sunnuntai 8. elokuuta 2010

Junkyard Mutants raider gang

July was great: outdoors training, drinking beer and couple of hundred hours of FO3 mod development.

This entry has an image of the Junkyard and it's inhabitants: the Junkyard Mutants raiders. Backstory:

This lovely old farm used to have fields and animals in the past. Then the industrialization arrived and farm's younger generation changed the farm into an automobile garage service. Later on when business was slow, they turned it into a small junkyard for old cars.

Then the war started... and ended. The farm still exists but the hardworking people living there are long gone. In their place is a gang of scum: the Junkyard Mutants raiders. Name sounds worse than it really is. All members are human but still as mean as the mutated wildlife stalking the wasteland.


I put a lot of love into this area. It's still not quite done, but the quests are done. The biggest fun is that if you have a clever character you can join the raiders and rise in their ranks. I'm happy how the small quests worked out and how they mix with the overall bigger Vault quest. Or if you just hate raiders you can blast your way in and have a challenging fight on your hands.




lauantai 10. heinäkuuta 2010

Landscaping


Here is an old picture of a canyon. I've updated it since with more cliff props and textures. Originally it's purpose was to make an obstacle and stop player from marching directly to super mutant camp. And of course it serves as a barrier keeping super mutant patrols wandering too near civilization. Brotherhood of Steel serves also that purpose :-) Now, the area has become an adventure site.

This worked better than I thought canyon is impressive, you don't want to fall in. The walls are hard to climb and the sight is really nice. Of course there is adventure and loot to be found. After all, dangerous areas must have best loot ;-)


Here is another image that shows landscaping. There is a caravan heading south, I'm escorting it. Yes, there is a escort mission even everybody hates them. It's an action filled trip and caravan driver discussion subjects change dynamically depending where he is. Worth talking to him if you take this quest.
Anyway, there is a dried river bed, some hills, cliffs and a ropebridge. I've noticed that the eye finds really fast "what is wrong with this area". Areas that are flat are the easiest to spot. Still editor is good enough that you can fix those areas in few minutes with landscaping, some rocks, texturing and some random junk.

torstai 8. heinäkuuta 2010

4 Explorers

Again "long-time-no-see". A bit health problems in June, but now I'm mostly on my feet again. So last time I mentioned the Four Explorers: Jade, Sam, Mark and you the player. At the start of the mod you four are given task to explore the wasteland. Mission is to find any civilization and report to the Overseer. Though you start together, soon you must go your separate ways to find adventure.

Jade is the part of the vault administration. She's smart, ambitious, tough and knows how to survive. A natural leader that can see the "BIG picture" :-) She's happy to finally get out of the vault.

Sam is part of the vault science department. He's a natural with computers and mechanics. The big guy is also a big fan of baseball and captain cosmos. Leaving the vault gives him a great oppotunity to witness things that he has only read about.

Mark is one of the fine security officers in Vault 44. He's a good natured guy that always finds time for nuka-cola and some rock'n'roll in the Vault 44 atrium. When he is off-duty he also likes target practice and gambling. He's one of the luckiest people you ever meet.

So, these are the guys that are going to the surface wasteland with you. You know them all by name, but you mostly work or hang outwith other people. Getting to know them might be worth it. See you in the wasteland :-)

keskiviikko 26. toukokuuta 2010

Hard at work

Over a month and no update. Well, been busy with Real Life (tm), new games (Alan Wake, Red Dead Redemption) and modding. Anyway, progress with mod is great, still a little worried if I can meet my deadline (August) with all intended content. New areas:

* Radiated ruins is a radioactive ruins of business park area. There are still some surviving buildings, but most have collapsed due to bombing. Enemies lurk in dark areas but precious loot is to be found. Beyond the ruins there are silhouettes of powerplant and electricity pylons.














* Powerplant is a home to one major factions; the Ghouls. Inspired by FO2, Van Buren, "I am Legend" and I think there are even some X-men references in my design material. The powerplant exterior design succeeded nicely and I'm very happy with the interior so far (1 of 2 done). So, even though there are other works that influenced design here, there are still original ideas and I'm happy with the characters & places & scenarios I've designed.



