Apr 26, 2011

Setting Overview #1

Dear Readers,

a new news entry about the world and some features/characteristics of the game can be found here.
I'd be glad if you'd read, comment, or even ask some things on there. ;-)

Regards,

Frank

Apr 6, 2011

What Remains goes Web 2.0!

I myself am not the biggest fan of quick info systems like Twitter, Facebook etc. - but I can't deny the usefulness of said pages. So here we go! If you take a look at the upper right part of the blog page, you see 4 pesky new buttons, just waiting for you to click on them! If you don't see them, you can admire them here in their full glory from the country of awesomeness!:


What Remains on Mod DB What Remains on Twitter
Join The What Remains Forums! Join The What Remains Facebook Group!


Not only we have now an official forum (which I am filling up with content right now), we have a mod DB page which even ranks What Remains on place 365 of 13,987, not a bad start, for just day 2 having the page up! If you like What Remains and what we are doing with Fallout, just follow our progress on there and track, or even rank the game! If you are having Facebook and want to look like an old videogame nerd, you may just follow the What Remains Group on Twitter or Facebook. What I'd like the most though, is YOU to become an active member on our forums. Just sign up! It's a matter of seconds. You meet other Fallout fans there, discussing or even suggesting things about What Remains.


Regards,


Frank

Mar 29, 2011

Design Tidbits #1

Thought I write about some small design updates what's being worked on at the moment.
Flipping through several mechanics right now, and I decided to change some stuff here and there..


  • Small Guns/Big Guns/Energy Guns have been merged to the "Firearms" Skill.
Not only seeing as how well the Obsidian Guys managed to do this in Fallout: New Vegas , it makes more sense for What Remains aswell, seeing as highly advanced weaponry like military support weapons, miniguns, or even energy weaponry is scarce, if not nonexistant. It'd be bad design to give just 1-2 weapons for people who've chosen the respective skill (like Big Guns), a thing which always puzzled me a bit in the original Fallouts. So they are now merged and the weapon progress throughout the progression of the game is easier to do aswell. Every Weapon can be used (with SPECIAL requirements ofcourse), so take your pick!



  • The Unarmed and Melee Skills are now merged into the "Close Quarter Combats" Skill.
Much like the paragraph above, it just makes more sense for me to have both of these skills merged together.


  • Reduced number of Skillpoints through levelups.
As a result to the removal and merging of skills, ofcourse the maximum amount of skillpoints would be too high, only leading to Jack-of-all-Trades Characters. So the amount of skillpoints to raise your skill per level has been reduced. This will need some finetuning later to not make it too harsh, ofcourse.


  • Eyeshots have been removed.

Playing the original Fallout titles, combat at the mid-to-endgame always was just about shooting the baddies eyes if possible. I kind of find this a bit bland, seeing as eyeshots were way too powerfull, rendered aiming at other bodyparts almost obsolete and ended the fight too quick (not even mentioning that it seems to be a bit over the top to aim at an opponents eyeball from 300 metres away with a pistol ;-) ) The chance to hit the head instead has been a bit lowered too, aswell as the AP needed to perform this action have been highered. Hopefully, this will make fights a bit longer and aiming at other bodyparts as more viable choices throughout the combat.


  • All weapons will have the option to throw them.

Heard it right there, in desperate times, when there is no ammo left and the only viable choice would be to throw your rifle in the opponents face, you are now given the opportunity to do that. ;-) More of a gimmick or the last resort of hope in combat, then an actual powerful option.


Also, some more minor stuff, have made my homework on the Illinois and Michigan area, landmarks, cities and the like, so it's very likely you'll see (the remains) of some cities and places you probably know, or maybe even live in. Worldediting is almost done, so maybe I will post some examples of locations you'll be able to visit. That's about it for now, next time you'll get to know a few of the ingame factions, receive a bit more knowledge about what's going on in the world etc. 

Regards,

Frank

Mar 16, 2011

We aren't dead yet!

Yes, we are not. And yes, you've read it right, I now have even a bit help, someone not allowing not even a single minutes rest, giving the whole thing a little kick of motivation. Yes, the motivation, the thing which kept me not posting here since a while. During a computer crash, plenty of files were gone (now restored, thanks to some kind people doing that for me) and that nearly wiped out my whole will to make this game. Eventually, the sparkle lit again and I started to work. Now, I have all the files back and wrote most of the documents needed to develop the first few locations and move on to the next ones. Had much fun writing tons of dialogs lately, can't wait till you guys/gals listen to the people speaking and hear their stories around the campfire. ;-)

Also, I am working on setting a small forum up anytime soon, to have interested people talking about the game or even suggesting some smaller stuff. Ofcourse, basic info on what exactly happens ingame will be given then.
So - glad to tell we are alive and kicking well! To the end, some small ingame loading screen extravaganza - see the michigans wasteland ruins in their full glory. Eery, empty (?!) , only harboring death and the remains of former inhabitants. What Remains there?






Cheers, Frank.