The big 'IF' Project. (FoT: New Carthage)

Dice

First time out of the vault
This is a little project of mine I've came up that is a BIG IF.

It's a post apocalyptic cyberpunk multiplayer RP. Almost mmorpg.

If anyone would like to help in various aspects of the modding process I will have plenty of openings if this actually comes into play, for now it'll be the tutorial reflecting the overall idea at work.

this is a general priority categorized list of what I need to build:

1.) Hardware, administration and character generation

a.) I will have to figure out how I could upload and setup a server to keep the game world running consistently on a server that would save every 10-15minutes.

b.) if I can get a) working, then... first thing we will need is admins/moderators who will not only bring the world to life at free-will, they'll enforce the rules and fix technical issues

c.) if a) and b) work... character generation will be more complex than normal char-gen. Mainly since each player will have to submit a 'history' which will provide basic background information that will reflect your character in relation to the world-theme. There will also be a boost in beginning perks/skill pts, lvl 5 or so? Submissions will go to administration who will overlook acceptance.

2) key implementations (cloning, implants, leveling)


a.) cloning will certainly be possible, as Jarekall stated we could save stats to dummies and have them spawned upon death of your character. Each player would be limited to 1 character (although turrets will be allowed in your apartment/business)
eventually players can go on vacation to have alternate chars

b.) implants will be installable/removable by a cyberdoc archetype, possibly just a 100% doctor skill will suffice (if I can somehow implement that) if not they will have to choose a cyberdoc archetype or perk in Cgen who's ability to remove/install will be determined by their doc skill (later, for now just be able to remove/install implants regardless) Installs would only be allowed in a clinic, so I'd designate certain buildings for that. Perhaps a NPC that could provide it temporarily until the game is established. The basic implants that just reflect stat raises will be the easiest, it will be much more complicated to build certain speciality implants which offer other/more than stat raises.

c.) experience and leveling would be a set amount gained per day, no idea how to implement


3.) mapping, general environment, NPCs

a.) we will mainly focus in the westside with the general populace, eastside is barricaded by moneywall containing within it all the megacorporations and shuttle to leave the city (offworld, Bangkok) I think this is the least of my issues although I could use suggestions for good plain maps to mod (wastes in general, large main city /w many buildings/streets) I have a good map I am using for the tutorial for now.

b.) the general environment will have a number of bars and stores of all kinds throughout the city. Bars will each contain 1-2 turrets that will attack anyone who displays hostility (main bar area, not back rooms) There will also be a bouncer in each. These will not be full proof, players may group together and raid a bar by destroying the turret and killing the bouncer though they will respawn in 10-15min, they're powerful but not too powerful.

c.) there will be several types of generic NPCs dispersed throughout the city. Shopkeepers, bartenders, bouncers are the most general and a few courier/hitman job providers. not too complicated, least of my worries for the most part.

4.) extras, PtP interaction through dialogue box

a.) many extras I won't get into detail about but certainly will try to work on IF 1/2/3/a/b/c come together... Scavenging would reflect a players outdoorsmen skill could salvage pelts from animals to sell to a NPC among other things. cyberweapons are implanted weapons which are usually pretty cool, altering actors to display these weapons would be nice but again complicated (cybertalons 3 monoblade claws retractable into knuckles, monofilament thumbwire wickedly brutal though you may cut your own head off, 14mm cybercannon tank/turret killer etc etc.) DTV is the arena we host the big public duals hence Death Tri V. Decking is a big IF, if I even bother. Building the matrix won't be as complicated since it would simply be a different map accessible by decker via jacking in kind of like Neo in The Matrix, but the capabilities the deckers had in the game I am mirroring was more of a hack & track sort of deal, not to mention they would eavesdrop on communications and have their own job systems

b.) PtP interaction will largely be based upon being able to put free input into the dialogue box that pops up between players. Extras like generic @socials, poses and other forms of RP generation will have to be implemented later since it is a key aspect of the game although it would require me to actually have the rest of the mechanics up and running smoothly

Again this is a big 'IF' I can get past the initial requirements.

Anyone who has an idea for how to implement anything here/ I am very open to suggestion and if anyone would like to hop on board to help me build this very in-depth world my email is dyce77@live.com (also my msn messenger) or you can IM me at DiceCW777@aol.com. This is a big project so patience is a given.

Input always will be appreciated, any updates will be posted here.

The big theme I left out is linked here:

http://cs.netsville.com/wiki/wikka.php?wakka=ThemeOverview


more in depth here...

[url]http://cs.netsville.com/wiki/wikka.php?wakka=WorldHistory
[/url]
 
I might be willing to do art for you. Do you plan on really adding new npcs or critters?
 
Prosper said:
I might be willing to do art for you. Do you plan on really adding new npcs or critters?

Yes, vehicles, armor looks and either archetype each with a few looks for players to choose or just several different looks for their choosing.

requiem_for_a_starfury said:
With so many changes you'd be better off with one of the open source engines than trying to mod FoT.

Problem is finding a source engine that supports a continuous multiplayer world as well as administration features.

the rest to me seems more like time and effort, but it might just be impossible to do what I want by modding FoT if I can't get that.

Any source engines you'd suggest? (FIFE probably wouldn't.)

I'm grateful for any input that might help me... but imho

Char-gen may be accomplished simply by emailing the admins with the information (automatically adding stat/skill build) with your history, acceptance and they would create your char for you.

Clones, implants, leveling, gen environment & jobs (NPCs) seems more like just a matter of time and effort with the scripting. Mapping again is just time and effort, same with new weapon/vehicle/sprite production.

