Rule 12 is a post-nuked total conversion for Morrowind. It is currently is the middle stages of development. Set in a post-nuclear-war era, full of irradiated grit and grime, Rule 12 is designed to be a true RPG, filled with all kinds of people and places. The world spans many areas, including a bomb crater, multiple cities and bases, and the Badlands, a jagged expanse of inhospitable terrain left to the toughest, roughest characters in the country. Rule 12 is built on the Morrowind engine, but some major mechanics are changed. Characters have abilities, which can be learned and trained in, and allow special actions. Inventory is limited both by weight of items and by limits on the number of each type, affected by stats (eg, a weak character can only carry one rifle and one pistol, a strong character could have two of each). Unfortunately, due to attempts at realism, this mod isn't for the young'uns.
Just in case anyone was wondering... ;) After moving it about a bit on my various computers and hard-drives, I've given it a permanent portable home. And so, with a new, far more accessible home (I wasn't putting in much time but it had been on my second comp, which is now a server), I'm diving back in. In addition, I'll be making use of the newest advances in MGE's development (a few of which I've made ;)) to improve the visual quality. The Stable Alpha of R12 will be released ASAP.
Posted by pk_peachykeen on Aug 16th, 2009
Unfortunately for a time, I let the project slow down. I shouldn't have, and so, I'm not any more! :D
After shifting the project to my external hard-drive (giving me access from my better computer), I'll have far more time to work without booting up the old system this was on (which is now a Ubuntu server).
Plus, with new MGE features, I'll be customizing shaders for R12 even more. There will be tweaked versions of Smart DoF and trueBloom, as well as full atmospheric scripting. When I finish the code, I'll be adding true normal maps (and possibly parallax or height maps) to some of the important models.
Also, plans for the scope of the Base and main quest have both been pinned down and set in stone.
There will be a Base build, containing all resources and a number of quests, including the main quest. It will have the completed cities of Blue River Settlement, Oxide Oasis, and Copper Roads. The main quest will resolve around these cities and their dynamics.
A couple of other places will be added around, with more to come.
After the Base is completed, using the plugin-forgiveness of the Morrowind Code Patch, more cities and scripts will be released as a DLC/expansion system. Not only will this method allow a stable version to be released to players sooner, it will also allow more changes to the game-world, and faster work.
All in all, while R12 had dropped off, it's back in full swing now. I'll have screens up to prove it within the week, given no explosions or nuclear detonations around here. ;)
And in response to one comment:
keveen wrote:oh ok kewl do you have a projected tim as to when its finished?
Not at the moment. Using the old give yourself 3 times the estimate, I'd say in about 6 months. Hopefully far less.