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File 133687459559.jpg - (36.75KB , 729x555 , fopony.jpg )
38319 No. 38319
Hello everypony !

I started working on a new videogame project : looking forward to develop RPGs, and 3D videogames, I decided that it was about time a Fallout: Equestria RPG was made !

To avoid any confusion, what I'm going to do isn't a Fallout as in Bethesda Fallout, but as in Black Isle Fallout. It won't really change the universe, since it's based on FoE anyway, however the gameplay will look a lot like the one from the first Fallout.

I've been working on it for a few days now, and got a blog up to keep trace of the saga that this work will be :
http://falloutequestriarpg.wordpress.com/

I'm posting here to know if people would enjoy playing a "classic" Fallout in the universe of Fallout: Equestria.
If anypony would like to play this kind of stuff, let me know, it'll boost me into doing it faster and better !

I do not really need help right now, since I'm still in the first steps of development, but I'd be glad to know if people are interested in lending a hand : to make this a reality, I'll need at least some 2D/3D artwork, and multiple storyline for the main and secondary quests.

And to conclude this post on an open note, if you have any suggestion, I'm open to these things !
Unspoiler all text  • Expand all images  • Reveal spoilers
>> No. 38327
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38327
Post some of the work you've already done in this thread, as not everypony will click a URL. Show us some screenshots of your development.
>> No. 38331
This looks really cool. I really want a FOE game.
>> No. 38380
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38380
>>38327
Here goes a screen of the current status. It's a bit ugly since it's nothing more than a sandbox to me (once I have time for eye-candy, I'll work on allowing bump mapping for tiles, to give some relief, and more complex models for walls and stuff... oh, and actual ponies as characters too).

This screen presents:
- Characters (not *quite* ready yet but they can still move, and have an inventory)
- Object that can be picked (that little padlock, more or less on the center of the ground)
- A door
>> No. 38381
>>38380
Oh, and also the interactive menu.
It works exactly the same way as the one of Fallout. Clicking on the poorly drawed horn would open the door (granted that I'm close enough from it, else it will first move my character to the door).
>> No. 38406
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38406
>>38380
Ooooh. I'm quite impressed. What are you making this on?
>> No. 38407
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38407
>>38406
Very glad that you are !
I'm developing with C++ using Panda3D, and the models are done with Blender !
The horse isn't mine though ^^ !

Also in this picture, I just got the roofs to work yesterday : they use tilemaps just as the ground, and fade in and out when you get in or out of a building (the picture was taken during the fade out effect).
>> No. 38436
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38436
Fine news, there's a git set up and anypony may check it out.

http://code.google.com/p/fallout-equestria/

The only dependency is Panda3D 1.8.0, and the code is compliant with GCC - and should compile with VC too. Don't forget to enable C++0x if you try to compile.

I'll make sure the master branch is always near-stable so the progresses can be checked out first-hand by whoever wants it, whenever one wants it.
>> No. 38441
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38441
>>38407
>>38436
Ooooooh, so it's tile based then?
Hmmmmm, I'll have to give it a try.
>> No. 38443
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38443
Okay, I'm excited. Although, how are you going to improve on the design of the original Fallout games? They were well-designed and a good base, but some parts were pretty frustrating (most notably the action points and action points distribution for certain weapons).

Lemme know what exactly you have planned for the design. I'm interested and I could give some feedback or suggestions.
>> No. 38451
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38451
>>38443
Ok this is gonna be a long one :

Nothing is really decided yet. Right now, I only work on the engine part, and I make it as flexible as possible so that other 3D RPGs can use it (once we're done with this, anypony must be able to make their own Fallout Equestria game \o/).

However, I do have some ideas of things that will change, or things that just have to change.
For instance we need a system for weapon/item handling : handled with mouth, magic or battle saddle.
Since you're talking about action point, it's very likely that these three ways of handling weapons influence the cost of firing them, the precision of the shots, the damage over time to the weapon you're using... all this based on the associated skills, and in the case of battle saddle, on the battle saddle itself.

Unicorns will also have spells : at least shield spell, magic bullets, heal. Maybe close-range teleportation.

The stats system will probably be a lot like the one from Fallout (SPECIAL, traits and skills).
I'm thinking however that levels should only give traits, and no skill points : the skill points may go up depending on what skill you use most.

I'm all hear to suggestions.
It's the best time to think about it since the combat and stats system aren't started yet.
>> No. 38453
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38453
>>38451
Well, on Falloutwiki.com you can find all the information about the original Fallouts system and rules for stats and such. All the formula's are on there.

My gripes with the Action Point system was that it was directly tied to your Agility stat. For instance, if you had an Agility of 8 - you get 8 AP to spend each turn. However, the default number is 5 and most weaponry takes at least 5 AP to shoot normally (let alone aimed/burst modes).

Meaning if you want to play as a slow character who's good with guns - oh wait you can't because you need more than 4 Agility to be able to shoot one.

