VB Design Doc

I apologize for the double post in advance.

BTW, Colorado is home of THE Coors brewery (Golden), A Budweiser brewery (Ft. Collins), and various independent breweries of mention -- New Belgium and O'Dells are the best known. If I'm interpreting the Doc correctly, I think it's appropriate that the PC could help get a brewery up and running. Kudos to the designers.
 
Briosafreak said:
Different approaches to the problems that face different types of PCs, sound cues, snapshot ideas of many different endings, NPCs with substance, even if that`s not shown in the final game, examples of normal and dumb dialogues, choices, choices, choices...everything that can make a total conversion stand out is here guys, pay good attention to this doc.

Although it is flawed. Not just the Ninfinity-robot factory (infinite robots +1), but it also looks a bit badly thought-through, like Dogbody attracting dogs by setting of a tear grenade (huh? At least it's called a BITE-ME later, but it's still pretty weak as a plot-point) or the new scav's position being 2 years old and not being nearly as good as the old scav's camp (they had plenty of time to fix that bloody problems themselves, what a timeline goof-up). And the bloody train.

And some of the characters have contradictory personalities, like Jimmy T.
Seems to find just about everything funny in an annoying kind of way. Big, booming laugh -> extrovert
He speaks very quietly, unless the discussion turns towards one of a medical nature. -> introvert

(also, "He wears glasses, but if you look closely, you can see that they are empty frames.", you don't actually need to look closely to see when frames have no glasses, duh gypsy)

The multiple way to beat the dogs looks good, though. Activating the klaxons seems a nice multi-access quest, open to science, sneak or combat boys. ScienceBoy seemed to be preferred over everyone else, though, and Diplomacy Boy looks screwed.

Heh, and ain't Scoby's face that Bomber-dude from the States?

All Sean Reynold's area, huh? Go figure.
 
Scoby's face is that of the Uni-bomber, Ted (something like Kazinkski, I can't remember for sure).
I found the Design Doc of interest, partly by comparing it to ours for Mutants Rising, but also because it is another glimpse into something we all coveted and lost. I'm not sure where our model for them originated over at NWS, but this one has elements we may have to incorporate.
I like the global map for the city with fixed and random locations.
I have read through the entire document and am eager for more. I'll go ahead and join those asking for more. Is there any hope Odin?
 
FYI, that design document was still in flux a bit; it was based on Avellone's original doc and updated by me as we made changes to the storyline and expanded the AO (which was just a detailed outline at some point).

{but it also looks a bit badly thought-through, like Dogbody attracting dogs by setting of a tear grenade (huh? At least it's called a BITE-ME later, but it's still pretty weak as a plot-point)}

The story behind this is that the Denver police had specially-trained (and genetically enhanced) dogs bred to attack people bearing a particular scent -- the scent of the BITE-ME tear gas grenade. Though the training wouldn't be passed down through the generations, the genetic compulsion to attack creatures bearing that scent would.

{or the new scav's position being 2 years old and not being nearly as good as the old scav's camp (they had plenty of time to fix that bloody problems themselves, what a timeline goof-up).}

Haven't read the doc in quite a while, but I remember their new camp was poor because most of their good stuff (including the stuff NCR gave them to establish camp) was at the old camp and they couldn't replace it because of the dogs -- remember, these guys were generally nonviolent criminals (other than the rapist), not trained in fighting and lacking firearms.

{And the bloody train.}

Zzzzzz....

{And some of the characters have contradictory personalities, like Jimmy T.
Seems to find just about everything funny in an annoying kind of way. Big, booming laugh -> extrovert
He speaks very quietly, unless the discussion turns towards one of a medical nature. -> introvert }

Something I would have taken care of when I started writing his dialogue -- hmmm, the super mutant has a contradictory personality, I'll fix that now. (Note that most of the "secondary" characters in the doc used to have full writeups, it was a very detailed area in Avellone's PNP Fallout game, but we couldn't have that much detail in the CRPG because we couldn't spend that much manpower developing that area to the detriment of other areas).

{(also, "He wears glasses, but if you look closely, you can see that they are empty frames.", you don't actually need to look closely to see when frames have no glasses, duh gypsy) }

Hey, Avellone wrote that, and he has weak eyes, so maybe in his experience he couldn't see that sort of thing. And in any case, that's a PNP description. :)
 
No need to apologize Mr. Reynolds. I'm sure that was a working document. Who expects a bunch of fans to analyze it someday? All I know is that it was helpful to me and our mod. It sparked a few ideas that we didn't consider. I'd like to thank whoever passed that along.
 
seankreynolds said:
The story behind this is that the Denver police had specially-trained (and genetically enhanced) dogs bred to attack people bearing a particular scent -- the scent of the BITE-ME tear gas grenade. Though the training wouldn't be passed down through the generations, the genetic compulsion to attack creatures bearing that scent would.

No. Just no. That really makes no sense whatsoever. Maybe, just maybe, if BITE-ME just smelled really strongly of beef jerky or whatever. But seriously, you're talking of genetic (instinctive?) reactions bred or modified into dogs to react to a certain scent, when it is both cheaper and more expendient (and safer!) to just train them to react to it.

PLOTHOLE.

seankreynolds said:
Haven't read the doc in quite a while, but I remember their new camp was poor because most of their good stuff (including the stuff NCR gave them to establish camp) was at the old camp and they couldn't replace it because of the dogs -- remember, these guys were generally nonviolent criminals (other than the rapist), not trained in fighting and lacking firearms.

That makes some sense, though it's a bit overboard, but hey.

seankreynolds said:
Zzzzzz....

Train, space shuttle, orbital station, 4 cars. Hello, sucksville.

seankreynolds said:
Something I would have taken care of when I started writing his dialogue -- hmmm, the super mutant has a contradictory personality, I'll fix that now. (Note that most of the "secondary" characters in the doc used to have full writeups, it was a very detailed area in Avellone's PNP Fallout game, but we couldn't have that much detail in the CRPG because we couldn't spend that much manpower developing that area to the detriment of other areas).

Makes sense.

seankreynolds said:
Hey, Avellone wrote that, and he has weak eyes, so maybe in his experience he couldn't see that sort of thing. And in any case, that's a PNP description. :)

He must have very weak eyes. Heh.
 
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