Level Designer, Writer, Producer, 3D Modeller. Among other things.
There they are! :D They're showing now.
Seeing your images is my favourite update on indieDB. So I hope that your image links get fixed soon, cuz I still cant see 'um. :p Great text though!
You didn't notice the couch or bedrolls? :p Or that all the other families are crowded into similar one room areas on the lower levels, but not the upper levels? ;)
Nope! Still invisible to me.
I use google+ to host mine. :) No one goes to google+ but WHATEVER the galleries there are nicer. :p
Soon, by the gods! Almost there. Closer than not.
Great! Glad to have you here!
It's the burnout that's slowing progress now. :p We hit it usually every 4 months. This phase isn't as bad as others though.
It starts as a new game, and only goes to New Vegas after the final credits.
Adds tons. I'd wait until Part 2 in march before making the plunge though.
Ah, that makes sense. Thanks! :D
Enderal really should be higher up on this list. The work that's gone into that is mind numbing. When it launches, it will be legendary.
I found out about this as I was cleaning my news updates. :p Yay! We are creative.
If you use the ENB series, I recommend RudyENB. On the 3 PCs I've tried it on, it runs silky smooth. On my PC? it's a 12fps slideshow. :p
They're identical to New Vegas.
Project Brazil has a 3-Fold meaning:
1 - I was watching the 1985 Terri Gilliam movie Brazil when I first decided to make a mod in 2010 - long before I had a coherent story in mind.
2 - A nod to Black Isle Entertainment through the Irish myth of Brasil, a shadowy island off the coast that can be seen but never reached.
3 - In game, there is a list scheduled, A, B, C, D, E - using the name of countries as code words. Project Brazil is the most important of the Enclave Projects.
Looks outstanding! :D I'm excited to watch the progress! A little bit Bastion, a little bit Okami, bits of its own. Should be a glorious game.
(Note: no voice on chapter titles. Reading it to yourself adds dramatic flair I think.)
I never got into modding to say, "this is how it should be done."
I think New Vegas and Fallout 3 and Fallout 4 were great. That's why FPB is connected to them by lore, but we're our own separate telling of a tale in the Fallout canon. I don't see anything wrong with those games, and I don't see FPB in any competition with them in that sense.
I got into this because it's me. I belong here, creating things. It's what I do, and I need a platform on which to do that without millions of dollars to generate tens of thousands of assets. A mod was the only way to do this.
I have a lot of other skills I've spent thousands of hours developing in parallel with this skill set, because I love to create. I am a photographer, videographer, and producer as well. I can do 3D art, textures, and I can write and direct dialogue for multi-variable quest architectures. I love that holistic approach. That would be great for an indie team on a funded project, but I started with no money and no name. You can create a game like this alone for free, it's not impossible, but people you need to hire for that job have no faith in a property you have not yet seen be successful (like the Fallout franchise) or one that has no funding. So if you want to make a fully 3D atmospheric mod from scratch, with no money, and starting with no reputation, a mod is the only feasible path to that goal.
Too bad I am not a programmer. :p
We had to make this cut logically. Like I said on this reddit thread: Reddit.com
We'd already gone through two of those monster variable knots exiting Vault 18 with 8 companions at the Pinehaven House, and it killed Rick's motivation. Since money is no motivation, and I can't swap in and out team members as they start to fatigue, it derailed progress all of 2014.
As a team leader, that's like having your arms tied behind your back and driving stick shift with a pool cleaner 10 feet away from the driver's seat.
If I were in a fully funded professional studio I'd still have to manage the same emotional and physical stress of doing this job. That wouldn't change. but I WOULD have a much more robust and consistent tool set to face that challenge, where here it is exceedingly difficult.
If I want this done, I have to take into account the human element as it interfaces with the design. That's not something I've always been good at, and I need to focus more on that as I plan my designs in the future.
Oooh, underwater assets!
I'm excited to play Fallout 4, especially with that face gen. I'm going to make all of our character faces in that thing, and some new ones. :p I'll also port over as much of our original content as I can as a public resource for moders to use.
I probably won't mod F4, unless it is a tiny little test for another project. I'm moving on to Unreal development on a new title after FPB is done.
Yeah, things are going well. The guys have drifted off for Holidays, but Mark and I are still cutting audio, and right now I'm spending a few free days on 3D art. I hope to have some Vault 18 art to show off in the GECK in a couple days. :)
This isn't that much of an unrealistic project. It's 1/45th the coding of Fallout 3, at best. Probably even less. What we release in March will be the final version to us. We're pushing it back to march because of burnout. Cat herding over the internet has been the big stumbling block these last few years. If we'd all been working in the same room, this would be done.
Faalskar pulled it off. So has Sure AI, 3 times. So is The Frontier.
It's 10 Quests, which we've cut down to 6. There are also about 12 supporting side quests including companions. The GECK makes scripting quests so hideously unintuitive that I've never been able to learn it or care to. So I rely on the free time of Rick and Seddon, while I do the 3D art, Sound, and design.
It's cut to make it possible. :p not about faster, just hell, getting there.
The West Coast Enclave is a faction in Fallout: Project Brazil, which is coming out this March. Your player character can join them in Vault 18, and after escaping its destruction, continue communicating with your Colonel as an Enclave Agent, working to sow destruction across California before meeting up with your team at the end.
We could still use some assistance cutting audio and scripting quests.
Check it out:
Some people can get it work, others can't. But TTW and FPB cant support each other due to the size of our respective projects. We do communicate though, we've just decided that we're too huge to really deal with until the projects are fully complete.
Defeat the bugs brave warriors!
I'll probably really enjoy F4 when I get to it. Just need to finish FPB first.
If we take too much more time we'll lose momentum. Burnout is hot on all our heels. We could use a shift change, but no one is coming to save us. We have to keep going until it's done.
Everyone I ask says no, or flat out ignores me. So this is on us. We have to start making decisions to end the project successfully, and soon.
I don't know what it is - but it's cool.
Thank you. We'll get it done!