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Fallout Intensive Expansion Mod : We need a bigger Dev Team


CastCapo

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Zanity your comment was more surprising if anything as we haven't encountered one like this before. It took a while for me to respond to your comment as I didn't simply know what to put but I've now came up with a response for you.

 

Here's the thing though a mod for a game can be anything ranging from a whole new world to explore or a texture replacer.

 

A huge expansion mod for Fallout: New Vegas called The Frontier is nearing the end of its development cycle & I would say that mod is pushing the old Gamebryo engine to its limits. There for reaching its so called optimal maximum complexity.

 

Due to the fact Fallout 4 runs on the newer Creation engine Fallout: Intensive won't be pushing the engine to it limits & won't be pulling of the unthinkable.

 

Lore won't be an issue for us either as the canon lore states the UK had a queen leading up to the Great War this is just on example of current known UK lore. I & the development team have discussed this many times we've came to the conclusion that the now princess Charrlote will be taking the Monarchs position in the our mod.

 

The lore also states that it's unknown if any other pre-war states developed Power Amour as it was 11 years old in 2077. Maybe we can say other states were able to also pull this off successfully.

 

I myself have a lot of free time between my studies but most of team already are in employment & are doing this on the side. So it's safe to say the mod will be completed in good time. We have Dev team members throughout the world so one of us is always working it on it.

 

I've already discussed with the current development team members that this is voluntary work & we all agreed that no member of the development team shall profit from this project. But we also have a unannounced game in the works that may allow us to pay the development team if all things go to plan.

 

We haven't discussed the multiplayer as a feature yet but we may eventually talk about it. I myself don't play RPG games to play with other people as I like to explore the world myself in my own time without other people influencing my decisions.

 

I hope this clears some things up Zanity.

 

Thanks IglooGreenHouse & Ethreon for your supportive comments.

Edited by CastCapo
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@zanity As a mathematician, I'm still trying to unpack the phrase optimal maximum complexity. So like all good lazy ppl, I tried to google it, no go, but, if you mean the most amount of stuff before the game engine grabs it's chest and drops dead, I think I follow you. Then you get into optimization of the assets of the engine and the engine itself, which I have no clue about, so I can't say. I could ask my bro, he's a MS CS/CE, (he didn't think highly enough of himself to get a PhD, that's just his upbringing) but he always tells me to learn it myself, f'kr. He thinks my degree was harder to get than his, so he's jealous.

 

Secondly, UE4 may be the way to go, but I'm learning Unity5 because it's Cinema Suite can make movies! So can UE4 but supposibly [i will continue to use this word even if the computers say it DNE] it's more programming intensive, but they are getting better making silly nodes instead...

 

...I think the modding community can make BETTER games than the AAA game production houses (except maybe The Division, it was freakin pretty! Gameplay, meh...NYC NO, I live there, NOT NYC) given the number of ppl we could field to make one game and the time limit of "not really a time limit" to get things right. The more I do things with professional software, the more I can actually get close to professional standard, and that shouldn't be the case in a couple of months with stuff. If you have the right access to knowledge, all this stuff is like being a car mechanic, breaking his mold to realize, f' this, I can design cars, mofo! I can do better!

 

In the mean time, as you guys serve the societal caste you've been programmed to remain in...and add to games instead of considering making games and competing with things you obviously can do as well or better, as demonstrated with the mods everyone creates.

 

The idea of creating modules like in any systems analysis approach does make sense. So start with something like a beginning town and quest out, or a beginning home base and quest out, fleshing out the countryside as you go as you create the universe makes sense. What I truly wonder about, is does it really take the huge resources of a game production house to make AAA games? Can't 100 ppl or more, just overwhelm such an approach, just like crappy laptops networked become a supercomputer? I think so. Should be interesting, but with Microsoft buying the animation engine, idk if we can even make ANY new animations at all...that is yet to be determined, EVEN IF the guy on nexus reverse engineers their stuff, it's still their stuff.

 

All I want to know is: Will there be Whiskey? Cause without the "water of life" what's the point?

 

And to the person that wondered why so many dialects in the UK (prior to Londanistan), it was the way ppl were able to identify and relate the castes within their society. Just like in the US, if you listen...if you listen.