Your skills do nothing about this. If you're good with small guns, for instance, it only ups your accuracy and damage (which is still within a certain range depending on the weapon).

The amount of action points can be dependant on your agility, but the amount of action points a certain weapon should take should depend on the amount of skill you have with that weapon.

Speaking of skills - a lot of the skills in Fallout 1 & 2 were... well, they were useless. They were a bit more balanced in 2 but not by much. the "Gambling" skill is the worst of them all, there's only two places to gamble in the first Fallout and even then, it's still just gambling... What's the point? Lockpick with infinite tries was also pretty busted although in Fallout 2 there was the possibility that you'd break the lock if you had low skill.

I think skillwise Fallout 3 actually dealed with things a lot better... Skills only go from 1-100 instead of 1-300%. There are a lot less skills and 3 still had a handful of useless skills, but less so than Fallout 1.

Magic is pretty interesting... I don't really have any ideas there, although I guess it's kinda similiar to weaponry, except that you need a certain Intelligence stat for certain spells? Weapons often have a minimum strength, so something like that.

Skill points going up depending on what you do in-game definitely sounds interesting, but could be a big bother as well if you want to get good at something quick. Maybe go half-way, everytime you raise a level some skill points are automatically distributed depending on what you've done or used. And you get a couple skill points to spend based on your Intelligence stat.

That's all the ideas I can come up with now. It'd be a good idea to write a small Game Design Document about what choices you're gonna make - it's good to plan it all in your head, even better to write stuff down.
>> No. 38469
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38469
Oh my, that is true.
On the opposite, with the good trait, perks, 10 agility and a turbo-plasma rifle you could fire five time a turn. The fights pretty much stop being challenging once you reached that point.

About the skills, it's funny because I just thought about the gambling and speech skills.
I think the gambling skill shouldn't disappear but become useful : it should help the player in the casino, but also in the dialogue. It is one think to now how to speak and persuade, it is another to know how to bluff. I think the gambling skill should be used in dialogues as well.

As for useless skills, I can think of outdoorsman (though it could be quite useful, if you wanted to finish the game quickly).
Also, similar skills could merge : doctor/first aid could just be doctor, unarmed and melee weapons could just become melee.
We will introduce probably only introduce the spellcasting skill. For everything else, I'll make sure every skill CAN change the experience of the game perceptibly (then again, what they will actually do will depend on the NPC and quest we'll introduce once the engine is done).

And finally, for the skill points... well, the hybrid system idea pleases me. I think we'll go for that.

I heard and noted your considerations.
And also thinked about writing down the ideas : the Google Code page provides a wiki.

Right now the only page on the wiki is considerations about the current pathfinding system and the improvements I still have to do to make it acceptable.

I don't have a lot of time, but when I do I'll also use it to write the Game Design Document, each different part of the design on a different page.
This way everypony can directly comment and help us improving the game mechanics.
>> No. 38471
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38471
>>38469
That's kinda like how (I think) Fallout: BoS seperated Speech into Persuasion and Deception, to make it more D&D-esque.
Also, reminds me of how New Vegas can use multiple skills to pass checks in dialogue. If you need to convince somepony you're good with explosions, you need 25 explosions skills.

First Aid/Doctor should just be Doctor (or Medicine like in 3), I agree. But Unarmed and Melee should stay seperate: unarmed attacks would play a pretty big role for characters that know fighting styles. Xenith knows Falling Hoof Style, but that doesn't mean she can work with a sword or baton.

Outdoorsman could include stuff like brewing potions to make it more useful. Similiar to the Survival skill in New Vegas.
>> No. 38512
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38512
(To the left, the first functional menu, using libRocket)

The first considerations about the game mechanics have been added on the wiki and are open to discussion ( http://code.google.com/p/fallout-equestria/w/list ).

Also, a great deal of things have been done. Pretty much all the basics of the engine are ready, clean, and optimized (pathfinding, doors, basis for the IA).
>> No. 38567
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38567
I did a few work on lights. The day/night cycle is pretty much ready, and I'm working on lights for objects.

On the side of what you cannot see, I can now also check if a character is in range of another one (and using the same code with a bit more specifications, I will soon be able to determine line of sight and fields of view).

Also, I did some work on the interface (oddly enough, this is the hardest part : libRocket is awesome but it's hard to learn how to make complex interfaces with it). I hope I'll be able to show something soon !

And to finish with, new subjects are open to discussion on the wiki (Races, Karma, Reputation and Factions).
>> No. 38570
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38570
One part that I would love to discuss indepth with you, and which I feel is probably the most important decision in the game's design.

And for that... I invoke the Element of Textwall! I HAVE THE POWER!

>For instance, if we choose for the player to incarnate an existing Fallout Equestria character (Littlepip). In this case, it's quite impossible to let the player chose a race (or is it ? We can replay the story of Littlepip with another character... after all, Kkat decided to let the details about Littlepip to the discretion of the player, so maybe we can change a few things).