My main issue again is simply setting up the continuous living multiplayer environment /w server holds player's character(s) and an administration who ultimately controls the game world.

Probably right, I may need to work from scratch with source code.[/quote]
 
The PtP free RP interaction with the dialogue box between players will be tricky too but there is no point figuring that out without the basic mechanics I will need. Although Jarekall might have accomplished something similar (at least basic) to what would suit my needs.
 
I think you (we) or jarekfall too should see if we can RE FOT so it can point all peers to one location as you just described. I can try to do the coding instead of art. I did a simple hack of fallout 3 that allowed potentially any amount of players to connect to my ip and we all could see each other. I only got about 3-4 people to be connected at once.

FOT is a good game. I don' think it can get any older, and so maybe taking the time to learn how to fix it up to do what we want is worth the time if you like challenges.

As long as we are patient and determined we will accomplish what we are looking for eventually..

The key to success here is have tiny objectives. You have an entire plan for what you want, which is good. But it won't all b implemented anytime soon.

The idea is inspiring to say the least. I will post about any solutions I find.
 
Dice, have you been playing FT in multiplayer mode? Do you have any experience in this mode?

I'm not sure whether this is what you are looking for but free talks are already possible. Multiplayer mode has three dialogue modes:
1. Allows to say something to any player on a map.
2. Allows to say something to team members. Enemies can't read the text in any way.
3. Allows to say something to all players, but they must be close the player, because the text is being shown on a map and after a few seconds it is removed, there is no way to remove the text earlier, every new text entered in this mode has its own "time of life".
In all these modes, there is no text length limit.
 
Dice said:
Problem is finding a source engine that supports a continuous multiplayer world as well as administration features.
The whole idea of an open source engine is you have the source code you can add the features you want, okay easier said than done but easier than adding them to a game where you don't have the source code. Just look at Jagged Alliance 2, used to be a strictly single player game but now with multiplayer, because the source code has been released. The time of total conversions is passed, http://en.wikipedia.org/wiki/List_of_game_engines.

Dice said:
My main issue again is simply setting up the continuous living multiplayer environment /w server holds player's character(s) and an administration who ultimately controls the game world.
I'm pretty sure that FOT's multiplayer doesn't allow you to do any of that, certainly not the server holding characters.
 
jarekfall said:
Dice, have you been playing FT in multiplayer mode? Do you have any experience in this mode?

I'm not sure whether this is what you are looking for but free talks are already possible. Multiplayer mode has three dialogue modes:
1. Allows to say something to any player on a map.
2. Allows to say something to team members. Enemies can't read the text in any way.
3. Allows to say something to all players, but they must be close the player, because the text is being shown on a map and after a few seconds it is removed, there is no way to remove the text earlier, every new text entered in this mode has its own "time of life".
In all these modes, there is no text length limit.

Well, my idea of PtP interaction is much more in-depth than simple chatting back and forth 'freely'. In my mind, I see clicking on a player then the 'dialogue' box appears as it normally would. The difference would be instead of options, you may have free-RP + free-speaking. A simple *emote* command and later a complex *pose* command which I'll explain much much later.

emote ex: (using a shortcut key ':' instead of 'emote')

:turns to you nodding his approval with a half-smile then says, "We could make it happen." He takes another drag on his cigarette while glancing around the bar, "Just keep your eyes on him until he slips." He cackles with laughter then pops his neck to one side eliciting a loud *KRRACK* still grinning, "He'll never know what hit 'em."

Dice turns to you nodding his approval with a half-smile then says, "We could make it happen." He takes another drag on his cigarette while glancing around the bar, "Just keep your eyes on him until he slips." He cackles with laughter then pops his neck to one side eliciting a loud *KRRACK* still grinning, "He'll never know what hit 'em."

All communication (comm implants) that isn't person to person would be intercept-able by deckers (hackers), again future future.

Overhead speech is cool for shit talking during fights, keeping that of course. Free-speech is cool but Free-RP is awesome. Its more minor since of course its limited between players but OOC logs of storylines (not usable by players ICly unless it was on live (press news or media) Tri-V [DTV?])

Yes, I very much know this project will not be easy, but I believe it will pay off and the fallout engine is a classic, fallout tactics just offers all of the extras I need. Input as always is appreciated.
 
also instead of a few options to choose in the dialogue box, you could choose generic @social commands, which would be shortcuts for RP actions.

ex:

type...

chuckle
=

Dice chuckles softly to himself.

chuckle <Bob>

Dice chuckles softly at Bob.


except it becomes more complex from there, but in general its a good way of interacting between players without exceedingly great graphics. Its a continuous book for each character that would still rely on game mechanics for survival except RP would become a bigger factor since a character who can't RP usually can't make the best of any situation. Never shit a shitter for instance.

It will make more sense when I get something working :crazy:
 
Given FO:T engine limitations I don't think this project is technically possible. Why don't you join the Fallout: 2238 team instead. They already have a functional MMO.
 
shihonage said:
Given FO:T engine limitations I don't think this project is technically possible. Why don't you join the Fallout: 2238 team instead. They already have a functional MMO.


I do like FO2238, but I think we could do better with Tactics.

Tactics contained much less RP, but that could change.

I imagine we could call it Fallout: 2338, except again I'd like to mod it off of Tactics engine instead of the original Fallout 1/2.

I want a cool mod on a smooth combat engine.

Beleive it or not, I want more than just leveling up experience pts.

NPCs would have general responses as usual to an extent but PtP RP would be extensively refined with what I have in mind.
 
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