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  1. J

    At something awful, new VB screenshot

    The fatigue system was pretty simple. Health goes down as you take damage. Fatigue goes up as a) armor absorbs damage b) your character comes down from certain chems (like SuperStims) and c) perform some high-end Unarmed attacks. When fatigue is equal to or greater than health, the character...
  2. J

    Todd Howard Q&A on Gamespot

    Movement outside of combat could follow the motion of the left analog stick. In combat, left analog + L3 to confirm movement. It's not really that crazy.
  3. J

    Todd Howard Q&A on Gamespot

    I don't think executing Fallout game commands via an XBox or PS2 controller would be bad. I would miss the point-and-click interface more than anything. I think Final Fantasy: Tactics benefitted greatly from having 3D terrain rotation. When I worked on the Van Buren interfaces, I tried to...
  4. J

    Todd Howard Q&A on Gamespot

    The controller isn't necessarily the issue if someone is looking to have a Fallout-style interface on an XBox or PS2. However, replicating even the 640 pixel-wide interface from Fallout 1 on the lowest XBox or PS2 resolution would be effectively impossible.
  5. J

    Todd Howard Q&A on Gamespot

    FO, FO2, and Tactics were all PC games that didn't have to deal with TV resolutions. Or what, you'll start acting like an asshole?
  6. J

    IPLY Meeting today!

    Ultimately, I think tutorials are for people who really need to be walked through how the game works in baby steps. Even though the game we were making had some different interfaces, skill sets, etc., I never had any doubt that a Fallout or Fallout 2 veteran would be able to pick it up and...
  7. J

    IPLY Meeting today!

    I don't think a whole lot more needs to be said about this stuff, but I did change the prison from being a tutorial level. I loathe forced tutorials at the beginning of games, especially if the designers are trying to create an atmosphere of tension or alarm. Nothing breaks "being there" like...
  8. J

    IPLY Meeting today!

    I do not believe that Chris expected our engine to be capable of rendering a gargantuan prison being pulled by three massive trains across a desert landscape. There were prisons. There were trains. The trains were not prison cells. The movement of the prison was not really an element of the...
  9. J

    IPLY Meeting today!

    What?
  10. J

    IPLY Meeting today!

    No, I didn't. While Chris was still at Black Isle, I helped take the one zillion potential elements of his Van Buren story and turn them into one story with a central plot. I had absolutely no intention of or desire to be "re-envisioning" his ideas for the story. There were a few characters...
  11. J

    The Game

    A lot of people asked me why I left Black Isle. This is a small indication. The things you see in those screenshots might not please everyone, but they seem to please a lot of people... even die-hard Fallout fans. I was pretty confident this would be the reaction. In the past year, it has...
  12. J

    The Game

    oh snap
  13. J

    Skill Improvement through use!!! A dream of mine.

    hey hey hey -- hey HEY hey hey Oh, I wasn't talking about theoretical Fallout sequels -- I was just trying to point out that there have been games that use natural skill progression. I don't necessarily believe that such a change would be good for Fallout sequels. I'm not allowed to discuss...
  14. J

    Skill Improvement through use!!! A dream of mine.

    darklands A 1992 fantasy historical fiction CRPG, Darklands, did improve skills through use. There were no experience points and no levels, either. It was pretty cool, IMO.
  15. J

    Pro's and con's of realtime combat...

    implementation That's still a matter of implementation and player manipulation of the system. In F02, at the SAD, I could "initiate combat" outside of a turret's line of sight, walk one hex in, take a called shot, and take a step back out of the turret's line of sight. I always gain sequence...
  16. J

    Pro's and con's of realtime combat...

    a question of implementation It's a question of implementation. If it were implemented poorly (IMO), then it would be a stupid clickfest. If it were implemented properly, it could be cool.
  17. J

    U all have wonderfull ideas and noone is going to use them!

    that's not necessarily true It isn't.
  18. J

    my wish list.

    not necessarily The reason why BG was so huge (among other things) is that all of the backgrounds were gigantic 2d bitmaps. Those take up a lot of space. By comparison, Fallout and Fallout 2 had tiles that were used over and over again, dramatically reducing the size of the art resources. 3d...
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