>If we choose to create our own Fallout Equestria original ficiton, then there's still one problem left : the pegasi. First of, we would have to create a fiction in which it would be plausible that our main character could be a unicorn, an earth pony or a pegasus : and since pegasi are pretty much inexistent in the wasteland, it'll be tough to come up with.

This decision is gonna be a hard sucker to make. I won't beat around the bush: there's no inherently wrong or right decision here. Much like the Fallout games themselves! Either way, you should be fully aware of the consequences of whatever choice you're going to make.

On the one hand, the Fallout games have always been about open-ended, open-world role playing. It has a main plotline, but you can always deviate from it if you so wish to. Even more so in the later Fallout games, where they just let you out of the Vault and say "Well, you COULD find your Dad, OR you can just go and explore this wicked awesome wasteland!"

However, all Fallout games have something in common. The first two in particular: they actually have fairly lineair main storylines that often have to be followed in a certain order. In fact, the first two games had a map screen with only two things visible: your own destination and the destination you were supposed to go.

So, Fallout games have open-ended worlds, but still with lineair storylines. Although the games themselves have multiple endings, Fallout 2 establishes that Fallout 1 had a specific, canon ending - which implies a lineair storyline.

Using the narrative of LittlePip, but with the ability to create your own character and get different endings, you could basically make a game that is exactly like the first two Fallout games. Add a couple sidequests, think of a way to get branching endings and you're basically done.

But, that would just be making a Fallout fangame. You're making a game about Fallout: Equestria. It looks like the same thing - but there's a difference.

Fallout: Equestria prides itself on two things. World-building and telling an epic storyline. Again, open-world and lineair storytelling. However, the world-building is what sets it apart and is exactly the reason why there are so many side-fics of FOE in the first place.

People love the world that Fallout Equestria offers. The story itself... I mean, don't get me wrong, I love the story of LittlePip. But, come on, I've already read it. Do I really need (or want) to play it again?

However, you're making a game in the style of the first two Fallout games. Both of them have fairly lineair main plotlines. That's not to say 3 and NV didn't, but in those games it's much more accesible to explore the world map.

So, ultimately, it comes down to the one essential thing:
What do you want the player to experience?
I can't tell you what to do on this one.
If you want to let the player relive the story of LittlePip (with customization options and possibly different endings), I think that would make for an awesome game.
If you want to let the player explore the world of FOE and experience their own epic story, I think that would make for an awesome game.

There's no right or wrong on this and ultimately it's your call. Personally, I'd go for a new, original story within the world of FOE. My reasoning being that I don't think people want to relive their War and Peace-sized fanfiction in the form of a game: they want to experience the world of FOE. Making a new narrative that would happen after LittlePip took control of the SPP and cleared the cloud curtain would allow players to experience this new world firsthand.

Again, that doesn't make it the 'right' choice. The game version of the fanfic, where the player can influence the original story could also be fun and interesting in it's own right... But I feel the other option, a new story, has the potential to be even more interesting (also much harder to make).
>> No. 38638
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38638
It's a tough problem indeed.
In a perfect world and if it were only up to me, I would write an original story and follow the classical Fallout way of doing thing.

That is : you're strongly advised to follow the main quest, and the first half of it have to be done in a limited amount of time.
I find that this way of doing things is more engaging: the world is incredibly awesome, and the fact that you don't have enough time to do everything only gave me that much desire to explore all the possibilities.

Despite all this, I still plan on having the player wander in much more than the original Fallout Equestria playground.
The Big 52 or Hoofington are full of awesome places that I'd love to see in a FoE game.

But well... the main problem with that is that writing a new story is a hard and risky task.
I shouldn't be too worried (our beloved 3d designer also wrote a fanfic rated 6 stars on Equestria Daily, so there's that)...

But still : the good side of doing nothing more than Kkat's story is that we can't fail.
And, while staying on this story, we can perfectly bring unexpected possibilities to the player.
After all, many choices were given to LittlePip. What if, with the choices you could make, RedEye ended up winning ? Or the Goddess ?
I think it would be refreshing enough that the player won't mind living in a storyline he already knows.

--
On other news : we've been thinking about the data engine, and I've changed my mind about one thing : there will be a script engine.
Actually, I already implemented the basis of it tonight : it uses AngelScript (perfect for videogame, it's semi-interpreted and really easy to work with).
I already have a dummy IA running on it \o/ ! I The script engine will make it way easier to mod the game (developing a sequel to this game could be done with zero compiling).
It'll be used for dialogues, quests and artificial intelligences.
>> No. 38652
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38652
>>38638
(not using my trip since I don't have it on this PC - but it is me, don't worry)

It is harder, that's a given, but I wouldn't say it's riskier. There are lots of FOE side-fics that get unreal praise, like Pink Eyes and of course Project Horizons. And why not just use some of the plot from older Fallout games? You're already referencing them in gameplay, so referencing them in the storyline shouldn't be a worry.

In fact, starting out as a Stable Dweller who has to find a water talisman within a certain amount of days, only to find out there's a much larger threat, sounds like a solid starting point for a new story to me.

