[WIP] Project Genesis

Post » Sat Feb 19, 2011 12:00 am

You would wan't to alpha test?!? :celebration: Thats fantastic. I will add you to my list of people that are testing. (Not that there are that many. :P) Since Alpha testing occurs before Beta, or 'completion' you could probably test in a few days. I will give you more details via PM tomorrow morning as its very late, and I am off to bed.

So it seems the smart thing to do would be make them essential. Since the first two already could go about 'doing' the whole story themselves. So I will just have them die rather soon, then separate the player from the 2 main characters, giving the player a chance at some combat all on their lonesome. The good thing, that I was careful to avoid, is the NPC's NEVER follow the player. So they can't use them as essential followers, to go conquer other parts of the wasteland.
User avatar
maddison
 
Posts: 3498
Joined: Sat Mar 10, 2007 9:22 pm

Post » Sat Feb 19, 2011 10:48 am

You would wan't to alpha test?!? :celebration: Thats fantastic. I will add you to my list of people that are testing. (Not that there are that many. :P) Since Alpha testing occurs before Beta, or 'completion' you could probably test in a few days. I will give you more details via PM tomorrow morning as its very late, and I am off to bed.


I'm actually moving in a few days. I'll likely be sending my computer to where I'm moving Wednesday or Thursday and I wont be back online until the 14th at the earliest. So I wont be able to do any serious alpha testing until then unfortunately.

So it seems the smart thing to do would be make them essential. Since the first two already could go about 'doing' the whole story themselves. So I will just have them die rather soon, then separate the player from the 2 main characters, giving the player a chance at some combat all on their lonesome. The good thing, that I was careful to avoid, is the NPC's NEVER follow the player. So they can't use them as essential followers, to go conquer other parts of the wasteland.


Sounds good.
User avatar
Hazel Sian ogden
 
Posts: 3425
Joined: Tue Jul 04, 2006 7:10 am

Post » Fri Feb 18, 2011 10:54 pm

Gunmaster: If you want, I'll Alpha test. You've gotten me curious with the invisible collision wall thread.
User avatar
Robert Devlin
 
Posts: 3521
Joined: Mon Jul 23, 2007 2:19 pm

Post » Sat Feb 19, 2011 9:37 am

Awsome! I will add you as well to the list. I will be contacting you both via PM sometime today to let you know when you can expect to test. (as I cycle through my testers so they each test every once in a while) :)
User avatar
Bryanna Vacchiano
 
Posts: 3425
Joined: Wed Jan 31, 2007 9:54 pm

Post » Fri Feb 18, 2011 8:37 pm

I finished the second quest in the chain, out of a planned 5, and have began cluttering alot. So I will try to get some screenshots up of the new areas as I finish cluttering them. I also have began the process of casually voicing a few of the characters. So far the quest adds about 175 unique lines of dialog. All which will be fully voiced, and .lip'd. I figure storywise I am about 50-55% done with the mod. However including voicing, cluttering, and bug discovering/fixing I am not quite that far along. I still plan on getting the mod out far before NV is released.
User avatar
Nicholas
 
Posts: 3454
Joined: Wed Jul 04, 2007 12:05 am

Post » Sat Feb 19, 2011 5:11 am

Progress is going well. I have started to voice the mod, and continue working on the story. Est. gameplay added is up to ~ 30-60 minutes of play depending on playstyle. I will work on getting up some screenshots as I have finished a few areas, so you guys can see them. :)
User avatar
Catherine N
 
Posts: 3407
Joined: Sat Jan 27, 2007 9:58 pm

Post » Sat Feb 19, 2011 5:40 am

Well as promised a while ago, I have a few new screenshots of the practically complete Commercial Labs. I will post them here, as well as in the first post in this thread. So far of the cells I have made, 5/12 are completely done. I estimate the mod is around 50% complete. I have been working very quickly lately, but start Drivers Ed tomorrow, so that will take up several hours a day, but shouldn't be a problem. Thanks to everyone who has been beta testing so far and helping me fix everything up.

Gene-Tec Commercial Labs
http://i885.photobucket.com/albums/ac56/Gunmaster95/GTCM1.png
http://i885.photobucket.com/albums/ac56/Gunmaster95/GTCM2.png
http://i885.photobucket.com/albums/ac56/Gunmaster95/GTCM3.png
http://i885.photobucket.com/albums/ac56/Gunmaster95/GTCM4.png

Its not many, but it gives an idea of what the cell looks like. Also I am changing the name of the mod to just Project Genesis. As the company Gene-Tec has a far less substantial roll in the story as originally planned, and is not central to the plot.

Gunmaster95
User avatar
Heather Stewart
 
Posts: 3525
Joined: Thu Aug 10, 2006 11:04 pm

Post » Sat Feb 19, 2011 10:00 am

Oh man, this looks really really good.

Keep it up Gunny.
User avatar
MR.BIGG
 
Posts: 3373
Joined: Sat Sep 08, 2007 7:51 am

Post » Sat Feb 19, 2011 5:12 am

Oh man, this looks really really good.

