Vault Lad Presents:
(Ultra cool) Fallout Three Adventure Mode! News time children!Oh yesh yesh yesh, I've decided to lean this towards Fallout three, since I've been glued to it for the past week whilst my computer was in a vegetative state.
Now I've got a structure to work on, I can start proper work on it, rather than dossing about modelling random weapons and crap like that.
Also, I don't see any reason why it shouldn't be multiplayer, it'd be equally as fun in a single player server.
Development stuff:The main trunk (summarising) topics are:
- A universal GUI with tabs, for various stuff (I.e: PIP BOY 3.333!!!) #1
- Big-ass non-repeating terrain with interiors on (lots of portals for streamlining fps) #2
- Triggers within buildings that spawn items&objects, which interact with the archaic inventory system I have #3 & #4-1
- "Containers", that are part of npcs and world objects. (and you, if you die) #4-2
- Homes, for players (for saving/healing/spawning purposes) #5
The branch (specification) topics are:
#1 - Pip-boy 31/3 GUI- Interface with items, so you can drop stuff/use stuff/equip stuff
- Status interface, with healing and effects stuff (and radiation, if I feel like making it)
- Information on currently equipped items (such as damage/armor class of item, and ammo if it's a gun)
- Small things that don't fall under the above branches, like fancy effects and Radio (oh god yes)
#2 - The landscape and it's features- Modular cities/buildingscapes - striking a balance between detail and performance, each building will be an individual interior, so hammer and map2dif doesn't stuff it up when exporting
- Dreary, depressing landscape with no trees or anything, and radioactive pools and other horrors too
- More complete buildings will allow you to enter and you'll be whisked off to the interior of the building (which is high in the sky really), and going out will take you back.
- RANDOM UNEXPLODED NUKES (maybe)
- Radiation, from radioactive stuff everywhere
#3 - Populating the land (go forth and proliferate)- Trigger boxes that spawn items for you to sell or kill people with
- 'Zones', big boxes that divide the landscape up, for random encounters
- Mutants and raiders and cannibals and more, all who want to kill (and/or eat) you
- Junk Buggy, 'nuf said
#4 - Inventory, containers, items and other stuff- Random goodie boxes (ammo/junk) for you to loot
- People to sell your enormous hoards of crap to
- Weapons interacting with ammo in your inventory (if you've got none, *CLICK CLICK* 'OH stuff!')
- Items that heal you, or give cool effects (drugs aren't really like this, don't do drugs kids!)
- 42 missiles stuffed impossibly into a small ammo box and other joys
#5 - Homes, saving and spawningThis is important, to stop loss of data when people leave, they need a 'home', this'll be just outside the Vault by default.
- Indoor buildings that hostiles don't spawn in can be set as a player's "home", they'll spawn here when they spawn/respawn
- Players are given low-tier armor and a standard pistol (laser or firearm, depending on favoured weapon) when they first spawn, or when they respawn after dying
- Players who have left will have their inventory saved, and it shall load when they next join
- There will be a "locker" in a player's home, other players can't see what the locker contains so you store your stuff safely
Oh man, I hate lists now...
But do give suggestions or remind me of things I've missed out, it'll go on the list if it's cool/important enough.[/list]