An intereseting Discovery8/1/2023 After working on New Austin for some time now, one of the original goals was to find a way to change how armor works. We always envisioned that the player could customize armor the same way they customize their weapons within Fallout 4. We wanted a system that would allow the player to add trinkets, and armor attachments such as ammo bags, or just customize it with more exciting models. How this would have worked in Fallout 4 is that for each variant of armor, you would need to add a completely new model to the game. This would have made it entirely impractical to do what we wanted with the customization, but somewhere in the back of my mind, I knew that this had to be possible in the current engine. Well, good news! We figured it out. We figured out how to do this and moving forward this is going to change how armors are going to work going forward. Every armor piece can now benefit from some much-needed flexibility in customization and can even share models with each other. This is going to dramatically increase the amount of armor varrients that will be seen in the game. If we were to take this system and add it to vanilla fallout 4, it would 8x (probably more) the amount of armor varrients that are possible. This literally changes everything about how armor customization is going to work moving forward as well as making it possible to do many of the things we had planned from the beggining. We are currently taking the time to implement these changes into some of our standalone mods in order to really show off its potential. This is going to delay some standalone content but moving forward it will dramatically decrease the amount of time between future releases as well as allowing us more time to work on worthwhile content. If you are a modder and would like more info, let us know using the contact page or by leaving a comment.
-Mobius
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Armors of New Austin7/18/2023 One of the Larger parts of Fallout 4 that I’m not a fan of is how they handle armors and different damage types. When looking into the creation kit, it’s clear that they had much larger plans for damage types. There is evidence that each damage type would have a corresponding armor resistance as well as different creatures having weaknesses to different damage types. In New Austin, we will be bringing this idea back from the grave. As you are traveling throughout the waste land, you will need to make sure that you are gearing up and using the right tools for the job. This will be through picking the correct weapons as well as picking the correct armor. To facilitate this decision, whenever an NPC is giving you a quest, you as the player can inquire on what kinds of enemies you will be facing. It would then be up to you to figure out what kinds of weakness these enemies have, what kinds of weapons they may be using and what kinds of armor you need to counter those things. You’ll have different ways to research enemies whether that be via books, logs, NPCs or by simply watching them.
Along with these ideas, we will be adding different system changes that will discourage players from simply having a dozen different armor sets on their person and encouraging them to simply stick to the correct armor for the job. To do this we will significantly increase the weight of armor to be closer to real life as well as adding a buff to the player that reduces their armor weight to Zero while being worn. This isn’t a perfect system by any means, but we feel like it’s closer to what would be needed to allow players to make impactful decisions before combat and while exploring the world. To further increase the player making decisions, customization for armor (and other things) will be a very large focus in New Austin. We are currently exploring different ways that the player will be able to customize different armors, whether that be through different paint jobs or through armor variants. I have already gone into to specifics about this in the latest mod video that will be out soon but I will be doing another post that will be going over as much detail about these ideas just to get some feedback. Untill next time, Mobius AuthorIm the director of the Fallout New Austin game project. Here i'll be sharing updates and insights into the game making process. ArchivesCategories |