So in a word, not much progress but a lot of ideas. But fortunately the deadline’s close. I’ll have to clean up my act a little and just start putting pen to paper. The game’s, as Professor Schweizer put it, an adventure inspired by Bethesda RPG’s, specifically New Vegas. And yes I know it’s actually Obsidian.
The first act of New Vegas came to mind, but I was cautioned away from road scenes, or atleast investing a mechanic or two into them. So they serve as a transition point from Vault 08’ to Tulsa.
Tulsa actually has a long history in the post nuclear genre, being the first place depicted in such a scenario in the pop culture zeitgeist in a 70’s movie “A Boy and His Dog,” which likely had an hand in Wasteland’s inspiration, and because EA wouldn’t sell the rights to the game’s creators, instead electing to make a sequel in a post-nuclear Florida without their input called “Fountain Of Dreams,” they went on to form Black Isle, and created the very first Fallout in 1997, the same year I was born. Of course I didn’t know I was following New Vegas or that old 70’s movie when I included Tulsa, but for some reason I remember it all now.
Designing in Decker is very much like most things, you put in what you get in return. Scenes can either look spectacular, or minimal is the polite way to say, or modest. My perspective’s off in my scenes, many are still incomplete, I still don’t know Lua or Lil scripting all that well but somehow it doesn’t worry me. I’m really one all nighter away from getting this out the gate, provided the inspiration comes, which in those really tense moments, it does. I’m not confident, but at the same time what’s wrong with confidence, but please don’t think I have some kinda complex. I know myself well, so I know my process.
Alright, Schell is the next devlog, which I’ll post after this one once I remember what I wrote down note wise because it’s really been a while. Not an excuse I promise, I genuinely do not remember the early most chapters and what I wrote down for them.
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