Also, there are probably a lot of writers on /fic/ who would love to help you out with figuring out the storyline.

Well, in the end, it's up to you. I'm just giving out my opinion, and yeah, it would be harder. But at the same time, it has a lot more potential. In my opinion, that's always worth putting a little extra work on your shoulders.

This is the only Applejack picture on this PC. It'll have to do.
>> No. 38668
>>38638
> "you're strongly advised to follow the main quest, and the first half of it have to be done in a limited amount of time."

From my own personal experience, this can be a big turn off in video games that allow you to explore.

I remember playing an old Nintendo game called Pikmen which also only gave you a limited amount of time to play through the game, but all I wanted to do was explore the different levels and have fun at my own pace. This time limit ended up turning me off to the game and I didn't ever finish it.

In games like Fallout and The Elder Scrolls, the core mechanic that makes the player want to play is the sense of discovery and exploration, and you can't really let the player experience much of either of these if they're on a time limit.
What would the point of a time limit be anyway? What would it add to the player's experience? What if the player doesn't want to immediately be thrown into the main quest the moment they step out of the stable? What happens if they don't do the first half of the game in time? Is it game over, or do enemies just become more numerous and harder to kill, or something else? What justification is there for a time limit in the story?

I think it would be more interesting to have specific parts of the story be time limited, and if the player can't do something in the time given, then maybe they aren't given as much(if any) of whatever reward. Or it could cause the difficulty of something else to increase, etc.
>> No. 38670
>>38668
>In games like Fallout and The Elder Scrolls, the core mechanic that makes the player want to play is the sense of discovery and exploration, and you can't really let the player experience much of either of these if they're on a time limit.

To be fair, the original Fallout had a time limit. First you had to get water to the Vault in a specific time frame, but you could hold it off if you paid caravan traders to deliver water for you. Then you had to beat the last boss before your vault is invaded.

Hell, even Daggerfall, the second Elder Scrolls game, had quests with time limits. If you accepted a quest, you couldn't just waltz around at will, you had get to certain places in time. If you weren't on a quest, you were free to explore. Maybe an implementation like this would be better? After activating a part of the main quest, the time limit starts.

Personally, I like games with time limits, it makes the player think about what they need to do and what the most important objective to persue is. It's similar to why I like good inventory management in games. I was a big fan of Dead Rising when it came out for those reasons, you had to prioritise where to go, who to save and when to save your game. In your first few playthroughs, you'd probably never save everypony, you just "didn't have the time" to save everypony. Then you'd learn from your previous playthroughs and be able to make more saves in time.

You might not make the time limit in Pikmin the first time around, maybe you'll find yourself with the bad ending. But after playing the game once through, you'll know the layouts of the maps and be better able to prioritise where to go. If that's what you want to do, of course. There's nothing really stopping you from unlocking an area, then ignoring the rest of the story to explore to your heart's content. The time limit only really effects you if you're going for a better ending.

Of course, I never finished Pikmin either, but for a different reason. Those damn AI controlled carrots kept ignoring my orders. :V
>> No. 38671
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38671
>>38668
In the original Fallout, the quest to get the water chip had a time limit of 150 days and a possibility to extend it. It was a very long time, but it did give a sense of urgency to this quest you were doing.

However, the first part of the main quest is just the prologue: you are introduced to the horrors of the wasteland, but also the good parts. You get to meet people, recruit some, discover civilizations and new groups along your way. They also briefly establish the eventual villains of the piece: the Super Mutants.

But what makes the time limit useful is that it briefly introduces large groups and quest lines. The Hub, the Brotherhood, the Mutants etc. They all play big roles and you have to make a couple choices on which side you are.

Fallout is all about moral choices: that's one of the main themes. In that world, everything's gone to shit and only few places have anything that could be called a law. Letting the player freely decide on which side he's going to stand is one of the franchises biggest strengths.

The time limit means you're going to hurry up with the main quest - which will bring you to every relevant location/group in the game outside of the Cathedral. However, rather than making choices right away, because of the time limit a player can feel more obligated to continue their main quest line and dive into side questlines later on. This allows the player to evaluate every aspect of the world and its inhabitants - which gives you a much better view of the situation, meaning a player can better evaluate what kind of choices they'd like to make for these side quest lines.

And when the first half is done - they're completely free to explore, with knowledge of the world he's in and having ample time to finish side quests and help or hurt people.

The only exception appears to be Shady Sands, the first town you find. The quests are pretty straight-forward there, outside of the raider quests.

Also, I don't believe you actually lose when the time limit is up. The Vault dies, but I don't think that's game over.

Note that this game is based on the first two Fallout games. They aren't so much about exploration as 3 and NV are: they're much more about, well, role-playing. Playing a character in a different world.

tl;dr: Time limit gives a sense of urgency, giving the player an excuse to skip sidequests, evaluate both the good and evil sides of some towns/cities/quests and make a choice later when you have infinite time.
>> No. 38687
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38687
>>38652
> In fact, starting out as a Stable Dweller who has to find a water talisman within a certain amount of days, only to find out there's a much larger threat, sounds like a solid starting point for a new story to me.
And it would be quite a wink as well... I like the idea : most Fallout fanfics build their worlds around what has been introduced in Bethesda's Fallout... using some material from the original ones could be refreshing.

