I figured out how to compromise what is written in Fallout Bible and amount of work = type of location, I thought everyone is happy... I was wrong, I guess....
Anyway, brainstorming, chapter 3562!
Josan12 said:
Guys, i really don't see the need to complicate things with small boats, NPC capacities and such like.
Uber cool, very time consuming art, but design simplified into shoot them all/disarm all traps/"one visit" location? Is this what Fallout is about? If you want to play in eyecandys only then feel free do it. Times when I was blindly doing art because someone wanted/asked/something was needed have passed and they're not going to return... sure, is something is cool/interesting then I'm not bitching...
When I wanted to settle down it with NPCs/give more possibilities with choices and consequences when player will take control over the rockets and tried to point out that this should be interesting RPG-ish location - No! This is going to rape the Bible! Also, deconstructing sub, because two fucking stupid retreaded dialogues are mentioning
how we made our shitty looking city from the submarine!?
![Laughing :lol: :lol:](/../../xencustomimages/smilies/icon_lol.gif)
yes, I HATE this idea.
Josan12 said:
And anyway, often in FO you see impressive set-peices (the shuttle, crashed vertibird etc)
Shuttle impressive? Where? It's just another retarded (and shitty looking) design decision!
Josan12 said:
If the problem is it's too much work, then i'd be willing to make the 3D model of the sub exterior.
In such case feel free to do it
Josan12 said:
then just have the Player jump into the water in PA and walk to the wreck on the ocean floor or something similar.
Nautilus and Captain Nemo like thing? I'm sure results will be very shitty, because you won't able to create good looking underwater environment in outdated 2d engine. This is going to look like walking on normal ground... So, what's the point?
Josan12 said:
Also, i've written a design doc for the context of the sub
To be honest: my jaw simply drooped after reading this... Ghosts, talking computers and reference to
Karate Kid movie... and typical story about leak in reactor and poor crew members that were trapped inside lowest floor...
*
More crap into already crappy San Francisco... maybe a lot of people here is fascinated by such type of design (i.e. movie references), but not me - it successfully killing whole gaming experience. Instead of dark, brutal world I have a fucking comedy on the screen!
We simply have a totally different approach to the game
Also, I imagine the sub (in post-apoc RPG) as not a freaking museum where you're walking and shooting to some damn monsters! It's not damn shooter, but RPG. If you want to design such location then put the sub away from any human's town/cites/whatever (no one knows about it). If you want to put it close to the humans then you must make it totally stripped (just an eye candy scenery) or settle it down with NPCs.
In case of our sub the only purpose of having it is to disarm torpedoes. I don't see any reason to make whole interior + exterior. It's only a time wasting. And buried beneath the sea is the best option for location/story designed in this way, since Shi are came from that sub so must know where it is which eliminates no one knows about it and eliminates stripped because sub is beneath the waters and because is beneath the waters can't be settled with NPCs!
Josan12 said:
and made floorplans of the sub itself and how the level design could work (open to be added, changed of course), but it seems to be entirely ignored so what's the point in developing it any further??
I also put a work into the level that won't be used... because plans have changed little a bit...
Josan12 said:
I have to say i agree here - although i like Contie's new artwork very much - the concept of the little boat seems overly complicated and unnecessary to me.
I busted this crap in my previous post. Your argument failed! Another one please!
As for the boat art - don't worry, if this isn't going to be used here then maybe will be used somewhere else
![Wink ;) ;)](/../../xencustomimages/smilies/icon_wink.gif)
And I'm going to finish it because I like it
Josan12 said:
I think we should aim to keep this mod simple. It is, after all, going to be ALOT of work as it is.
Once again, shitload of work with the art, but everything else simplified? Sounds like next-gen crap! Eyecandys over the design! Fallout 3 maybe?
Josan12 said:
Way i see it, there's huge potential to add detail and plot to that nice and simple structure. Why make it more complicated?
Err... because it's a cRPG?
![Rolling Eyes :roll: :roll:](/../../xencustomimages/smilies/icon_rolleyes.gif)
And for me words
simple structure should be used as less as possible in such type of game... Also, where do you see huge potential in shoot them all/disarm all traps/"one visit" location? Because I can't. Everything is going around one thing -
I must see the exterior!, I must see deconstructed sub! Otherwise this will be huge disappointment! no matter how crappy this location will be...
* here's what I wrote to Mr. Lizard when we were discussing some things:
I was watching some film about americanish sub where nuclear rector was fucked up. And who went there to fix it? Damn commander! That's right! Fucking hero! He sacrifice himself to save the crew.... I almost cried when he's was dying after receiving large dose of radiation...
Anyway, this whole sacrifice thing is boring...
I would rather go into forcing someone to go there - you know terror on the deck... You'll die quicker there than from our hands.
Cold blood, psycho captain! Human instinct to survive shows its face!
Dark and brutal story about human nature written by one of the crew members - this would very interesting lecture to read!
![Very Happy :D :D](/../../xencustomimages/smilies/icon_biggrin.gif)
Shi are talking about a "peaceful" version how they get into the SF and player will find out something else... Liars!
![Very Happy :D :D](/../../xencustomimages/smilies/icon_biggrin.gif)