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Mr. Teatime wrote:As soon as I saw that, it screamed Fallout to me, and removed any doubt in my mind that you need that viewpoint/style to keep it 'Fallout'. It goes with the whole 'cute' thing, like a fun board game, which contrasts with the horrible stuff that goes on in the wasteland.
Good point. I thought about the words and I totaly agree. It's sort of the nerd in all of us that demands the classic Fallout view.
It's the same with Warhammer 40k, as an example.
Bethsoft version of Warhammer 40k:
Throw a brick on the table and beat up the guy you play with. In real time, of course.
to bad i feel my bullets are still worth more than
bethsoft programmer's lives, or id go on a fuckin rampage. but ill not soil my ammo on there pethetic bodies!... ill let some other rabid fallout fanboy do it, while im drinkin a Guinness in my living room and watching the whole thing on the 12 o clock news.
Goretheglowingone wrote:to bad i feel my bullets are still worth more than
bethsoft programmer's lives, or id go on a fuckin rampage. but ill not soil my ammo on there pethetic bodies!... ill let some other rabid fallout fanboy do it, while im drinkin a Guinness in my living room and watching the whole thing on the 12 o clock news.
yeaaaa
That's really cute. Aren't asshats supposed to be confined to the wasteland?
Briosafreak wrote:There's no real combat system in that video, just a click and fight mode, the combat wasn't developed at the time.
J.E. Sawyer has elaborated on that.
J.E. Sawyer wrote:There's a bunch of other stuff working in that demo, like the quest log, auto-map (you can toggle it by clicking on the text log in the corner, also viewable in the Lil' Pip 3000) and vault interior "quests", but most of that stuff isn't very spectacular to look at.
A few comments:
* Floating damage numbers were meant to be an option, thought it isn't in the options menu in the demo.
* The game was intended to be played either as turn-based or real-time. Because Jefferson was real-time, that was the first combat mode implemented for Van Buren. Even what's there is only partially working. There's no pause (super sucky) or called shots, but weapons did their proper damage types and values, armor resisted properly, and it actually did calculate hit location. In the combat log, it will say where the shots hit and the characters will float comments like, "GOD DAMMIT MY EYES!"
People who have played the demo may have seen a switch on the option screen for combat mode that reads "Ask Me". This would have prompted the player before every battle and asked him or her to select between the two modes.
* The female characters in the demo are on the male skeleton (whoops), which is why they look kind of... El Greco-ish and bizarre.
* True "Fallout-style" death animations were not in the demo because we had to figure out how to do them from a technical perspective. Jefferson wasn't going to have crazy death animations and 3D posed some new challenges for blowing out parts of creatures. It's one of the areas where T-Ray/Brian Menze's 2D work definitely had an edge.
* All males were on the same skeleton, which made it hard to pose the character correctly when he could be a thin character in a jumpsuit or a strong guy in power armor. That's why everyone's walking around "bow-armed" and only the PC's escort in power armor (Cpl. Armstrong) looks like he's in a proper stance. Chris Marleau was our sole animator. He worked really, really hard, but there was no way he could do full animation sets for two male skeletons for the demo deadline.
* The weapons in the demo were chosen either because they were traditional Fallout weapons or because their visual effects/sounds were appealing. The player wouldn't have started with any of that stuff in the actual game.
* Yeah calling Multiplayer "Play With a Friend" was kind of goofy.
Also, around 20 seconds or so, you might notice Cpl. Armstrong in the upper left corner standing with his minigun floating text. He's saying something similar to, "Move citizen, you're standing in my line of fire!"
Of course, this is the most important element of the entire demo: companions that don't shoot you in the back with an automatic weapon.
Also, around 20 seconds or so, you might notice Cpl. Armstrong in the upper left corner standing with his minigun floating text. He's saying something similar to, "Move citizen, you're standing in my line of fire!"
Of course, this is the most important element of the entire demo: companions that don't shoot you in the back with an automatic weapon.
Yeah, that'd be a NICE change!
All in all, for a tech demo isnt too bad, the buildings look to FOtactics tho, but then its only a tech demo.