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Topic: FOnline: Ashes of California Co-op Project  (Read 7779 times)

John Porno

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FOnline: Ashes of California Co-op Project
« on: September 01, 2016, 12:13:02 am »
I always had been of the opinion that it wouldn't actually take all that much effort to use the maps and dialogues of good old 2238 and the FOnline engine in order to create a Fallout 2-esque COOP (or singleplayer) game, in a slightly more modern guise. Now it's time to see if I was right or if I'm grossly understating the amount of effort this requires. In any case, here are a couple of bullet points to summarize this project.


- This is designed for singleplayer or co-op play, not as an mmo (though I probably wont go out of my way to prevent it). It will be hosted individually.
- As the name suggests, while it does use 2238 maps and dialogues, it is based on the Ashes of Phoenix sdk and will feature its gameplay.
- As such, this project does not necessarily aim to accurately recreate Fallout 2. However, before any new stuff is added, the goal is to recreate all the quests and interactions from both Fallouts as a baseline. Aside from more weapons added, it will try to stay in canon.
- Due to the changes in character design, combat mechanics and items, it should prove a much more challenging game. No free APA from navarro and no Turnbased (sorry), only real-time.

I have started a public Trello to communicate the progress on the game and, for the most part, to help myself in organizing the workload.

https://trello.com/b/uu44VXjg/ashes-of-california

This is a personal side project of mine and does not include the whole NoNameYet Team, though I will be relying on their help. It also does not mean that AoP is dead. Contrary to popular belief, it is actively being developed and will see game-changing updates soon.

Any help is welcome, especially in the Quest and Dialogue departments. I will try to handle this project in a transparent way but while I'm generally all for community projects and teamwork and such, I am primarily doing this for the fun of developing a creative work and because of my belief that a Co-op, non-pvp fallout game is long overdue. I can see that many will disagree with my choice of not supporting TB and using AoP in the first place, and with those major points already being predetermined, I can hardly declare it a community project.

The turn of this project will largely be determined by the amount of support it receives. Since I am mostly developing it alone for the time being, I have set my own goals to recreating the Fallout 2 mainquest, with the bonus of being able to visit Fallout 1 locations and doing their sidequests. The next stretch goal would be to include the loose ends which the restoration project tried to tie up or other parts of the story that felt like they deserved more attention, like more late game content from Metzger as a slaver, more quests for the NCR rangers and a proper Ranger HQ, essentially creating more Fallout 2. Stuff like fleshing out big players like Enclave and NCR, quests and events that would change the game world or a whole new mainquest are things I wont be able to promise, until more people are willing to work on that sort of stuff.

At this point I can not estimate the amount of effort required until a release candidate has been produced, but hopefully the next days and weeks on trello will tell us.

Having started this project practically today yesterday, I'm already making good progress with the map integration and will now continue with dialogues. Once I am finished integrating the 2238 assets on the AoP base, it is time to start on bringing back the classic fallout content, a task which is tedious but one that can easily be shared among different people.

For anyone who feels like they want to play this game rather sooner than later and want to help out a bit, I will be available almost daily on irc://irc.forestnet.org/AshesOfPhoenix and can be reached easily on http://fonline-aop.net/forum/index.php

emrebnk

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Re: FOnline: Ashes of California Co-op Project
« Reply #1 on: September 01, 2016, 10:08:44 am »
after the last misfortune you've been through it's a great tenacity to be able to work on another Fallout or FOnline project. good luck all the way!

FrankenStone

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Re: FOnline: Ashes of California Co-op Project
« Reply #2 on: September 01, 2016, 03:53:48 pm »
sell me your soul.

⛧Donnie Darko⛧

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Re: FOnline: Ashes of California Co-op Project
« Reply #3 on: September 01, 2016, 08:24:13 pm »
Good luck man! Hope to see great progress.

John Porno

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Re: FOnline: Ashes of California Co-op Project
« Reply #4 on: September 02, 2016, 03:46:27 pm »
I'll be posting recent updates on the dev progress over at http://fodev.net/forum/index.php/board,52.0.html

Since right now I'm able to pump about 10 hours daily into this project, I'm already done with establishing the base of 2238 maps and dialogues I wanted and I'm now working on organizing the Fallout 2 dialogues to make them easier to work with.

Since the maps and dialogues are pretty much straight outta 2238, anyone with 2238 or reloaded sdk could help by picking out some dialogues, quests or locations and touching them in lewd places. If a couple of people are generally interested, I would go ahead with trello or google docs to organize the tasks and then bundle each task's files up in a nice package to work with.

Sphyrwa

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Re: FOnline: Ashes of California Co-op Project
« Reply #5 on: September 03, 2016, 10:30:19 pm »
Is there a specific reason for no turn-based? Having more difficult gameplay but with more people would make for a pretty interesting strategic combo. Sounds awesome regardless.

John Porno

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Re: FOnline: Ashes of California Co-op Project
« Reply #6 on: September 04, 2016, 07:45:53 pm »
TB has never been a thing in aop and was the first thing to be thrown out. The balance hugely depends on animation times which wouldnt matter in turn based, stuff like that or the movespeed bonuses would have to be factored into the ap costs which just means extra work for a thing that might not even be practical.

Out of all the english server, aop runs on the oldest revision while having the most stuff added to it, without ever caring about TB compatibility, so I also expect there to be a lot of bugs and other issues that would increase the effort yet again.

Plus, since you dont have to care about cpu time or latency issues as much in a locally hosted game, I plan to have some seriously big battles in there. Getting your whole gang together to attack Navarro on a large, open map with extra 50 guards? Helping NCR to take vault city for city in a big attack? That's the kind of stuff I want to see in fonline, without massive lags.

FrankenStone

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Re: FOnline: Ashes of California Co-op Project
« Reply #7 on: September 04, 2016, 08:27:05 pm »
Getting your whole gang together...

on singleplayer game ???

Krizu

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Re: FOnline: Ashes of California Co-op Project
« Reply #8 on: September 19, 2016, 05:22:30 pm »
Hey John P!

A lone FOnline developer here, lookin' for some fomaps for my singleplayer solo project. Would it be possible to get my hands on some of the awesome .fomaps from AoP?

Sincerely,
K