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Old 05-06-2009 Aval4nche wrote:   #1
Default 22: Fallout as a city management game

Vault-Tec presents:

The Dweller in You!

If you are reading this, then the world has gone to hell in a hand basket. Luckily Vault-Tec is here to help. The world outside your Vault-Tec Vault may have changed drastically, but your lifestyle doesn't have to. With new Vault-Tec products such as the G.E.C.K. it is easy to recreate a portion of the Earth that once existed.

But...

What if your Vault-Tec Vault didn't receive a G.E.C.K. Well Vault-Tec has the solution for you. While few Vault-Tec Vaults received a G.E.C.K, even fewer received our latest invention.
Ladies and gentlemen, we now present:
The E-W.O.C.K. or EezeE-Wasteland Outpost Creation Kit

With this life in the harsh wasteland of apocalyptic Earth will be easy. Your patented E-W.O.C.K. comes with blueprints for:

Cattle farms (or the equivalent species of radiated bovine.)
Trader outposts (money will still exist even in your hellish existence.)
Shacks (even mutated, shambling zombie people like you need to sleep.)
Sniper Towers (because who knows what horrors lie in the wastes.)
There's more...
Free with the E-W.O.C.K. comes your very own prototype PipBoy 9000 to manage all your needs.
Plus, your Vault-Tec Vault is upgradable with all the technology of the age (only use if technology still exists.)

And remember, when all the horrors of the world have been unleashed and as you watch your flesh disintergrate with radiation poisoning, SMILE!

Proto 1: http://www.quickshare.co.za/files/by....C.K..rar.html - 4.33 Mb.
Alright, here is my 1st proto. It's playable but still missing a lot of key things, like abilities, the tech center and proper trading. But anyway, hope you like!

Version 1(fixed):http://www.quickshare.co.za/files/pk...Ewock.rar.html - 4.6 Mb.

Last edited by Aval4nche; 01-07-2009 at 07:15 PM.
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Old 05-06-2009 Fengol wrote:   #2
Default Re: 22: Fallout as a city management game

yes, yes, yes! make this! And keep the optimism of the 50's alive! Don't forget to include a Mr Handy Factory so that every wife in your new output can have a handy helper around the home (Mr Handy upgrades to Mr Gusty only available on advanced notice to Vault-Tec. All warranties void if outpost dwellers modify Mr Handy unit to fend off raiders, mutants, slavers or wild animals. Terms and Conditions apply)
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Old 05-06-2009 FuzzYspo0N wrote:   #3
Default Re: 22: Fallout as a city management game

and batteries not included. Cool idea aval4nche. Ill post some ideas in a bit.
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Old 05-06-2009 Fengol wrote:   #4
Default Re: 22: Fallout as a city management game

The thing is, I SO see this working. During the competition I was brain storming for some idea with simcity and this is a perfect match! Build your outposts, make contact and trade with other outposts, and fend of disasters like slaver raids and death claws. All your resources are at a minimum and essential to succeed so it's something you can get really detailed about.

Last edited by Fengol; 05-06-2009 at 01:10 PM.
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Old 05-06-2009 dislekcia wrote:   #5
Default Re: 22: Fallout as a city management game

I am speechless before the awesome potential of this idea... Wow.
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Old 05-06-2009 Gazza_N wrote:   #6
Default Re: 22: Fallout as a city management game

:O

This. Is. SO. COOL!

An inspired idea! MAKE IT HAPPEN!
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Old 05-06-2009 Aval4nche wrote:   #7
Default Re: 22: Fallout as a city management game

Thanks for the input. I'm going to try my best to make it work.
@Fengol, I love the idea of contacting and trading with other colonies. Maybe, with enough caps, you'll be able to establish more colonies.
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Old 06-06-2009 Fengol wrote:   #8
Default Re: 22: Fallout as a city management game

Well, don't forget there are 2 types of colonies: outposts and vaults. Outputs are going to be able to provide raw materials like brahmin, building material, fresh water, etc; and Vaults will give you tech, pharmaceuticals and skilled labour (cause someone needs to know how to repair this junk). Then you also have specialist trading with the Brotherhood or Outcasts and even the Slavers can be seen as trade if you're happy selling your population for Jet and Weapons (of course, not trading with the slavers means you can expect the occasional raid from them every now and then)

When it comes to consumables, I would definitely delve into morally questionable area of drugs. Jet can make your skilled laborers work faster but they run the risk of becoming dependent and it can attract undesirables. This of course depends on the type of city you want to build.

