Thanks to Rusty Chopper and Team MIB, we now have an unofficial translation of the Russian description of the Fallout Online project we recently covered:<blockquote>Today I have the pleasure of introducing to you a new project with the famous name Fallout Online, no less, Fonline for short. Although I called it a new project, it has been existing for rather a long time already. In the beginning we had the idea of making MUD (an online text game) based on Fallout (at that time I wasn't even on the Internet yet, by the way), several people formed a team and started developing a new game engine, but the project did not live to see its realisation (as it looked way too miserable to be called Fallout) and the team broke up, only a couple of guys remained, Olegmmm and Kosh. The first one is a programmer and the second - the mastermind. They worked in that tandem for about a year and a half, amassing ideas, and Oleg was programming the engine. Just don't think that within a year the engine reached Doom 3's level, it isn't actually easy to encode while studying the last year at the university. Later by creating a couple of foolish threads I unwillingly involved two TeamX members, myself not participating in the project at that time. They are still working there. When I already was member of the team, I created the thread "Fallout online in theory" once again (and thus got +2 to my karma, and, in my opinion, I did not deserve it), after that people came in crowds to enter the team and become programmers. I'll say only that just a few of them remained with us and also our special respect to Den Baster, who finishes encoding the engine and is in charge of the server. I don't say the names of the rest of the members on purpose, let them show themselves.
Now, our team is developing the Fallout2 engine which includes:
- the online mode of the game that substitutes the single-player mode, the players will have the fonline client using FO2's resources, and consequently it won't be possible to use it apart from the game;
- the reworked and complemented SPECIAL system, because naturally the online version needs a significantly different gameplay, the player won't be able to feel being the Chosen one and omnipotent, welcome to the brave new world of the Wasteland;
- the altered (complemented and reworked) game's world which includes the maps of FO1 and FO2;
The minimal task is to realise this using the major part of the original resources.
Although our Fonline isn't likely to come out before F3 by Bethesda, we've got the alpha-version, or better the pre-alpha one... let the programmers tell you about it. The client itself certainly won't be demonstrated publicly, but here are the pieces of evidence of our team's activity:
The hero moves; the basics of combat (1,5Mbs);
The hero waves the knife;
http://www.fieldglory.narod.ru,
http://www.falloutfor.nm.ru/new/FOscrin screens among which is the new interface.
For those who don't want to waste their traffic on it, I'll describe what takes place there before the viewer's eyes. The client part represents the map with all the objects (except for the animated colours and roofs), after logging in NPCs appear on the map, currently they can walk (without noticing the walls) and speak (we borrowed the social parts from MUDs); recently the basics of the inventory and the person's parameters (aka dud) appeared. Poor, you say? Everything is in the online mode, though! My computer shows around 600 FPS (this is a brief comparison with the closet rival IANout).
I've opened this thread as an announcement. Later on we'll discuss several problems here with the general public, if necessary. Until then, if you wish to specify any questions about the plot and the altered SPECIAL, send me private letters. I won't answer anything in particular all the same, so let's keep the thread clean.
Mini-FAQ
In brief:
- The mod is called "FOnline".
- The combat will be of the real-time type.
We will try to create a dynamic world, where the player will be urged to set out on constant journies and to solving different problems.
- There will be town assaults. But the guards will be tough (not by their HP rate or their weaponry. The guns will correspond to the location's income. You won't get shot from a rocket launcher in a village, but in the NCR or in New-Arroyo you are likely to be warmed up by lasers).
- The economics is founded as a very important part of the game. The game is going to be more about social and economic activity than about click&kill.
- Currently we are planning the possibility to become a SuperMutant, but those who will go for it for the benefit of getting thick skin and a load of hit-points, will be disillusioned.
- And several trifles: breaking and wearing away weapons and armour, getting used to weapons, grinding skills through their application, single plot-connected quests, five basic factions (two of which are at the status of cold war, and it is for the players to decide whether to be warmongers or peacemakers), unique map (100% complete), including the joint FO1 and FO2 maps plus many other things, quest system with many levels, which will adjust to the game situation and so on.
Death - the state of complete loss of hit-points. All the belongings, money and the rest will remain in the corpse's pockets. The character will be reanimated in the nearest branch of Atan company.</blockquote>Link: thread about Fallout Online (Russian)
Link: Fallout Online website
Thanks dude101.
Now, our team is developing the Fallout2 engine which includes:
- the online mode of the game that substitutes the single-player mode, the players will have the fonline client using FO2's resources, and consequently it won't be possible to use it apart from the game;
- the reworked and complemented SPECIAL system, because naturally the online version needs a significantly different gameplay, the player won't be able to feel being the Chosen one and omnipotent, welcome to the brave new world of the Wasteland;
- the altered (complemented and reworked) game's world which includes the maps of FO1 and FO2;
The minimal task is to realise this using the major part of the original resources.
Although our Fonline isn't likely to come out before F3 by Bethesda, we've got the alpha-version, or better the pre-alpha one... let the programmers tell you about it. The client itself certainly won't be demonstrated publicly, but here are the pieces of evidence of our team's activity:
The hero moves; the basics of combat (1,5Mbs);
The hero waves the knife;
http://www.fieldglory.narod.ru,
http://www.falloutfor.nm.ru/new/FOscrin screens among which is the new interface.
For those who don't want to waste their traffic on it, I'll describe what takes place there before the viewer's eyes. The client part represents the map with all the objects (except for the animated colours and roofs), after logging in NPCs appear on the map, currently they can walk (without noticing the walls) and speak (we borrowed the social parts from MUDs); recently the basics of the inventory and the person's parameters (aka dud) appeared. Poor, you say? Everything is in the online mode, though! My computer shows around 600 FPS (this is a brief comparison with the closet rival IANout).
I've opened this thread as an announcement. Later on we'll discuss several problems here with the general public, if necessary. Until then, if you wish to specify any questions about the plot and the altered SPECIAL, send me private letters. I won't answer anything in particular all the same, so let's keep the thread clean.
Mini-FAQ
In brief:
- The mod is called "FOnline".
- The combat will be of the real-time type.
We will try to create a dynamic world, where the player will be urged to set out on constant journies and to solving different problems.
- There will be town assaults. But the guards will be tough (not by their HP rate or their weaponry. The guns will correspond to the location's income. You won't get shot from a rocket launcher in a village, but in the NCR or in New-Arroyo you are likely to be warmed up by lasers).
- The economics is founded as a very important part of the game. The game is going to be more about social and economic activity than about click&kill.
- Currently we are planning the possibility to become a SuperMutant, but those who will go for it for the benefit of getting thick skin and a load of hit-points, will be disillusioned.
- And several trifles: breaking and wearing away weapons and armour, getting used to weapons, grinding skills through their application, single plot-connected quests, five basic factions (two of which are at the status of cold war, and it is for the players to decide whether to be warmongers or peacemakers), unique map (100% complete), including the joint FO1 and FO2 maps plus many other things, quest system with many levels, which will adjust to the game situation and so on.
Death - the state of complete loss of hit-points. All the belongings, money and the rest will remain in the corpse's pockets. The character will be reanimated in the nearest branch of Atan company.</blockquote>Link: thread about Fallout Online (Russian)
Link: Fallout Online website
Thanks dude101.