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airtonix

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Everything posted by airtonix

  1. "Search by usable Assets" This is more commonly referred to as "License Type". I'm wondering why you didn't just use the Creative Commons API ? >>> wiki.creativecommons.org/Main_Page >>> api.creativecommons.org/docs/ >>> wiki.creativecommons.org/Creative_Commons_Web_Services They're a solid legal framework that helps protect authors.
  2. Yes, true... valid point for optimism. However : A large element of my skeptical outlook remains mainly because : a) None of the three key persons responsible for the first two fallout series are present in the team for New Vegas. b) The same game engine will be used, hence certain aspects that ruin immersion for me will still be present (see above about bullet trajectory and 3rd person walking animations) c) only twelve months in which to create this new game (which is essentially a stand-alone mod) I do however expect that we will receive a story of far greater quality than we recieved from bethesda... and by virtue of this it will : 1) unfold in many more directions according to the players choices... resulting in lasting changes to the social and physical landscape that the story takes place in. This results in not just one main quest line with side quests hanging on like parasites, but a multiverse as envisaged by einstein. 2) develop NPCs that are more believable, become something you could care about. 3) present logical, coherent and consistant reasons why every single NPC is in the location they are in... one that relates to the story and immediate geography... not because the player has not seen an NPC in the last ten minutes.
  3. No. No. Actually the only ones that matter went on to form another company... which wasn't Black Isle Studios (protip : Troika). ---- With a 12mth window in which to develop this "mod" I doubt you will see anything different. I'm willing to bet that you will indeed see alot of re-used textures and models. The lack of a unique forward strafing animation will still be there... The terrible considerations to how a bullet leaves the barrel of a gun will still be present... Melee attacks will still be unable to target specific body parts... But here is something I want to see : 1. real hacking on terminals, use programs you load up from your pip-boy to circumvent various types of computer security... none of this mastermind crap. 2. Real gun mechanics... real trajectorys, ability to easily implement different guns, grips and animations (including ways to hold unique guns), geck was useless in customising this regard. 3. better walking animations (in all directions), more ways to use cover. 4. Better dialouge trees, backup stories to account for the sandbox nature of the game (if i kill a key NPC it should open more options and stories trees in the game not limit my options to nothing or just a casual line of text) 5. A lot more subways and utility tunnels to explore with a great deal more unique aspects to them. 5a. Various places from those in which I can claim for my own, but with the obvious expectation that continued defence of them is required to maintain ownership. 6. no more stupidity like mothership zeta... (wtf was that even have to do with the fallout story?) 7. explain why cars blow up...i mean really. 8. more realistic deaths and non fatal dismemberment should not mean immediate death. But hey, who am I kidding? this game will be designed for console and those who like 10mm guns producing big mushroom clouds.
  4. (by reading this post you agree that the liberties I have taken in this post are paramount to your education and thus obligate you to conform to my opinion ZIEG HEIL!) I can't be bothered reading all this thread but I think everyone else should. Also : Because everyone can't be bothered reading this entire thread I'm going to post this here in big red letters : I lol'd.... I won't be playing this game.
  5. One of the things I haven't seen you discuss is the town being raided, when I read that part I was thinking a dynamic response to the impact the town has on the surrounding lands. Here was the idea, that the actions of the townfolk and the player would over time increase the hatred of various groups of entities (animals or people) towards to town. Reaching a unique threshold for each group would result in a raid on the town. To measure and track this hatred or Emnity something like Enivromental Impact Points would be required. It is just a simple mechanism which serves to create raids that happen for a reason outside main quest lines. Impact of Farming, Hunting & Gathering You mentioned farming of plants and animals. Plants come from seeds or are cloned from existing growth in the wild. You can also just dig up whole plants and bring them back to the plot for growth (I've done this myself in real life as a way to start a mother crop from which to clone from). Same with animals, although your township may already be in possession of some animals they may not be of breeding quality or may not have enough to support the town populace ( scripts to evalute the state of food supply would help provide varying daily quests : not enough food being produced by the farm? then its stock needs to be supplanted by plants/animals in the wild ). The act of removing an animal from the wild (of breed stock type) deprives a predatory animal of its food. Therefore it increase the EIP of the area in which the animal was removed from. a) These predators may or may not be social creatures. More EIP if they are since the amount of food to go around for that group of animals has drastically reduced. b) Established people are not the only people in the wasteland, there are roaming gypsies of whom you may mistakingly (or on purpose) take cattle from. The increases that families EIP. c) Same goes for plants, wild-cattle (or any vegetarian group of animal) will eventually be forced closer to your town as that group of wild-cattles EIP rises. Perception of Oppurtunity The Player Character(PC) will not be the only one from the town who wanders out in the wild. Other towns-people will go out to keep the town supplied with other things which can be scavenged. In doing so it is inevitable that at some point they will be spotted by raiders. Various outcomes can occur from these encounters (obviously made more desirable if the PC is there accompanying them). Being spotted by raiders increases that raiders EIP only if they survive, so : 1) Townsfolk killed while out gathering/scavenging, then each raiders EIP is raised. 2) Raider dies : reset to zero (just incase there is a scripting problem with new raider spawns inheriting deceased raider EIP) 3) A Raider witnesses the PC or Townsfolk NPC killing another raider, then that raiders EIP increases substantially. These are the two basic mechanics that cycle in the wasteland in order to propogate some dynamic behaviour, the idea is that : if you brazenly walk the land without regard taking what you want, then it has consequences. Technical Every NPC has a new unique attribute : (table) Emnity By default All non townsfolk have the town as an item in their Emnity table, and say a default threshold of 1000 for the town under their Eminty. So it would look like (I have more experience with Lua and Javascript so you'll have to excuse my misconception of what is possible with GECK): entity.Emnity = { ["TownShip"] = { ["default"] = 0, ["current"] = 248, ["threshold"] = 1300 }, ["Raiders"] = { ["default"] = 300, ["current"] = 892, ["threshold"] = 900 } } If you can't create tables or multi-dimensional arrays and associate them with each entity on the playing field then I suppose you would need to do something like : Entity_000x3fd_Emnity_TownShip_Default = 0 Entity_000x3fd_Emnity_TownShip_Current = 248 Entity_000x3fd_Emnity_TownShip_Threshold = 1300 etc etc In the first example you see that there are two groups for which emnity is being tracked. Supposing this table is for a gyspy family for example, we might provide the reason for such a low threshold being that over time recurrent raids on that gypsy family would erode the threshold to the point where it becomes a perpetual war until one side is eradicated. (remember that newly spawned NPCS have a clean set of values unless they are influenced by other NPCS whom have different values. Conclusion End result could very well be that the town doesn't need to venture out for supplies, yet gets to witness a growing war between roaming gypsies and raiders (or other factions). Take it as you will, I hope you did have something dynamic as this in mind for the town raids and not some finite amount of scripted events.
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