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Discussion in 'General Fallout Discussion' started by Hardboiled Wanderer, Jul 10, 2018.
Oh sweet, looking good to say its unpolished, a fade in would be cool. Like your eyes adjusting going from sunlight to inside, could make going into buildings in combat interesting/look cool. looking through windows would all players to see into the building without rushing in to be safer if you have time to do so. dynamic lighting/fog of war could be a cool thing too as it would simulate what your player can see, stats could effect this like precipitation which could effect the range/cone size of your view when inside dark places with little light source. Just ideas though as I know van buren wasn't turn based but real time.
Nice progress! Graphics look absolutely fine, dont worry about them. some lovely shaders there.
Building rendering state transitions will be animated in a future, and I already have a plan for "eyes adjusting" effect. There's no point in implementing such cosmetic stuff at this stage though.
Van Buren was not supposed to have classic "fog of war", so "dim haze of war" will be implemented instead
For the fadein, personally Id say have the effect start with the entrence the PC goes thru and fade back from there.
If it doesnt cause issues and is doable, maybe have light sources inside cause other areas in the back to have splotches of rendering sooner too.
And if you can get fancy, maybe even have some stats/perks affect render speed and order.
Out of curiosity, as you have like similar project as Hexer (Fallout Yesterday) do you guys like share source files from VB?
Well I'm not sure what source files do you have in mind, but we do not share anything with each other. I was told not to share any material I've aquired from the original devs, and I'm pretty sure Hexer did sign up to the same kind of deal in case he's aquired some too. Besides - it is apparent our work is very different in many aspects so there is no point in cooperation.
yea was more referring to the stuff obtained from devs. I understand your work is different but the story that will be told will be quite similar if followed the cannon VB.
Well you seem to miss what I said about the sharing thing I was asked not to share, so I can't even if I wanted to.
This raises an interesting question.
Will you put in your game stuff from the Van Buren design documents that you were asked not to share? If you do, isn't that sharing some stuff from them anyway?
This project is looking great. I like the new design too.
I don't see what is so interesting about that question, but I'll leave you to it
The difference is that the design documents, as their definition says, contain design outlines, ideas, suggestions, a lot of descriptive elements to give other developers a better understanding of the designer's abstract visions. Now, such content does not "make the game". It needs to be implemented. How - that's completely dependent on developer. That being said - if I ever share any playable content, it's going to be the implementation of the ideas found in the design documents, not the ideas themselves. It may sound as a petty wordplay but there truly is a difference.
From what I was told, I assume the documents are still property of Interplay and that's why I was asked not to share them with the public.
Legal reasons or not, I gave my word on this. I might not be a good person 24/7 but I'm enough of a man to at least keep my own word to someone I respect.
Seems like a reasonable explanation to me. They are fine with you implementing the ideas they had but not outright sharing the actual ideas they listed. If you miss the mark or hit it spot on with a part of the game, we'll never know. Only you and the ones with those documents would.
didn't miss it, just elaborating the question a bit more. lets see where it goes.
Yea, its better not to tell anyway, only you will know and that way can release it true to your vision/based off the documents and no one would know any wiser... It is more fun this way as no one knows what to expect in the future.
Check Adams twitter people, its coming along nicely!
Art Showcase #1
That's exactly how it should look. Well done!
Thank you. After a long time, I can finally say I've achieved the feel and style I always wished for.
Hey there! I have been observing the progress of your project for months. I wish to extend my thanks and hope that this will be the most successful fan-made game ever! In my free time I have been making doodles of hypothetical user interface concept art for Van Buren. As you can tell I am a horrible drawer. My strength is in Source Filmmaker. Regardless here are 2 of my most worthy doodles for you to see. I would have made my manuscript writing better had I thought beforehand that these may have been a help to your endeavors. A pipboy that has the ability to be modular and micromanaged by the PC has been my dream in Fallout. The original demo LIL-Pip 3000 user interface is vomit quality (gasp!). So I tried to see if a better and funner UI could be dreamed up. The large display to the left is a DOS like command line interface should the player like to observe the workings of the device as it functions. The function buttons on the right between the main screen and context screen serve as the simplified "speedy" input for the device.
My dream is for the PC to connect their LIL-Pip to a random terminal in a settlement and customize it.
For example what if I dont need the automaps function button. I could connect my LIL-Pip to a terminal and "remap" a function button to a another program, such as a "clue" program, or a "radio" program.
To spice up hacking a little, a COM1 cable could be connected to the port left of the main screen. The "INTERFACE" button would be pressed and a hacking challenge would be presented to the player. This hacking challenge would be fun, but not left up to random ass chance like the bethesda wordsearch was.
Or maybe the hacking minigames would be removed as a factor and you would just see lines of code running across the screen as your little transistorized buddy does the work for ya.
This may sound crazy and difficult to implement, but when a keyboard is connected to the PIP, you can actually navigate the dos command line interface with it. A really cool concept. Embedded dosbox anyone?
Just for thought, a hypothetical elevator UI sketch was added below as well.
No pip boy inventory screen please! That was really annoying in the bethesda fallouts.
I just want the pipboy to be more than the glorified paperweight it was in fallout 1-2-Tactics. Hope these ideas will aid you in your quest.