Concept War....War Never Changes... [MATURE CONTENT WARNING]

Idea or proposal that does not yet have substantial progress.

aL BeasTie

Well-known member
This mod isn't excactly in full production, thou I've done some preliminary work on it. It's more of a concept of what I'd like to do in the future if I ever get better at scripting. Currently it uses the weapon script from Doom mod, thou the script is not suitable for more than one player at the moment. It does at least allow for weapon/ammo saving across stages. It would have to be expanded thou to incorporate all the armor+weapon combinations.​

I've already ripped all the sprites, sfx and music that will be needed to make this game.

The concept is an open world game, beat em up/shooter/rpg kind of game. Using Pierwolf's D&D endless quest map system ( for now)

Story: (very) Loose story based off original FALLOUT game, story takes place at the end of FALLOUT 1 storyline. Basically you are just roaming the wastelands.

Characters: Misc. characters, most generic or 'class/race' based (melee fighter, gunslinger, ghoul, deathclaw, etc.) including vault dweller.

Much of the ideas for this would be a long term commitment, something I probably could never undertake alone.
So just putting it out there in case anyone was interested on working on this too.

IDEAS FOR DESIGN:

- Item shops - Ability to collect money and spend it on weapons/equipment etc. from vendors

- Character customization - Ability to buy new armor that will update appearance (at least for human chars)

- Inventory - Ability to collect and store items & equip/use items.

- Random encounters - walking the wastelands you're always at risk of bumping into trouble, giant rats, rad-scorpions wild dogs, raiders, etc.

- Player progression - ability to level up

- Perks/abilities??? - perks gained every few levels (this would be very advanced)


If anyone is interested in helping with this let me know and I'll arrange some kind of a development pack. Not expecting anything, just putting it out there. This could be a good project to push the potential of openbor to new boundaries. My idea would be that anyone could assist, from adding an enemy to adding a script, whatever you're good at or want to try. Although any serious work is probably going to rely on the initial scripts be in place for handling weapons etc.

Anyhow just thought I'd stake my intention for a fallout mod, so at least the idea stays alive, consider it on hold for now thou.

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Using similar design I was also messing with the idea of a SYNDICATE game. Thou I'm not exactly sure what gameplay for that would be... Mission based stages, kill the enemy, capture the hostage etc. (simple version of original gameplay)

(IGNORE THE CRAPPY STAGE AND UGLY GUI - JUST FOR TESTING PURPOSES ONLY







(sorry I forgot the picture of the MAP screen)
 
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Well... I'm going to say that your concept is excellent, as in new stuff will be featured in OpenBOR it has never been seen or made. I know it's on hold for now, and I believe it's going to be a very tough work on the workarounds. G'luck, Beastie.
 
Yeah scripting is the only thing that slows me down, I get lots of work done then hit a brickwall getting the script right.  Or get to a point where script is needed that is beyond my ability.

I decided 'If you build it, they will come!' - I never expected to get half the features already in Doom mod.  But with much help from MatMan, Bloodbane, DC, utunnels etc. a lot has become possible via scripting and engine features.

A semi-functional mod could inspire someone to get involved down the track...

anyhow...back to doom and working out what the hell I was doing before this large break I've had in modding.
 
Looks great! we need demo for this ;)!

Anyways, Syndicate would be tough job since it's team play not lonely wolf.

(looking at features list)

My, that's whole lot of work!
 
Yeah I'll try to make something simple for a demo, currently thou without a new weapon script I'd be limited to having characters with set weapons and abilities.

My thoughts exactly about syndicate.  But when I used to play the original game I used to like to do missions with just one agent.  So I could focus it on being a lone wolf scenario.  Rest of your squad could be NPC's.

Yeah the proposed features of the FALLOUT mod are pretty advanced, just an idea of what could/should be done with a fallout mod.  For the time being thou it's probably going to have to be character based, so instead of being able to start as any race and customize weapons, equipment and abilities.  You would choose a character who would have predetermined abilites and weapons.

examples.

Brotherhood of Steel paladin
Armor- (heavy) Power Armor
weapons - (heavy) minigun, flamethrower etc. - melee - sledgehammer
pros - can equip heavy armor & weapons
cons - slow movement

Vault Dweller -
VliqZlc.gif

Armor - (weak) Basic Vault jumpsuit
Weapons - (light/medium) pistols, rifles, knives, etc.
abilities - Vault Tec. technology, self healing (making this up as i go )
pros - can equip most weapons, very agile
cons - weak armored.