>>38668
The original Fallout had a time limit, but it wasn't extremely hard to follow. I can't tell if the first Fallotus ended when the main quest were failed, because it simply never happened to me, and I finished both game quite a lot of time. 150 days is a lot of days : I'm not speaking of making the player run a race against time, but about giving him a motivation, and a (event if distant) constraint forcing him to make choices.

As I stated previously, I'm not making a Bethesda Fallout. No open world like in Bethesda's RPG. And it won't be about exploration
.
>>38670
> If you accepted a quest, you couldn't just waltz around at will, you had get to certain places in time. If you weren't on a quest, you were free to explore. Maybe an implementation like this would be better? After activating a part of the main quest, the time limit starts.
I like the idea. Fallout had very few side quests with time limit (the haunted farm at Modoc, that's the only one I can think of).
I'd like for us to play a little bit more with limits of time (it's a bit weird when a cook ask you to bring a meal to somepony in the next room, and you succeed the quest even if you bring the meal a month later. Yummy !)

Since the idea is launched, we might end up using such artifices for the main quest, but that will of course depend on what story we choose for the game (a quest for a water talisman can't really wait) !

>>38671
> Also, I don't believe you actually lose when the time limit is up. The Vault dies, but I don't think that's game over.
I think the game ends. But even after finishing the game a lot of time, it hasn't happened to me in maybe 10 years. Maybe my memory is blurry.
Fallout 2 had that "unending" thing, where you could keep playing after the end of the main quest : some new content were delivered as well, but... heh... Fallout 2 isn't about exploring, and when the main quest is over, the game lose its interest.

That was one of the strength of the Fallout system. You always had your goal in mind, but you needed to become a stronger character to accomplish it, so you ended up doing side quests...

And it brings you even more inside the skin of your character.
Because you share the same kind of interests as a player that your character would in his world.
>> No. 38689
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38689
>>38687
So if you don't rescue the vault, it's like a death: game over? Theoretically, you could simply consider that one of the endings of the story: the Vault Dweller failing or abandoning his quest.

And yeah, time limits on RPG quests are usually messed up. When I played Fallout 2 I went straight to San Fran and found a guy who lost his spleen. I had to get it back before he died. I said I'd find it and then went off to do other things.

I never did find it, but the guy was still alive even a year (in-game) later. So hey, I assumed it wasn't that bad.

>I like the idea : most Fallout fanfics build their worlds around what has been introduced in Bethesda's Fallout... using some material from the original ones could be refreshing.

Most of FOE was obviously inspired by Fallout 3, although the quest changed from "pure water for everypony" to "sunlight for everypony". There are some Fallout 1 story references and characters, most notably the Goddess being the Master. And of course, Red Eye's Unity and the Cathedral.
>> No. 38707
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38707
>>38689
> So if you don't rescue the vault, it's like a death: game over? Theoretically, you could simply consider that one of the endings of the story: the Vault Dweller failing or abandoning his quest.
I totally agree on this.
I would also add that the unending of Fallout 2 usually upset me because I know there's nothing new behind that dialogue asking me if I want to keep playing.
The player could keep playing in the world his choices created for a while. Even if this choices mean the failure of his main quests.

(pic unrelated, I started working on the game editor : this is just what I did this morning in class. I managed to have Panda3D embedded in a Qt application, and made a QTextEdit widget with syntaxis coloration for our scripting language)
>> No. 38714
That unrelated pics look awesome
>> No. 38740
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38740
>>38714
Haha :p ! Granted, it was a bit early to show anything but I had nothing else to show.
If it pleases you more, this is the script editor as it is now (the two missing features for it to be perfect are autocomplete and the possibility to try and to check if your scripts can compile on the fly).

I can't really start working on the level designer proper for now, because our 3d modeler (which is also a Panda3D developer) is reworking the tilemap loading and rendering system.

But it's going to be grand :) !
>> No. 38818
File 133795330141.png - (163.48KB , 824x969 , twilight_sparkle___happy_day_by_irmale-d4tj3nl.png )
38818
Alright ! The dialog system is pretty much over : they can be written from the game editor and executed in the game itself !

Check it out over there :
http://falloutequestriarpg.wordpress.com/2012/05/25/dialogues/

By the way, we're starting to have a good quantity of interfaces.
We'll need a HTML/CSS/(Gimp|Photoshop|Whatever) designer in some time.
>> No. 39003
File 133832314889.png - (174.11KB , 1366x768 , foe-snapshot3.png )
39003
Hey !
There hasn't been any news in a while, so have some news:

After having debated with my partner, we've compromised on a better way to handle characters movement.
We swapped from using a grid to using waypoints : this means absolutely no changes on the pathfinding, however, it means that the terrains don't have to be strictly aligned anymore (or even flat for that matter).

