
 
Yep FOT graphics still looks great. As crisp as ever.
And like I said years ago...
FOT 2d graphics engine + FO2 RPG engine = Win.
Still.
Always.

Best of luck with the project.
 
shihonage said:
Thank you sirs.



Viliny said:
How about multiplayer? Coop?

Shelter started in January 2000. One of the reasons why it died once before was because we tried to have everything in it at once.

The work required for coop is comparable to an entirely new game. We had a coop alpha demo floating from early versions, but its not much more than an overhead view shooter.

So we chose to focus on what actually can be started and finished.

That sounds logical, but do you feel like that would be something you'd want to implement after the game is otherwise nearing completion?

Will you have a karma-like system/Standings?
You mention "innocence" - How does that work?

This assuming you can go into such details at this point

I'm so excited by this after fo3 flopped


Edit:
wamingo said:
Yep FOT graphics still looks great. As crisp as ever.
And like I said years ago...
FOT 2d graphics engine + FO2 RPG engine = Win.
Still.
Always.

Best of luck with the project.

They actually coded their own engine for this purpose and only use Tactics material as placeholders. They wrote that the final build will have no copyrighted material.
 
Yeah, recently we've finally settled on getting our own art and shrugging off the ties to FO:T, which are not beneficial to the future of this game.

Viliny said:
That sounds logical, but do you feel like that would be something you'd want to implement after the game is otherwise nearing completion?

Only in a sequel. It's way, way too much work.


Will you have a karma-like system/Standings?
You mention "innocence" - How does that work?

Innocence is just one possible attribute out of many. The character attribute system works like this.

Let's say you visited 5 cities. You get an "achievement" of sorts... well, an attribute "Explorer Level 1". Let's say you visit 10 cities you get "Explorer Level 2".

Some dialogue options may require you to be either one of those, with the latter being inclusive of the former. I.E. "You aren't from around here, are you ?" "Why, I've been all over the place, old man !".

Basically we will have a lot of "what you've done" checks in dialogue, and in many cases you'll be able to see what needs to be done to unlock them in advance.

I.E. you want to threaten someone by saying "I once killed 5 men with my bare hands". Below it will be "ATTRIBUTE REQUIRED: Savage unarmed man killer, level 2- killed 5 men of same armor rating with bare hands".

So you have to go and take on 5 people. In melee mode.

Of course more attributes may be tied into those actions. On your way you kill 3 let's say, gangsters from gang #1, and you get "Gang #1 killer". You go to rival gang #2 and get new dialogue options unlocked, because you attacked their enemy...

Attributes may reference other attributes. For instance, you intimidate a number of people with your "I once killed 5 men with my bare hands" line, and you will become "Master of Intimidation".

It can be used in all sorts of ways, for instance you can have player gain "Patient one" by standing in one town for very long...

Or "Master of Betrayal" if you have a party NPC whose faction is friendly to yours, and you kill them for no reason. That will open some doors elsewhere...

We're only starting to touch on those possibilities, but the system is fully working. It is more important to me at this point than character stat checks in dialogue, even though those are fully functional as well.
 
Thank you for taking the time to make that throughout reply.
That sounds amazing!

I always hated it in RPGs that the world was completely unaware of most of what you had done

Edit: Have you had any discussion about stuff like the militia program in Jagged alliance 2?

You could spend some time teaching and training the locals and they would be able to defend the town by themselves if someone were to attack them.

I'm not looking for an exact copy of this feature but asking if you are planning of something in the style of this? Town evolvement of any sort? Leaving tangible impacts on locations?
 
But could you say "I've killed 5 men with my bare hands!" even when you haven't, and have it check against possible intimidation and successful lying?
 
Hey, I just realized that this is almost an MMORPG! You know, you have already done everything :)
You have fully dynamical world that just fits the main idea of MMO. Just add possibility of more players to it... :)
I think, there should be single player version and MMO version too.
Have you thought about that?
 
Deele: If coop play is difficult to implement, MMO play would be an absolute design and technological nightmare. We'll leave the MMO task to FONLINE project, they seem to be doing a good job with it.

Viliny: tangible impacts on locations yes, but more like Fallout.

Trithne: Yes, we alreadys support "THIS *OR* THAT attributes are required" mechanic. For example,

"Killed 5 men with bare hands"
OR
"Master of Lies"
 
They're not perks, they're IF-THEN conditions written in Shelter Script Language. On some level, everything is numbers...
 
what you guys are doing is fucking brilliant.

visual c eh? i'd love to help if you need any coders. too bad i live in the other side of the globe.

nazdrovia
 
shihonage said:
They're not perks, they're IF-THEN conditions written in Shelter Script Language. On some level, everything is numbers...

oh yes but what i ment was does all work with:

If ($master_of_lies == "1") {
$succeed = "1";
}
else {
$succeed = "0";
}

or will there be

If ($speech >= "30") {
$succeed = "1";
}
elseif ($luck >= "5") {
$succeed = "1";
}
else {
$succeed = "0";
}
 
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