Keep it up Gunny.

Thanks! Now you finally have some info on it. :P
User avatar
Sun of Sammy
 
Posts: 3442
Joined: Mon Oct 22, 2007 3:38 pm

Post » Sat Feb 19, 2011 3:14 am

So far I would like to thank everyone who has done Alpha testing. I got alot more people than I expected, and they have helped so much in finding all the little things I need to fix, and providing feedback on what to change.

The worldspace portion has so far prooved easier than I expected it would be, so I may progress through it quickly. Hopefully I can get the mod out sooner than I have been thinking lately.
User avatar
Sophie Louise Edge
 
Posts: 3461
Joined: Sat Oct 21, 2006 7:09 pm

Post » Sat Feb 19, 2011 7:44 am

So far I would like to thank everyone who has done Alpha testing. I got alot more people than I expected, and they have helped so much in finding all the little things I need to fix, and providing feedback on what to change.

The worldspace portion has so far prooved easier than I expected it would be, so I may progress through it quickly. Hopefully I can get the mod out sooner than I have been thinking lately.


It would svck to have a giant red exclamation mark in your mod. And how big is the worldspace exactly?
User avatar
K J S
 
Posts: 3326
Joined: Thu Apr 05, 2007 11:50 am

Post » Fri Feb 18, 2011 9:22 pm

Hey, that only happened once and I fixed it. :P Plus that only happens if a mesh or texture cannot be found and most if not all of the items in the worldspace will be vanilla ones. Its size is about 4 cells high and 7 wide. But, most of that is not filled as its a windy canyon path, so out of the 28 cell box it makes about 8-10 square cells will be filled with things. The rest is blocked by rocky cliffs. Once I get more done in it I will post alot of screenshots. :D
User avatar
Toby Green
 
Posts: 3365
Joined: Sun May 27, 2007 5:27 pm

Post » Sat Feb 19, 2011 9:06 am

I am doing more cluttering. As I complete more areas, you can expect more screenshots. I will also post some early ones of the worldspace to intreague more of you. :P
User avatar
x a million...
 
Posts: 3464
Joined: Tue Jun 13, 2006 2:59 pm

Post » Sat Feb 19, 2011 4:55 am

Nice. Very well done sir. The interiors and story all seem solid.

If you want a few interiors added by my hand - we have a similar style - for trade on my Project, I would gladly lend a hand. I don't have much experience in scripted cut-scenes, but I could use one or two as a better story telling device than I currently am using.

I'm helping out A Quest for Heaven and A Time-slip Through an Off-World Underground mods. I just edited all 120 notes for grammar and spelling for A Quest For Heaven, and am writing plot/quest tie-ins for both mods. Maybe Gene-Tec was also under surveillance by the Pre-War Office of Information Retrieval, "O.I.R." They were the count-counter intelligence agency intended to act as a third part to the U.S. Intelligence Bureau, who by 2077 had become unable to function due to their bureaucratic shortfalls. Much like moddern U.S. Office of Homeland Security versus the C.I.A. became after 9/11, and the current reforms proposed.

The O.I.R. was installed in "Project Brazil," which was sealed from the outside by creating a self-sufficient city deep underground. The Office operated out of Tier 1 - 10 in the Upper vault, having agents in the field reporting back through direct mail of hard-disk information downloaded from the surface via secure internet lines. They were so secret, the U.S. intelligence agencies believed they were actually communist spies, and went to war with these so called "spectre agents." The primary objective of the office was to gather Data. All of it - even irrelevant Data, and feed it through a ZAX / "blue-ray" hybrid computer in their research facility. The Machine was built with an amalgam of parts - not only from an alternate dimension set in a "1980s" Fallout incarnation, but also from captured Alien technology.

The O.I.R. was watching the Heaven 5 facility and its immortal-AI research, along with multiple corporations and governments in the Timeslip universe.

Brazil had a Genetic lab heavily dedicated to finding ways of converting or adapting human tissue for survival after the war - after the conflict, it found many solutions, none of which were pleasant.

That last vein, even if it is just recorded in research notes scattered through the Banned Science Area of Brazil, could provide us with another Plot tie in. Gene-Tec could have been attempting to capture one of the "Annai Oran Clones," a girl from Pre-War Brazil exposed to a strain of F.E.V on accident. The resultant mutation created a rouge mitochondria in one of her ovaries, which then integrated itself into her body. The "chrysalis," or Organ-X, had the ability to recycle her genetic material like the refresh button on your internet browser, resetting any damaged DNA to healthy status no matter what damage was caused - injury, radiation, etc. The most obvious side effects were her grey, veined skin and bluish hair. The more subtle issues were not only immortality, but every 10 years, Annai's Organ-X created a copy of itself, forcing her body to rapidly and violently reproduce an exact replica of her advlt form. The "original" Annai lost track of herself generations ago, her memories being copied and implanted in each clone two hundred times. One of the first Pre-War incarnations escaped into the Wasteland. There may be hundreds of her now.