Edited by jeffglobal
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about your mascots...

Why do you sellect vault meat as your mascots?

Well there are many styles of vault girl.

But your mascots looks like vault meat.

Although it has good look, it reminds me image of sexual theme.

Good question dhrgusdlrns.

 

The reason our Art partner KingVego went for that design of Vault Girl is that we are hoping to make Fallout: Intensive compatible with the Vault Girl replacer mod that's currently in the works.

 

We will be looking for other popular Fallout 4 mods, like weapon mods or clothing these are just two examples of what we would like to implement into the mod. Obviously if we can't recreate these items we will ask for permission from the mod author for us to use their work.

 

If you have any other questions feel free to ask.

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Me & one of our other developers released a quick mod late last night on the Nexus called UF4P. This added in the bunker door from Sanctuary into the Pre-War world. We released the mod on the Nexus as it didn't do much at all really. It just fixed a issue we discovered in that selected world space & thought it wouldn't be a big deal at all.

 

We also thought that no one would even consider looking at UF4P as no one would notice if that door was there or not. The player would only see the new door if they went into free cam mode in the Pre-War world space.

 

Unfortunately it was removed about a hour latter for concerns of breaching a Non Dissculure Agreement.

 

For those that downloaded UF4P I hope you enjoy the new door in the starting area. We will be fixing the Sancutary Borders & verity of other issues in Sancutary when the engine drops. This will also be called UF4P.

 

But in other news we will be creating a set of day one mod releases for you all to enjoy when the new engine drops.

 

I hope that this clears the UF4P issue.

 

Cheers

Rowan

Edited by CastCapo
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  • 2 weeks later...

Fallout Intensive


Update 19/4/16



Today I'll be talking about out website, concept art & our social media accounts. We're also about half way through production of the release date mods, these mods will be able to be downloaded here on the nexus & on Bethesda's new mod site.



Our Website



Our site is nearly finished so it will be hopefully be up sometime in the next two weeks. It will have links to our released mods, information about our development team members, about our studio & a contact us page. The site will also have all of our press releases on their two. Plus some exclusive sneak peeks at some of the stuff we have planned.



The Concept Art For The Project



We now have the very talented Kaeritso as our main source of art work for the project. She'll be designing most of our concept art & social media assets. She's currently creating the first concept art of SFA-65 Power Amour & our first social media banner. KingVego is still part of the project he'll be designing the perk icon's & anything to do with our version of Vault Boy & Vault Girl.



Social Media Accounts



We've currently created a Twitter account for our project & a Facebook page will be next on the to-do list. We would like to also ask you all what other social media you want us to be on.

Edited by CastCapo
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I want to try writing for this. or at the very least I could voice act. is there some kind of samples I can give to prove my merit as a potential writer?

 

I figure the VA stuff is a bit early?

If you want to get involved with the project send us a email at [email protected] & we will talk more their.

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Fallout Intensive
Update 26/4/16

Today’s update includes information about our website that will launch on the 6th May, SFA-65 Power Armour concept art, screenshots of the starting area after the great war.

 

The Rad Sheep Studios Site

 

The Rad Sheep Studios Site is going live on the 6th May 2016 & will have some exclusive information regarding Fallout Intensive demos that will be released every six months to the public. You’ll be able to find out more information about the Studio & our developers. The site has a dedicated section called the The Vault 54 Archive this where you’ll be able to find links to our mods on the nexus & find out what’s currently in development.

 

SFA-65 Power Armour Concept Art

 

Today we get to show the first ever concept art for the SFA-65 amour. This armour is the equivalent to the X01 amour. This armour is the end game Armour in Fallout: Intensive but will be slightly more rare than the X01 suit. You will see this armour being used in most of your social media banners & on the site.

Cg_5YblXEAMIpic.jpg

Cg_5umWW0AAgzty.jpg

 

Pre Alpha Screenshots of the Starting Area

 

We will be release a bunch of Pre Alpha screenshots within the next two weeks they will appear on our social media accounts, on our news section on the Rad Sheep Studios Site & here on the nexus. But here’s first one we would like to release today.

 

Cg_8RKDW4AAGI4m.jpg

 

That’s all we have for you today hope you’ve like this news update from us.

Edited by CastCapo
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