Ghoul -
QmJsi1R.gif

Armor - (medium) leather armor
weapons - pistols, sub machine guns, knife
abilities - Mutation (health regen)

Wanderer (human)
armor (medium) leather
weapons (light/medium) pistols, rifles, subs.  most melee weapons
abilities - Dog companion, can use most weapons

Mutant
Armor (medium/heavy)
weapons - all
pros - large stamina, heavy armored, can use most/all weapons, strong with melee
cons - ???

Eventually thou it would be cool to at least have one char that you can customize armor, weapons, traits etc.  And the game needs some kind of point, wandering around killing stuff is only fun for a while.  The vault dweller is the main char, there's sprites/animations for every weapon and armor for him.  Others are limited to certain weapons, like the ghoul, who only has sprites for sub machine gun, pistol and knife.
 
Wow! Though this  thread is a bit old, I hope you continue with this, even if it is just a sort of Preview level type thing.
 
I was just checking out your screenshots & I love the wide open landscape, it kinda gives the game a desolate and creepy feel. Keep at it BeasTie looks great.

BTW off subject, how about a Doom Ultra violence demo please.. Pretty Please!!
 
Thanks for the support guys!

I meant to do a small demo for this, but it was really just a rough draft.  I never quite decided on what style to make it in.  Either I try to do the full RPG style thing or just do a more arcade/action game.

Something like Blackthorne maybe, but without the platforms, and more action.

I would really need a team to make a good Fallout game, but I could handle a more simple mod alone. 

As I was trying concepts from doom mod this mod ended up with similar problems I couldn't tackle in either of them. Like directional shooting and other script I failed to make work.  Both mods need to be done more simple and not worry about advanced features and script I'll never get working.

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@Robot2 - Don't worry it's not that old, making mods takes longer than a few months so it's fine to bump threads like this.  It can often motivate people too work on them.
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@A.D - I liked that stage too, but it was from a cutscene in fallout, it would be hard to make any more that look like it (unless I make from scratch the way you do in your game)  I was going to use it for some encounters thou.

Once I tried the fullscreen stages I liked them more.  It feels more like the real fallout, and it makes it more like exploring.  I can add enemies all around the map so you can go anywhere you want.  Sneak around groups of enemies etc. walk back to the start and exit without fighting. Enemies attack if you get too close.

As far as DOOM I'm stuck redoing a ton of sprites, but once it's done I can put the mod back together.  If I get time I'll see if I can send you an old dev version to try.  I haven't got something that I can put public, but I could give you an older version to try maybe. 

Whenever I tried to get a demo together it became more work than the proper mod, so much was broken/unfinished or using incomplete scripts etc.  I mainly had levels for testing enemies/weapons, but I hadn't built proper missions yet because it was hard to design them until I had certain things in place properly, like weapons/ammo/armor/power ups/health packs/doors/switches etc. 

I'll try and show an update soon, I've been working with another mod lately to give myself a break from the harder stuff.  I gotta go overseas on tour with my band in a few weeks, so I've been busy with that all year too.

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That's cool Beast, I just wanted to keep you on your toes with these two games. Me and my team are Doom fans and are just ready to play your mod, but no rush. I have a copy of your old mod to tide me over for now, have fun on tour.
 
Yeah on some levels you have to have enemy contact before you can move, but other than that I liked the demo & thought it was heading in the right direction. It is still better than any of the other 2D Doom games on the web. Just needs a little script work.
 
So this is kind of my tinkering mod over the years.... Playing around with this mod and a few others is something chill for me to do at the moment.

I decided to work on it again while I get back into used to using openbor and I'm switching to CMT instead of openbor stats and I also have to get used to the new openbor.

Since I've been gone so long due to work (now with not working due to health) I've forgotten a lot of things. I'm not in very good health right now or sleeping well, so my cognitive abilities are worse than usual. So apologies in advance because I will be asking a lot of dumb questions on this thread if that's okay.

TLDR
I will see about working on better things eventually, mainly TMNT mod, which I have completely broken by changing delays and reactions on everything before realizing I had created weird timing bugs by not deleting old saves and switching to a newer openbor.exe ...sigh

Anyhow about FALLOUT MOD. It's actually very old I started it before openbor existed, even before 256 colour palettes were available. (So please don't get mad I that have a new mod.. )

Because the original game had a global palette I was working on this and DOOM because before we had unlimited palettes most BOR games had to be reduced a 128 global palette which was often an kind of ugly state - I wanted to make something that had very good global palettes.

Much like DOOM mod I have started this thing over multiple times trying different resolutions, 2x scaling sprites etc and never deciding exactly what was best. I finally just made it 640x480 like the original game, widescreens be damned. Now it actually looks correct and I don't have to worry again about scaling. I had zooming in/out as an option which I quite like but it also takes up keybinds I will need for other things.

