There is a WYSIWYG map editor. Scripts are editable in text files, as well as NPC stats, names, placement, item stats, etc.
It's meant to be moddable, so technically you could create your own campaign.
There is a WYSIWYG map editor. Scripts are editable in text files, as well as NPC stats, names, placement, item stats, etc.
It's meant to be moddable, so technically you could create your own campaign.
I don't rely on external language plug-ins. Like Fallout, the engine has its own scripting system. Unlike Fallout, it is open to user in form of text files. Also unlike Fallout, you don't have to work around crazy stuff like a hardcoded cutscene which plays after the first map.
All quests use this system, as well as dynamic item descriptions, passability, equipment, faction control, NPC behaviors, town scripts, town placement, and dialogue. It's fully exposed in the text files, and if it allows me to make a Fallout-complexity campaign, it should be enough for a modder.
The system is not however expansive enough to convert Compound into an isometric racing game or anything like that. That's just not gonna happen.
The game's setting is no longer post-nuclear Earth. I no longer use placeholder graphics from FO:T. The stat system is not an exact copy of SPECIAL. The engine is 100% original.
A game can be isometric and be inspired by Fallout's atmosphere and concepts of world design, without infringing on the actual Fallout IP.
Just look at Underrail and Age Of Decadence.
Thanks, I'm trying to work on it ;) Definitely the nostalgic kick of Fallout is my driving force... not just for nostalgia but for continuing Fallout 1's trend of creating a world that's actually immersive.
Thank you all for the enthusiasm.
I am trying to resume work on this project. It's been stalled by health problems, but I found some supplements that may be working, and I am trying to pick it up again.
@shroomman: Unknown, sorry.
Thanks. I'm currently experiencing crippling dry eye syndrome which has stalled development. When there's something real to play, I would want to put it on Steam, Desura, Amazon, GamersGate, GOG, etc.
Hey there lisac2k :)
Yeah I trademarked it this time. The name "Shelter" was taken by way too many games in the past few years, one of which is now on Steam.
Development was resumed because I stopped working on Dead Colony.
What's changed is the setting... post-apocalyptic setting was novel in 1997 but now everyone and their dog uses it.
The goal is to keep a post-apocalyptic feel without using post-apocalyptic Earth. I've been working on a setting of a desolate, poorly terraformed Earth colony. Wild west.
Such a setting has almost all benefits of post-apocalyptic, plus it allows for more "stuff", for instance, weird weather conditions, alien monsters, strange artifacts.
And also I am obtaining new graphics.
As of now, the game formerly known as "Shelter" has been renamed to "Compound". There will be a news item about this when there is a new video to go with it.
The movie "Screamers" was vastly underrated...
No. Graphics from FO:T are used temporarily. Engine is 100% mine.
Nyet - grafika iz Fallout: Tactics vzyata vremenno. Dvizhok napisan 100% mnoi.
Very Battlezone-y, and that's a good thing.
Battlezone 1 and Fallout 1 are my favorite games of all time. Since I'm making a spiritual sequel to the latter, it's nice to see someone doing the spiritual sequel to the former :)
Thanks guys :) The level actually has a lot more in it, and several solutions to some problems.
@JackTheCrack: the entire game is coded in C++ (though syntaxically, it's mostly regular C).
Triggers, dialogue reactions, map and person behavior scripts, are written in another language, which is Shelter-specific and interpreted.
Damn lisac2k you got me ;) That map is um... not final :p
Yes sir, the b/w effect was done in editing. As was half the music. This doesn't preclude us from using some sort of death effect in the game, though - it's just a low priority at this stage.
Yep, that's the music from the saddest episode of Futurama.
Thank you :)
Unfortunately the player location icon is actually a useful feature that Shelter does not have at the moment. Right now you can walk into the map from any point, and we teleport Player to the standard entrance. If I turn this off, you will be able to enter the map exactly where you THOUGHT you did, but then you'd run around the settlement's walls looking for an entrance...
Thanks, yes, the ground is no longer a technical issue, it's a design issue. We can put grass and trees and layers on it now, it just takes time.
Thanks, but we may not keep them yet. They are glitchy :\
An interesting point, because I was thinking of redesigning the UI...
We have a newer video. Maybe I'll upload it. It's just less mood-precise than this one, and the writing is more placeholder.
Ground tiles have been fixed in later builds. They look "normal" now.
shizentai
A. joined
In old Soviet Union born and raised, in long lines for bread I spent most of my days...