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Fallout 3 van buren
Fallout 3 van buren






Not that my colleague is less of an old-school RPG player, he, however, insists on real-time combat.

fallout 3 van buren

We have had an argument about combat mechanics for example, as I am sort of an old school RPG player who likes turn-based combat and as for in-game developing, I am greatly inspired by Wasteland 2. To answer your question - yes, we have discussed the core mechanics, general design ideas and many other topics, all has been (and still is being) written and catalogized, along with finding and studying the original design documents, deciding what is usable and what is not (Joshua Grahams design is not suitable as they wrote it for instance, as New Vegas changed the canon lore greatly, the same goes for Hoover Dam design). As I have mentioned above, a friend of mine, a good designer (who actually works in game industry) is my brain for designing and mainly writting. So proceed at your own risk.​Ĭlick to expand.Now thats the good point. The older the post, the more outdated it is (duh). I'd like to warn any potential reader that it mostly contains invalid or outdated information that is no longer relevant to the current iteration of Project Van Buren. Take it as some sort of a historical relict of what this project once wanted to be and a record of how it shaped along the way. I'm leaving all the discussion here unchanged. It's fairly empty at this point but there's hope I'll find some time to add more features to it (some dev blog, media page, etc.) Instead, I'd like to point any visitor to our newly created website.

fallout 3 van buren

I know that a lot of people still refer to this page regarding my project, so I decided to remove all the content from the original post I made here in 2018, for it contained invalid/outdated information (and yes, even promises I could not keep). It's been almost 3 years since this thread was founded and a lot of stuff has changes drastically since then.








Fallout 3 van buren