One thing I would PLEASE ask of you is if a patch of soil receives enough fresh water over a period of time, it turns lush and green again. This could be a game achievement to have the greenest city and you can say if it stops receiving fresh water for enough time it revert back to wasteland.
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Old 06-06-2009 Aval4nche wrote:   #9
Default Re: 22: Fallout as a city management game

I plan on using a vault as a type of city centre. Your buildings surround and protect the vault. There will be many people in the wastes who will try to raid your vault for technology, caps and the like. Protecting the vault is paramount to the survival of the population. But you may also have wild creatures raiding your farms for food or super mutants who will destroy your buildings and kidnap people.

As for greenifying the planet again, maybe the player will have to try find a G.E.C.K. or you may be able to build tech centres to research that sort of thing among other, more deadly technologies.
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Old 08-06-2009 sambarino wrote:   #10
Default Re: 22: Fallout as a city management game

it'll be alot of work but this is a game i'd really like to play XD
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Old 12-06-2009 Aval4nche wrote:   #11
Default Re: 22: Fallout as a city management game

There we are. 1st prototype finished. Thank goodness for block days :P
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Old 12-06-2009 Fengol wrote:   #12
Default Re: 22: Fallout as a city management game

Is it possible to show a clock Patented Digital Pipboy Countdown Timer "Count down to the apocalypse in style and comfort" to show when the next update will come? Because the turn is slow, I thought something was broken because I wasn't getting any resources. If not a clock, some other animation that I'm soon to get more food or something.

What are the numbers on the side for?

Love the hand-drawn pip boy :D

I think the game should start with 1 Brahmin farm just to get the player started.

Will you be releasing the source for this? You should speak to Dislekcia, Aequitas and Nandrew about adding similar animations they had in 48HrWar

Last edited by Fengol; 12-06-2009 at 01:48 PM.
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Old 12-06-2009 FuzzYspo0N wrote:   #13
Default Re: 22: Fallout as a city management game

downloaded, ill give it a play when i get back to windows.
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Old 12-06-2009 Aval4nche wrote:   #14
Default Re: 22: Fallout as a city management game

@ Fengol, good idea, I'll implement a countdown timer for your resources right away!
The numbers on the side are for the abilities e.g. You can purchase some Rad-away or lay down the minefield.

I'm quite pleased with the art style as I'm using a combination of Corel and Paint.

I recommend you start by building 2 farms and then wait for enough caps to buy a trader.

Last edited by Aval4nche; 12-06-2009 at 06:00 PM.
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Old 12-06-2009 Nandrew wrote:   #15
Default Re: 22: Fallout as a city management game

Same feedback as Fengol: I actually didn't know what to do until I came back here and read the commentary. It's a nice start, I'd just like things to be clearer so that I can give you a better playtest. :P
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Old 13-06-2009 Aval4nche wrote:   #16
Default Re: 22: Fallout as a city management game

Thanks for the feedback. I think I'm going to add a little tutorial to ease the player into to it. I'll work on that today.
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Old 30-06-2009 Aval4nche wrote:   #17
Default Re: 22: Fallout as a city management game

Phew. Finished. I've decided to go with Fengol's idea of G.E.C.King the world. The main aim: to G.E.C.K. half the blocks on the map. There's a lot I still want to add, but that will come after the deadline.
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Old 30-06-2009 Fengol wrote:   #18
Default Re: 22: Fallout as a city management game

This is such an awesome game now! The progress bars definitely make a difference and I think you've also sped things up a little. I haven't had a chance to play with the tech levels yet (will do so this evening) but it's really playing so well.

Please tell me you'll think about continuing to polish this game after the comp!
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Old 30-06-2009 GeometriX wrote:   #19
Default Re: 22: Fallout as a city management game

I get this as soon as I enter the first tutorial level.
Code:
___________________________________________
ERROR in
action number 2
of  Step Event
for object obvalt:

Error in code at line 1:
   if  global.gecount > 58 then 

at position 12: Unknown variable gecount
:(
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Old 01-07-2009 Aval4nche wrote:   #20
Default Re: 22: Fallout as a city management game

My bad. I was in a rush yesterday before going to a lan. I'll fix it quickly.

EDIT: All fixed :D

@Fengol: Of course. There are still tons of perks I want to add. Can anyone say Bloody Mess!

Last edited by Aval4nche; 01-07-2009 at 07:58 PM.
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