OLD MOD

fallout4.png

landscape test with non original stage gfx
fallout1.png

New MOD - map using fallout tiles (sprites have shadows in them, grass in scenery is using gfxshadow)
falloutnew.png

New MOD - map using new textures ripped from other games
FALLOUTcustommap.png
( screenshots are cropped)
 
I'm switching to CMT instead of openbor stats and I also have to get used to the new openbor.
I always like Openborstats for the description on the right hand side but after switching to CMT I never looked back. Hope things workout for you.
Its sad reading about how people left but a welcome to see people like yourself return to the scene.
Have you ever played zombie shooter 2?
That game has an isometric camera angle and was fun with cool weapons has some nice ideas in it like The lost world on 16bit.
When I read war never changes it took me back to Metalgearsolid4 since I never came a cross Fallout back then but I'm all for this.
 
@Grit - Yeah I'm the same I mainly miss the openborstats description after trying CMT.

I have not played that game but you're on the right track. It will be less 'shootery' thou if that makes sense, not giant amounts of mobs to kill, there will also be melee weapons. I guess today people would call it 'roguelike' roguelite or something. There is no saving and no continues, it's see how long you can survive. You will only carry two weapons active at once. Loot will be random.

I'm not completely emulating isometric style gameplay, it's still an openbor scoped mod. I'm still making it very left to right centric but you will be able to walk all around the map and find alternate exits and loot. Some stages might be completely like your typical openbor 2.6d stage.

For now I'm not making towns or anything it's mainly open desert and I can fill it with scenery objects etc. To completely recreate fallout maps in openbor, while probably doable is beyond the scope of what i want to do currently.
 
I have not played that game but you're on the right track. It will be less 'shootery' thou if that makes sense, not giant amounts of mobs to kill, there will also be melee weapons.
Just take a look at this trailer, this game captured right balance of exploration and taking on hordes.
I get what you going for the less "shootery" part.
You will have to put a lot of emphasis on sound and music to give off that eeirie feeling.
I'm thinking Silent hill, Metro or Stalker like.
There is no saving and no continues, it's see how long you can survive. You will only carry two weapons active at once. Loot will be random.
With regards roguelike, have you figured out a gameplay loop that play into that design yet?
Dead cells, Slay the spire and Darkest Dungeon 2 all have something that keep player coming back.
I'd suggest playing a few roguelikes for some ideas if you don't have already.
 
@Grit Yeah okay I'm going to have to check this game out lol -looks pretty fun. It really does look and feel like fallout tactics quite a lot, things never get that chaotic thou.

I'm just digging into my old mod at the moment and was playing around, I only just added directional walking because a script was shared for that and I used this mod to try it out. But I bumped the topic so I had somewhere to ask questions. Not sure if you will see anything released from me anytime soon, I have a few projects left on the burner. I switched the mod from in progress to Concept because it's all it really is for now.

With regards roguelike, have you figured out a gameplay loop that play into that design yet?
My idea was to make things random so I can play the mod myself without knowing what will happen. Much like the original fallout, you don't know if you will run into a bunch of harmless rats or a squad of super mutants. In the original games Ghouls are not zombies, that's something they did in the modern fallout games to make them more like mindless zombies that chase you.

I have played those games, I guess Day Z is the closest thing. It's more for short bursts of consumption, you could die on the first map or last for hours depending on luck.

You will have to put a lot of emphasis on sound and music to give off that eeirie feeling.
Fallout 1&2 has some of the best sound and music.
 
@Grit I guess it would be my ultimate goal I guess to create something like you showed. Bear in mind we do not have (at least at the moment - to my knowledge) access to the full keyboard and mouse in OpenBOR, we are limited to 6 buttons and using keyscript we can use multiple buttons at once. To make something like this would REALLY require the mouse.

Fallout and games like that use a complex grid system while maybe possible in openbor it would be a huge undertaking in openbor and way beyond my capacity. I'm also not looking to recreate Fallout GURPS system in openbor either. It would be easier to just mod fallout 2 or fallout tactics and play the real thing.

For now I'm just making a little Fallout themed mod for openbor, not sure how far this will go. Just going to be Kill enemies, gain score, get items, find weapons. etc. Going to try and build this myself and get better at creating my own scripts. Then when I share what I have done I can be told why my scripts are bad and hopefully how to improve them. I don't want to give anyone's hopes up, I can't promise anything. I only bumped this so I could use it to ask questions regarding scripts and not create mutiple topics. Since I have a few threads already this one will do since I'm playing around with it at the moment.
 
we are limited to 6 buttons and using keyscript we can use multiple buttons at once.

I don't think we need the mouse for mapping keys.
 
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