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FO3 tech demo!

doctor_kaz

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May 26, 2006
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I don't feel quite so bad about it when I see the real-time combat. I think that combat for the game probably would have really sucked.
 

Kotario

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Aug 21, 2004
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The Old Dominion
Briosafreak said:
There is no real combat in the demo, that's something just to do something, neither combat systems were implemented at the time, and the Turn Based was going to be the priority.
 

Rina

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Oct 19, 2005
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Holy fucking mother of the flying spaghetti monster. :?

Well that made me sad. Excuse me, I'll go to cry myself to sleep. :(
 

Kotario

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J.E. Sawyer posted some comments about the demo video:
J.E. Sawyer said:
Thanks for making that. There's a bunch of other stuff working in that demo, like the quest log, auto-map (you can toggle it by clicking on the text log in the corner, also viewable in the Lil' Pip 3000) and vault interior "quests", but most of that stuff isn't very spectacular to look at.

A few comments:

* Floating damage numbers were meant to be an option, thought it isn't in the options menu in the demo.

* The game was intended to be played either as turn-based or real-time. Because Jefferson was real-time, that was the first combat mode implemented for Van Buren. Even what's there is only partially working. There's no pause (super sucky) or called shots, but weapons did their proper damage types and values, armor resisted properly, and it actually did calculate hit location. In the combat log, it will say where the shots hit and the characters will float comments like, "GOD DAMMIT MY EYES!"

People who have played the demo may have seen a switch on the option screen for combat mode that reads "Ask Me". This would have prompted the player before every battle and asked him or her to select between the two modes.

* The female characters in the demo are on the male skeleton (whoops), which is why they look kind of... El Greco-ish and bizarre.

* True "Fallout-style" death animations were not in the demo because we had to figure out how to do them from a technical perspective. Jefferson wasn't going to have crazy death animations and 3D posed some new challenges for blowing out parts of creatures. It's one of the areas where T-Ray/Brian Menze's 2D work definitely had an edge.

* All males were on the same skeleton, which made it hard to pose the character correctly when he could be a thin character in a jumpsuit or a strong guy in power armor. That's why everyone's walking around "bow-armed" and only the PC's escort in power armor (Cpl. Armstrong) looks like he's in a proper stance. Chris Marleau was our sole animator. He worked really, really hard, but there was no way he could do full animation sets for two male skeletons for the demo deadline.

* The weapons in the demo were chosen either because they were traditional Fallout weapons or because their visual effects/sounds were appealing. The player wouldn't have started with any of that stuff in the actual game.

* Yeah calling Multiplayer "Play With a Friend" was kind of goofy.

Also, around 20 seconds or so, you might notice Cpl. Armstrong in the upper left corner standing with his minigun floating text. He's saying something similar to, "Move citizen, you're standing in my line of fire!"

Of course, this is the most important element of the entire demo: companions that don't shoot you in the back with an automatic weapon.
 

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Cronstadt said:
Combat was sucktastic in both Fallouts.

:evil:

soonki5.jpg
 

dagorkan

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Jul 13, 2006
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Sorry, combat is sucktastic if you don't Mack_the_Knife's mod. That makes it pretty fun, but nothing amazing.
 

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Okay, well, that's just, like, your opinion, man.
 

Seboss

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Jan 27, 2006
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The Walkin' Dude said:
ViolentOpposition said:
Okay, well, that's just, like, your opinion, man.

Big Lebowksy. Chuckled for a minute after he said that.
There is not a single line in that flick that did not make me chuckle.
 

Hazelnut

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Llyranor said:
http://www.gametrailers.com/player.php?id=19053&type=wmv&pl=game

Hahaha, oh man, this is torture :(

Ouch, fuck that's just :evil:
 

callehe

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Dec 5, 2004
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Gothic Castle
dagorkan said:
callehe said:
Callaxes said:

I forgot how good that video looked. Source engine using isometric view looks fucking amazing.

It's not isometric though is it? Isometric means a trick you do with a 2D image to create depth. Why would you (can you) have that in a 3D engine?

I meant 'isometric' with the ' '. If you had been here long enough though, you'd know that you don't want to go into hairsplitting over the definition of 'isometric view' unless you want a repeat of the the-limit-doesn't-exist-thread...
 

Hazelnut

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callehe said:
I meant 'isometric' with the ' '. If you had been here long enough though, you'd know that you don't want to go into hairsplitting over the definition of 'isometric view' unless you want a repeat of the the-limit-doesn't-exist-thread...

Do you mean the-limit-does-exist-thread?

Oh, oops...
 

OSK

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It's beautiful.

I think it looks good enough be released today looking like that.
 

Surgey

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Unicorn Power!
Cronstadt said:
doctor_kaz said:
I don't feel quite so bad about it when I see the real-time combat. I think that combat for the game probably would have really sucked.

Combat was sucktastic in both Fallouts.

Strangely enough, it was actually better in Fallout Tactics, besides the nerfed aimed shots. Then again, it was MEANT to be based on combat and not roleplaying, so it made sense. The ability to duck or go prone in Fallout to take cover would've added a ton of combat options. Duck and cover, if you will.
 

Ratty

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Mar 24, 2006
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Zagreb, Croatia
dagorkan said:
It's not isometric though is it? Isometric means a trick you do with a 2D image to create depth. Why would you (can you) have that in a 3D engine?
You can, if you use an orthographic camera (which Van Buren does, and which is supported in both Direct3D and OpenGL) instead of a perspective one, and if you position the camera in just the right way (pitch -37° or so, yaw +/- 45° - in Van Buren the default pitch is -38.5°). Why? Because it gives the game a classic 2D look.
 

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