Both these areas are in the northern part of the map. Sam, one of the four explorers, is heading this way. I wonder what is his fate :-) My next blog entry will introduce the Four Explorers.

One thing I'm very proud of is the system of script that responds to player killing some patrols in the wasteland. Some members will try to run to base and warn others making that faction hostile to player. Player can of course set up traps or just shoot the scouts to stop them alarming the whole base :-D

See you soon with Sam, Jade and Mark :-)

maanantai 19. huhtikuuta 2010

Designing playable locations

In Fallout designing playable locations is a bit different that let's say designing castles or dungeons in Neverwinter Nights 2. Even with fantasy settings that have "long lost civilizations or ruins" have a different feeling to them than Fallout setting locations.

In my opinion you have to first not to think about the adventure player is going to have. Well, not completely true since when you think of a location you have an idea how it fits into your story or quest. But point I'm trying to make is that first you should design the area as it was originally planned for: a shopping center, a gas station, a library or a powerplant. Put in place buildings, roads, parking areas, bus stops, houses etc... all the things that are needed there in real world. Think: Why did this area exist in the first place?

Then break your area, destroy it, nuke it! Imagine what the place would appear like after nuclear holocaust or 100 years of non-activity. Is there power? Is there ruins? Are there cars? Has the river water flow stopped? Make your area show the contrast of what was and what is.

Finally make it fun: have raiders built a base into the area? Has someone moved all the rubble and scrap to make a fortress? Have mutants spawned into the area? Is there still some unlooted treasure? Can you find desperately needed resources there? Can I charm the enemy to attack it's allies? Are there still some 100-200 year old robotic defenses active? Oh, and add multiple ways to "win" the area: fighting, negotiating, hacking, lockpicking or just exploring diligently. Personally, I think shooting and fighting are always the option for retarded players and should (and will in my mod)) always give less XP and less adventure than any other approach. However, this is Fallout and some ultra-violence with black humor is a must. But only when used rarely. Of course if someone likes to roleplay a mass-murderer, go ahead, but I find it boring.

So, anyway: build, break & fun. That's my "design method" :-)

torstai 15. huhtikuuta 2010

Dunghill

Hi! This time I'm showing you two images from the first town (probably) that player is going to find: Dunghill


Dunghill is a small town community that has been attacked by raiders for years and years. It's on the trading route making it interesting place to visit for new equipment and information about wasteland.

Unfortunately all those years of raider attacks have left the townfolk very unfriendly towards visitors and strangers. Those that don't have business, such as trading, are left outside the town walls. Getting in is the first quest of Dunghill.

Walls and the town itself is built from waste, destroyed buildinds and vehicle parts. I wanted to have look & feel of Junktown from FO1. This town is on the Wasteland worldspace so you can enjoy the barren, rough beauty of the wasteland on top of Dunghill houses. I've already made 90% of building indoors, scripted NPCs, written dialogs and such. Most of the quests will take you outside town but there's still stuff to do in town as well.

So, when you try my mod, it's a good idea to check out Dunghill before heading deeper into the post-apocalyptic wastes :-)


torstai 8. huhtikuuta 2010

Designing Vault 44 Entrance

First I designed the vault entrance. I wanted it to remind Fallout 1 entrance. There is a small security station, supply room and observation / control room with windows to the room with big gear door. Also there is a small decontamination chamber next to the entrance that allows returning player to remove some of the radiation accumulated when adventuring outside.

So there is two parts of plot happening here: 1) the briefing and player leaving the vault and 2) when player returns to visit the vault during the adventure. Originally the entrance is locked, but it is unlocked when player accepts the quest from overseer to go exploring with other 3 "volunteers".
The Vault-Tek plan for this Vault was to preserve a piece of American culture. One of the things is 50's style diner (yeah, in this mod too :-), radio playing oldies and other things you'll find out by playing the mod.
Below is an image how the entrance area looks in Geck.