Level Designer, Writer, Producer, 3D Modeller. Among other things.
Next update will be posted May 31st. :) 4 year anniversary. I'll be posting news from the last month and recapping what's been done.
I am much closer to the torment than the rest of ya'll, believe me. XD The fires are hot and the walls are high. Just gotta grin and bear it as you watch us climb against gravity and the flames at our backs.
Thanks! I never saw it as a hobby so much as disenfranchised professionalism, and it turns out that was stupid. :p No work should ever be done with an end means in mind. Just do the work and fall in love with doing it, embrace the suck, and that is how good product is made. I didn't know that, but that philosophy change has helped. Now that I'm 29, hopefully I can wonder at more such revelations in the future. :)
Thanks! I want to do this for a living, and I find that if you just keep a cool head and treat your user base like they matter, they tend to respond better to your work. Pure self interest! XD And it seems to make yall happy, which makes me happy. It is why I do it.
I'd take the job! After this is done and released, I can start sending out resumes.
Yeah! D: I played Mad Max for a few hours, and while the game is wikid boring, it is jaw dropping pretty. If Bethesda gave us source code, we could patch in Direct X10+ and all kinds of cool graphics & other upgrades. 64-bit support, large address handling, 8GB texture memory, better animations with improved collision detection averages... All kinds of cool stuff.
Yeah! It'll work! Find one on sale for 3$. I'm a frugal Mo-fo.
It gets really good there. Can't wait to release it.
Thanks! I won't have time to play it for a while, but I've wanted to try The Long Dark for ages. :D I'll keep it til after FPB is done.
Balancing all those characters is hard! Really just getting the text written is hard, but then carving it up and rearranging it to be the best it can be is doubly hard.
Keep at it! It is an all consuming task, but if it is what you want to do, you've gotta make time and do it. :)
It appears to work just fine. Might cause our new 100m model replacer to default to vanilla, however. Which is way ugly.
This looks great! Good luck to you all!
When it is done.
Very unlikely. But by the time you get to E2 it'll be ready to play. Then you can have a deep and meaningful understanding of our military jokes and critiques. :p
That's a great post-launch summary!
I really enjoyed reading this, especially since I've had my own projects in development while watching you guys. I lost track of you for a while, and saw you on steam the other day. I was quite excited. It had been a while since I last left comments here and on facebook.
You're right that watching Let’s Plays are the best tools for recognizing faults in your development that can be addressed realistically. My first Let’s Plays quickly became invaluable, seeing frustrations and decisions in real people. All through production we feel like we're working in the blind, creating a very nebulous sense of hope for a good game, but not quite understanding the granular moments of the experience we're creating for theoretical players with diverse personalities. Let’s Plays fix that immediately. :p After that the course is set for you and each task is easy to prioritize by what players are annoyed or confused by most often, and where/when it happens in the world.
Never be afraid to compare your work to others either. If you don't do it yourself, someone will do it for you.
In the end all games are a change in coordinates and a change in state, wrapped in a visual container. Every game is some variation of that core logic, and how you move, how you change states, we call that gameplay, and the container is art & control/display drivers. At some point, there just comes an irreducible formula for how we interact with computers that is a combination of ergonomics and cultural preference. You can try to buck that, but you're either bucking the interface and human body/brain, or you're bucking social trends (or both, in which case, good luck.)
I think the way you made a typing game a Zelda game with keyboard was very wise and apt. that sold me on the idea when before I was weary. :)You guys made a lot of food decisions and I'm happy for you.
I wish you more success in the future!
Oh, and all of us have day jobs. Some of us in games and tech, others are students. If we worked full time on this, as I usually do in major sprints, we could have been done in 2 to 3 years. As it is, Rick and I work nights and weekends on FPB, sometimes through pretty horrific burnout, but we've adapted mental health strategies to avoid exhaustion.
Or for about 20 to 30 hours, depending on how much you drag your feet. :p
And that you shall. A whole new ending and everything.
Rick and I do the OVERALL majority of work, but we are backed up by Mark Hickman and Ole. Mark who editied a large part of our audio and new quest texts. Sometimes we get help from random modders like ZutheSkunk and NoNoodles, who did some collision geometry for some of our meshes, or dragbody who rigs armours and weapons. We also get TAU34rus to come by and drop off extra art on occasion. And Seddon was here in 2015 helping script the foundations of 4 events.
But Rick handles quest scripting, data management, version control, and quest and companion QA concerns almost exclusively.
I handle the vast majority of 3d art and environments, writing, direction, team management and coordination, community and social media management, audio recording, actor casting, audio editing and implementation, lio sync and animation assignments, and finally I'm also the reason FPB exists.
We also use community tools and support other mods. Rick used to help out TTW and I sometimes support the Frontier with any resources we can spare. We also get some assets merged in from modder resources on NEXUS.
So it's a micro team. :)
JSawyer mod, yes. What is ultimate edition?
It was a code name for the project when it was just an idea.
The final name was going to be Fallout: New California, but the cult objected and the name Project Brazil stuck. It has since become a core part of the plot and we ran with it.
Not yet. We're still working on it. Right now Rick is merging my latest plugin and his, along with ole's updates. So we just added a little more green to the timeline.
I did a lot of that! But that is what Weapons of the New Millenia is for. I can't be Mil's work, it's flawless.
If Bethesda already had a game they were modding, instead of scratch building, I'm sure they could do a lot better too. If they didn't have the specter of Zenimax demanding maximum profitability and popularity, they would also make radically more intense social and moral choices in their narratives.
Instead I think we need to make our own indie title and get paid to do this full time. The games will be smaller and more manageable, but 10x better than this, because the lot of us can quit our day job (some of work working for game studios, ironically) and do this full time.
That is a perfectly legitimate and insightful concern. Which is exactly why only modders I know personally are genuine badasses are coming in. XD
Funny enough the animations are there in vanilla. So when you get hit with a shield raised it hits like there was a shield there, but only in melee.
It's on our list of ideas have an Arachnophobia Perk at startup. Then, just don't amass any bad Karma, or, talk to the Psycho's Warlord.
Thanks! I was using Picasa but it looks like Google closed it. I used Google+ for these and it looks like they don't support it anymore.
Is it just me, or did all the photos on this post just randomly disappear?
It's actually the water store for the hydroponics lab and drinking water. :p It was never meant to be used for a pool, but they converted it anyway later in the vault's design. We use it as the access to the cistern so the player can get to the hydro lab without crossing the heavily defended core alone.