This decision also means we're giving up on the tilemaps. We'll be able to use complete models as landscapes and ceilings.

Pic related, this is the level editor, with the waypoint editing panel.
>> No. 39017
You have to consider the positives and the negatives of using modeled terrain: while this would definitely mean things will look a lot prettier and provide for different elevations, it would also mean somepony looking to make their own FOE game would either have to use the default maps only or model their own and import it somehow.

Though maybe I'm just reading it wrong.
>> No. 39458
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39458
Hey ! It's been a while ! And there are some reasons to that: first, it's studying time... second, though there has been a lot of progress, there's not much to "show".

But still, I wish to let you now that we're still alive and working !
Not only the tile/waypoint transition went unexpectedly well, but new things have been included as well.

On the last things done, we have the first bits of inventory and objects management:
- Objects can be linked to script files containing hooks that are executed when the object is used.
- Any character can already use an object on any object. No interface yet but it's coming.

Right now it's already possible to lock and unlock door using their respective keys, though there's no interface yet allowing the player to do it without using the console.

The Map Editor has seen some good progresses as well and is almost over (however, we're struggling to get it to work on Windows, which is apparently going to cost us lose quite some time).

>>39017
Well, there is a map editor. No need to import anything to create they map: they can edit the existing ones or make one using their own models.

Plus without this decision, though we make it easier to create FoE games for some people, we also make it impossible for people with modeling skills to make pretty FoE games.

It's a bit racist, but I'd rather create tools for peoples who have the means to make great things. That's how I see it.

Also, since the original game will provide maps for as many places from the FoE universe as possible, peoples without those means can still create games... as long as they don't plan on creating too many new places.
>> No. 39460
>>39458
Wait racist, how?
>> No. 39461
File 133919256463.png - (353.56KB , 656x747 , smug.png )
39461
>>39458
Making something for people who know how to work with things isn't racist. Elitist, at best.

Good to see this project is still on-rails. I expect great things from it.
>> No. 39578
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39578
Good news everypony !

The game editor now seems to work both on Windows and Linux,
Not only this, but I've been working on the first basis for the combat mode, worked on pausing the game when necessary, worked on the inventory (weight management, using the character statistics, dropping objects, getting objects from shelfs and bodies), among other things.

I'm expecting a first video demo of what we can do in a month or two.

>>39460
The wording may be inappropriate indeed ! In the school from where I come from, we take what we do very seriously, and not taking care of all kind of users is considered as bad as racism.
>> No. 39607
File 133961959576.png - (65.02KB , 800x593 , instantánea1.png )
39607
Check it out while it's hot:
- Action points management
- Equipped objects (is "equipped" the right word ?)
- Combat mode with turn per turn action
- Hoof to hoof combat (no animation yet but the logic is here)
>> No. 39608
File 133961975943.png - (119.39KB , 900x900 , pleased2.png )
39608
>>39607
You are doing God's work my friend.
>> No. 39753
You know what's cool ? Animations are cools !

3D animations are now implemented and work the same way as Fallout: when performing an action, the animation is executed, and if for some reason the animation is interrupted (other action or combat started) then the action isn't executed.

We also have a running animation: our ponies can now trot in the abyssal gray void from the last screenshots.

Apart from that, the game logic and interfaces have seen some progresses too:
-> Game time management and events (calendar and all)
-> Character's deaths
-> Looting of bodies
-> Interface for the Inventory
-> The three items wielding types are almost done (mouth, magic and battlesaddle): we only miss the bit that will connect the model of the weapon to the body of the wielder.

And most importantly: field of views. Every once in a while, every character's check its field of view and registers:
- Nearby enemies
- Nearby allies

Combat now automatically start when a character notices an ennemy.
And combat can't be ended if a character still has an enemy in sight (not really in sight actually, it's a bit more elaborated).

The FOV system will also be extensively used in the AI to make more challenging fighting.
Ais will have the ability to work together:

Their moral (fleeing/not fleeing) will not only be affected by their hit points, but also by the ratio of enemy/ally around them.

They will also be able to communicate, send orders, and so on...
For instance, a squad of Steel Rangers may have a sergeant with them: as long as you don't kill the sergeant, his AI will coordinate the other steel ranger's attack and prevent them to flee in panic.

On another topic, some bits of the diplomacy management have been developed to.
An issue that has been raised is the handling of hostility between factions and player.
There are two ways of handling that: the simple fallouty way that was simply starting the hostility when you attacked a member of the faction...
Or a more complicated way that involves somepony actually seeing you doing the evil deed: basically, killing somepony wouldn't be enough, somepony would have to notice you doing it.
The change of hostility would be communicated by characters as they enter the field of views of their fellow allies.

How does that sound ?
>> No. 39757
>>39753
>There are two ways of handling that: the simple fallouty way that was simply starting the hostility when you attacked a member of the faction... Or a more complicated way that involves somepony actually seeing you doing the evil deed: basically, killing somepony wouldn't be enough, somepony would have to notice you doing it.

