Level Designer, Writer, Producer, 3D Modeller. Among other things.

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Thaiauxn
Thaiauxn @ Fallout: Project Brazil

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

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Thaiauxn
Thaiauxn @ Epistory Retrospective - Looking back over the development of Epistory

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!

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Thaiauxn
Thaiauxn @ [Fallout: Project Brazil] State of the Mod for March 2017!

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.

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Thaiauxn
Thaiauxn @ [Fallout: Project Brazil] State of the Mod for March 2017!

Or for about 20 to 30 hours, depending on how much you drag your feet. :p

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Thaiauxn
Thaiauxn @ [Fallout: Project Brazil] State of the Mod for March 2017!

And that you shall. A whole new ending and everything.

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Thaiauxn
Thaiauxn @ [Fallout: Project Brazil] State of the Mod for March 2017!

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. :)

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Thaiauxn
Thaiauxn @ Fallout: Project Brazil

JSawyer mod, yes. What is ultimate edition?

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Thaiauxn
Thaiauxn @ [Fallout: Project Brazil] State of the Mod for February 2017

Nothing. :p

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.

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Thaiauxn
Thaiauxn @ [Fallout: Project Brazil] State of the Mod for February 2017

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.

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Thaiauxn
Thaiauxn @ [Fallout: Project Brazil] State of the Mod for February 2017

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.

Nexusmods.com?

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Thaiauxn
Thaiauxn @ [Fallout: Project Brazil] State of the Mod for February 2017

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.

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Thaiauxn
Thaiauxn @ [Fallout: Project Brazil] State of the Mod for February 2017

That is a perfectly legitimate and insightful concern. Which is exactly why only modders I know personally are genuine badasses are coming in. XD

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Thaiauxn
Thaiauxn @ [Fallout: Project Brazil] State of the Mod for January 2017

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.

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Thaiauxn
Thaiauxn @ [Fallout: Project Brazil] State of the Mod for January 2017

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.

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Thaiauxn
Thaiauxn @ [Fallout: Project Brazil] State of the Mod for January 2017

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.

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Thaiauxn
Thaiauxn @ [Fallout: Project Brazil] State of the Mod for January 2017

Is it just me, or did all the photos on this post just randomly disappear?

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Thaiauxn
Thaiauxn @ [Fallout: Project Brazil] State of the Mod for January 2017

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.

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Thaiauxn
Thaiauxn @ [Fallout: Project Brazil] State of the Mod for January 2017

So did we lol. I'm glad we hit snags and had to go back to do some things over again and decided just to release the full mod.

Had we left all that content cut we could have released it, but it wouldn't be nearly as good as all this.

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Thaiauxn
Thaiauxn @ [Fallout: Project Brazil] State of the Mod for December 2016

I know. :( I tried to pass that ball to another writer, but she ultimately left me hanging and I had to write their entire mod myself (with contributions by other writers here or there.) After writing a mod of almost 13,000 lines of dialogue I had run out of steam and had to make the conscious choice to stop adding content, or else we'd never finish.

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Thaiauxn
Thaiauxn @ [Fallout: Project Brazil] State of the Mod for December 2016

I more or less gave up on that early on in the writing, because it was already wildly inflating the mod as it is. So they have their own unique quests, yes, but tey're not romance quests. Each one has a good reason to to want one with the player anyway, for various reasons.

I did however make sure to provide an explanation, and if the player tries to force it, they get shut down.

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Thaiauxn
Thaiauxn @ Total Annihilation: Escalation Beta 8.1.8 Release

Still one of the all time best mods ever made. :)

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Thaiauxn
Thaiauxn @ Fallout: Project Brazil

As soon as I can say I'll tell you guys.

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Thaiauxn
Thaiauxn @ [Fallout: Project Brazil] State of the Mod for June 2016

Facebook.com

I'll sum up what's been going on over here shortly.

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Thaiauxn
Thaiauxn @ Fallout: Project Brazil

not yet. Creating lip sync files now.

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Thaiauxn
Thaiauxn @ [Fallout: Project Brazil] State of the Mod for June 2016

I'm driving to Phoenix, Az to record some more. XD

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Thaiauxn
Thaiauxn @ [Fallout: Project Brazil] State of the Mod for June 2016

Stilllll working on audio. :p

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Thaiauxn
Thaiauxn @ Fallout: Project Brazil

SOON. Just gotta develop news with no spoilers. :p

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Thaiauxn
Thaiauxn @ [Fallout: Project Brazil] State of the Mod for June 2016

Yeah, I should do one this week. Been working on audio files too much to do an update. :p

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Thaiauxn
Thaiauxn @ Fallout: Project Brazil

You guys really take that Box very seriously. :p No, it works on any viable vanilla copy of new vegas, so long as your mods don't conflict.

There are new creatures.

There are no TCs like us for New Vegas. The only one that comes close is Beyond Boulder Dome, and the Frontier is not yet out.

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