Level Designer, Writer, Producer, 3D Modeller. Among other things.
What would you do differently?
There is no way to return to New California after finishing the plot (there would be no quest content to go back to and it's far too much work for us to make a fully NCR area 20 years later.)
At least Robogirl isn't giving you **** for shooting the walls. :p
It was ******* horrific. I got over it on day 1 and was totally okay. Then Day 3 it came back with a vengeance and slapped me off my high horse.
The Flu sucks. Don't get it. Our team is in Vegas and Arizona and all of us got it. ******* disrespectful *** virus. The mod is going very well though! I'll still be useless for a few days but Rick has been spending in consistently good updates.
We plan for it to. Haven't tested it yet. Gotta finish both mods first. :p
Moddb.com used to be active on ModDB. Not sure what changed. Their last update was just on their website. I think they are primarily focusing on their discord and forums these days.
Another Continuing Legacy Award contender for me would have to go to Total Annihilation: Escalation. They really hammered it home this year with their last update. Basically added an entire new game on top of TA for the 20th Anniversary. Taesc.tauniverse.com
Or maybe Fallout: Resurrection. They also knocked it out of the park again for a 20 year old game. Resurrection.cz
Congratulations. Your uncle is a bad guy, depending on your loose interpretation of bad, (and guy.)
The old version is, but I'd recommend waiting for the new one.
There are so many branches and combinations it's hard to say for sure til it's fully playtested. But each core plythrough is between 8 and 16 hours depending on how you drag your feet as a completionist or in a rush to get somewhere. And there are 5 major branches with dozens of smaller branches, each of which really remix things you probably thought were linear on your first run because they were so subtle.
You'll be able to run it with or without ENB. I designed it for both.
Same as New Vegas with an ENB on it. The rest is just nice textures and asset placement to dress the scene. I think we do have a better command of the colour pallets than the original art team did, however. But we've also had more time and didn't need a greybox phase. That tends to change the even playing field a bit.
I wish we were further along on FNC, especially after the 2 month long overtime I pulled getting the ending videos produced to meet my December 1st deadline. We may have to miss this December. Not sure how hard we can push it before January to get to a solid ready state for release. Very close though.
I've always been transparent about our process. Never been misleading or overhyped. You can read our design documents down to the letter, and our design notes. Even read our dialogues and the base scripter references, all since day 1.
I'm not sure where people get this idea that everyone is killable in NV. :p You try that and the game breaks really fast. Our mod will be similar. Can you kill everything you meet? Yeah. But if you do it at the wrong time it will break quests and lead to a dead end, just because accounting for that specific variable took too much effort by that point in the story. But if you wait and play your cards right, everyone is killable, especially if you go Enclave til the end.
We had a 12th ending for a player that kills absolutely everyone they meet and breaks their game. But so far we've not implemented it. Been too busy with the actual main quest.
Because they are hidden.
Just remember that while Public Beta will be feature complete, it will not at all be flawless, and it will not be a AAA product with the millions of dollars that ensures. :p We are an all volunteer staff with just two principal members, and we rely on a lot of community time & resource donations to keep going and be successful. Which we are kinda starved for at the moment. So the Public Beta will have issues that should have been solved by a more fleshed out team, like a rare batch of missing voice files and some unbalanced combat, and some vanilla assets where a new asset should be.
That's why it's a Beta and not RC1. Going head to head with expectations of a AAA product like Fallout sets us up for failure. ;) They had by some estimates a budget of $180 Million, and made >$750 Million, and a crew of more than 100.
We have a crew of 2 dudes full time, and a smattering of like, 6 who help out (but do not touch the GECK, if rarely,) and a budget of exactly nothing. XD With an income to match!
So while yeah, you will totally enjoy what feels like a Brand New Fallout Game, if a bit aged on the old engine, and the story art is just phenomenal -- it is definitely a mod, and that is where expectations should live.
WE have a lot of big open spaces, so it absolutely would.
Most of the images on this update are just for the ending narration slides, but our game world has a lot of fun stuff to explore too. Just no real urban areas, mostly open desert wasteland.
Some assets from TrickyVein!
Rigging by Dragbody! :D
Ah. We mention them in the lore. That is actually a static shot of the animated map used in our ending video.
Who said it was from the west coast to Denver? That person is foolish.
Why not just make your own original IP? You clearly have the talent, team, and follow through.
Yep. And it only takes one step to delete it if you don't want it.
I will probably leave it up to the fans. Fan guides will pop up pretty quick I think.