Second option sounds better, makes more sense at least.
>> No. 39759
>>39757
Yeah I agree for the most part. Though it should be for a given area and not just the straight up line of sight because normal people can figure out that 'Oh my comrade just died and there goes a pony with a weapon. Hmmm.' Plus gun fire sound travels and in the fallout world when shooting started it was safer to shoot first then ask questions rather then be shot yourself.
>> No. 39835
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39835
>>39759
That's the problem that i have with the second system.
It's not appropriate in every case. I'm having a hard time identifying all the possible cases, and a good way to group them in a simpler problem.

It's alright, because the API is here anyway (we just have to modify the diplomacy backend), and we have a lot of time before this problem becomes atually problematic.
But I'm open for any suggestion of a system that would handle it nicely and easily.
>> No. 40343
File 134125359335.png - (245.29KB , 1024x1973 , twilight_sparkle_06_by_zutheskunk-d4ooitd.png )
40343
Still working hard.
A lot of progresses have been made, and I added a post in the blog about some of my work on the inventory management (mainly making the displaying of the inventories, the proper handling of the mouth/magic/battlesaddle system, and the items actions).

You can check it out with screenshots on the blog entry:
http://falloutequestriarpg.wordpress.com/2012/07/02/saddlebags/

Though we're making lots of progress, I'm filtering a lot more what we do, in anticipation for our first presentation.
Which will be whenever we feel we've done enough to make your waiting of the game almost unbearable.
But we ARE indeed making progress.
>> No. 40387
>>40343

You said that you've mostly finished with dialogue. I recall one of the earlier fallout games having really cheesy and terrible 90s voice acting. Are you thinking of implementing that sort of thing?
>> No. 40411
>>40387
The system and scripting works, and implementing audio dialogs above it all would be fairly easy, so we're not worrying about this for now.

We know dialogs will work just as in the old fallout (for instance, during test, there is more possible outcome than just "fail" and "success". If you're unlucky, you can have a critical fail, or if you don't have enough skill BUT you're lucky, you can end up with a neutral reaction instead of a real failure).

This is the vision we have for now.
About voice acting, no decision has been made to:
- Use voice acting on every dialogs like Fallout >=3
- Use voice acting on some dialogs like Fallout <=2
- Never use voices during dialogs

Every possibility has inconvenient and advantages.
For instance, voice acting for everything will take a lot of time and will make the game weight maybe twice as much.

No voice acting at all is easier, and make the game more like a book, which is the kind of thing I'm looking for in a Fallout (it used to be a game where a lot of things happened directly in your imagination... and that's the recipe of its greatness).

Though that may not be what players are looking for. Plus, using 3D forces us to bring a visually more defined view of our wasteland... so it would maybe be incoherent not to bring our own vision of the character's voices.

That put aside, I'm taking any opinion on the matter. Also, what did Fallout do wrong in his implementation of voicing ?
>> No. 40419
>>40411

Not that it was BAD, but most voice acting in the 90's just..wasn't very good.

Very wooden. That's half the charm though. Regardless, keep us updated if you're in need of that kind of voice acting ^_^.
>> No. 40439
Youtube embed play button
  >>40419
I found some of the voice acting in Fallout 2 to be pretty decent, especially for its time...

I think I'd like a couple of voices, but not too many. Companions would be better off without voices so you can imagine those for yourself (I really disliked "talking head" companions in 2). It'd be better for notable NPC's so you can remember who's real important for the storyline.
>> No. 41906
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41906
Hey ! How about some update ?

To your left, you can check out the first bits of the worldmap.
Don't get fooled by its disgusting looks. It's actually pretty much ready: you can explore the map, get into places, save and load your progression... it just lacks some design (and well, the game world clock, and the player's inventory management: nothing much).

I've also done the first bits of main menu. Loading screens as well.

Anyway. We're going to need some artistry in there, to get some interfaces, mouse pointers, loading pictures,
And, of course, we're going to need 3D models.
We're not recruiting anyone before our first official appearance, but I'm always on the lookout for willing people.

Oh, and good news everyone. After considerations, we changed our mind about the maps: they will support several floors. I'm already working on handling all that camera handling and floor swapping mumbo jumbo.
>> No. 42201
File 134876330545.png - (197.19KB , 1280x1070 , twilight_sparkle_by_helgih-d48oetz.png )
42201
Hey ! So I made this video, which is merely a demonstration of what has already been done.

It's so pre-alpha there's no word for it. And I forgot to show a few stuff. But it's hard enough doing it in a single shot, so there...

Check it out there:
http://www.youtube.com/watch?v=srDPIlU6Alw

I'm taking advices on the video, how to improve the show, the speech... so that it may become an official announcment later.

On other news, I worked on the SPECIAL statistic system and made a nice little piece of software using JSON configuration files and AngelScript scritps to provide a nice Fallout-like SPECIAL tool that can be used in other videogames as well (possibilities are only limited to the Special / Statistics / Skills / Traits / Perk system).

When I re-work on this video I'll show the character creation, level upping, etc... and try to fix the bugs that manifested during the video (turns out I managed to show pretty much all of them...).

If the accent is impossible to understand, which it probably is, I'll get on sub-titles right away !
>> No. 42202
File 134876338361.png - (197.19KB , 1280x1070 , twilight_sparkle_by_helgih-d48oetz.png )
42202
Hey ! So I made this video, which is merely a demonstration of what has already been done.

It's so pre-alpha there's no word for it. And I forgot to show a few stuff. But it's hard enough doing it in a single shot, so there...

Check it out there:
http://www.youtube.com/watch?v=srDPIlU6Alw

I'm taking advices on the video, how to improve the show, the speech... so that it may become an official announcment later.

On other news, I worked on the SPECIAL statistic system and made a nice little piece of software using JSON configuration files and AngelScript scritps to provide a nice Fallout-like SPECIAL tool that can be used in other videogames as well (possibilities are only limited to the Special / Statistics / Skills / Traits / Perk system).

When I re-work on this video I'll show the character creation, level upping, etc... and try to fix the bugs that manifested during the video (turns out I managed to show pretty much all of them...).

If the accent is impossible to understand, which it probably is, I'll get on sub-titles right away !
>> No. 42386
Youtube embed play button
  First milestone reached !
That means Tom-solid stability with a great deal of core feature finished.
And it also mean I release the "final" first video presentation about the game engine.

Here's the video.
It's not much, given that we have ONE graphical asset to show (the LittlePip model).
But at least it show that the technical side of this is going pretty good.

I'm also looking for people, especially people who can help with the 3D design.
http://falloutequestriarpg.wordpress.com/recruitment
>> No. 42387
Youtube embed play button
  >>42386
Well... looks like I failed to embed the youtube link. Here it is:
http://www.youtube.com/watch?v=lWYIJX07cRA
>> No. 42477
>>42387

Wow, this looks awesome! I'm really super excited to play it. It's a shame this project isn't get more publicity.

Like I said before, I'm always looking for work if you're interested in having any of the main characters voiced ^_^
>> No. 42505
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42505
>>42477
I sure went a long way since the first days ^^ ! That thing is HUGE, and it can do a huge lot of things too.
Sure sad that it ain't getting more publicity. It's hard to communicate: Equestria Daily helped us get a few hundreds persons to see the project, but the interest seems to be rather low.
That's quite a shame: if no one wants to work the 3D of this game anytime soon, the project will end up stalling for a while...

Well, at least it'll give me time to work on the edges. Voices for instance, as you brought it up... reminds me that I still have all the sound handling to do... I'll think of you if I ever get to the point where voicing characters would be relevant !
>> No. 42540
So on an entirely different note, where is your super awesome accent from?
>> No. 44148
File 136112158932.png - (631.71KB , 1279x1024 , iamthenight.png )
44148
I'm just gonna drop this here and point out that we're still kicking.

Just like our LittlePip in this screenshot, we're creeping in the dark, alone and unseen, waiting for the time to shine :) !

>>42540
France, sort of :).
>> No. 44946
Youtube embed play button
  So, there's this new video I dumped, it's a little show-case of features implemented in the past few months:

http://www.youtube.com/watch?v=r1u8G2eYW_Q

Lot of new things in there, and there's still plenty to come !
>> No. 45812
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45812
Hey ! Long time no see ! Look at Twilight ! She's a freaking alicorn now !

Anyhoof ! Tell me, have you ever wanted to build your own level in a 3D RPG ? Check out what our game editor can do:
http://www.youtube.com/watch?v=y-Jd6xaLq-E

It's sort of short, and I forgot to include the lightning effects in the map. Maybe for another video ^^ ! I plan on showing off how to put doors and how to create interactive characters in other videos later.

All of this can already be compiled and tested from Linux computers (the Windows version will wait until the release of Panda3D 1.9.0).
>> No. 45853
Hey !
There has been tremendous progresses made lately and we are almost reaching Alpha stage.

At that point I shall work on a little playable demo (probably something on a single level, no worldmap), which will be made available for different platforms.
The game editor will be released as well and regularly updated for people who'd like to try it out (and potentially using it to help us work on the game).

We will release at least for Windows and Ubuntu, but I will do my best to provide packages for anyone interested.
If there are any requested platforms, go ahead and ask !

No dates given for the releases, but it should be in a couple of months or so.
>> No. 46803
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46803
Alpha stage is only a few days ahead, and we'll soon put an end to the pre-prod phase.

Pic shows a few of our assets being used to put together rooms for a dungeon. And it's pretty easy too !

Dropping the tile-based design was a hard decision, but it paid off a lot. After two years, we have something that doesn't use tiles, but is nearly as easy to use as if it did.

Just put some walls and ground around, add a few lights, and here you go: good looking dungeon material !
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