Brazilian "Blade-runners" hunt them, along with the original Annai herself with her assassin pal Jerri. They have travelled America hunting the rouge clones, killing them off before they go into a homicidal rage during their reproductive cycle.

We hope to achieve a small "Community fallout Universe" separate from the Fallout lore, but integrated into it as an expansion of existing material by linking together a few high quality quest mods. After that, we may gain a ton of attention by bundling our work into a collective package that adds literally days of new content, all interconnected, yet original in their aims.

What do you think?
User avatar
Ridhwan Hemsome
 
Posts: 3501
Joined: Sun May 06, 2007 2:13 pm

Post » Sat Feb 19, 2011 5:07 am

Hmm interesting! That was a tad bit hard to follow at times. :P But sounds pretty crazy. Though, I will have to decline your offer to integrate Project Genesis into the group of mods. While I support that, I would rather make this mod as a standalone thing. Where I can deal with it by itself easily. Not to mention I have wrote and re-wrote so many tiny parts of the story so many times I can getting sick of it. :P

I also don't know about you building some cells. While you obvious have an incredible talent for it, it is my favorite part. The last 6 months of my work have litterally been making the build up for the crazy non-vanilla Cube Experimental style chunk of the mod. Where none of the areas are made with room pieces. All from uniquely put together parts. I love doing this, so I will enjoy every tiny bit of it. :D I still however may very well help with Project Brazil when I finish with Genesis, as I think its a very interesting mod and love the quality of work that you have put into it so far. Also, all of my crazy places will have complicated fully scripted puzzles worked into them, so it would be hard to do it without designing it as you make the puzzles. But thanks so much for the offer!
User avatar
Trey Johnson
 
Posts: 3295
Joined: Thu Oct 11, 2007 7:00 pm

Post » Sat Feb 19, 2011 5:02 am

As I progress in the coming days and weeks, I will be finishing up a few new areas. So, that said, many screen shots will be posted. If I am lucky and can really work quickly, possibly even some of the worldspace. Drivers Ed ends next monday, so that gives me another 4hrs a day to work.
User avatar
Andrew Tarango
 
Posts: 3454
Joined: Wed Oct 17, 2007 10:07 am

Post » Sat Feb 19, 2011 8:19 am

To speak on the behalf of Project Genesis (As I beta tested it thoroughly) this mod has great potential, and what is done now (around 2 hours of gameplay and I cannot imagine that it is even 1/4 of the way complete) is absolutely amazing. I made the comparison of Project Genesis to The Cube Experimental. So I would say, if you liked The Cube Experimental, you'll love Project Genesis!
User avatar
Sarah Edmunds
 
Posts: 3461
Joined: Sat Jul 08, 2006 8:03 pm

Post » Sat Feb 19, 2011 10:15 am

Thank SudoX! I sure hope that everyone enjoys it when it is completed. Hopefully I can finish up this chunk I am currently on before wednesday, when I am going to Europe for about a week. When I get back I can begin on the puzzles section of the mod.

Its actually about halfway done. Really, it depends on how long I make the puzzle part of it. If I work really fast it could easily be another few hours of gameplay. If it takes me longer than expected it will be much less. But I have key points planned out, and those take up about an hour, and I still have to connect them with random puzzles and stuff, so it should be a few more hours of gameplay. I cannot wait until I finish this. :D
User avatar
Jessie Rae Brouillette
 
Posts: 3469
Joined: Mon Dec 11, 2006 9:50 am

Post » Fri Feb 18, 2011 9:49 pm

Well I have been hard at work this past week. However, tomorrow I am going to Europe for a week to visit family, so I wont get anything done then. But, before I leave, I figured I should give you guys more screenshots to show some of my progress. These are some shots of the most completed parts of the worldspace that this mod adds (Its not very large) called Blue Ridge Pass. I attempted to accurately name it due to its location on the west side of the wasteland, as where the actual pass is in Virginia. So here they are, enjoy.

http://i885.photobucket.com/albums/ac56/Gunmaster95/BRP1.png
http://i885.photobucket.com/albums/ac56/Gunmaster95/BRP2.png
http://i885.photobucket.com/albums/ac56/Gunmaster95/BRP3.png
http://i885.photobucket.com/albums/ac56/Gunmaster95/BRP4.png
http://i885.photobucket.com/albums/ac56/Gunmaster95/BRP5.png
User avatar
Penny Wills
 
Posts: 3474
Joined: Wed Sep 27, 2006 6:16 pm

Post » Fri Feb 18, 2011 11:42 pm

Nice. The installation for some reason gives me a bit of a Metal Gear vibe. :)

I love it.
User avatar
Isaac Saetern
 
Posts: 3432
Joined: Mon Jun 25, 2007 6:46 pm

Post » Sat Feb 19, 2011 2:50 am

Well I am back from Europe so I can get to work again on the mod. However I will spend the next day or two not doing anything as first I finally got 4 of the 5 expansions for Fo3, and I am readjusting to the jet lag from an 8hrs time difference.

@ MDarkblackM - I'm really glad you like it. I have never played any of the Metal Gear series, but all my friends love it so it must be good. :P
User avatar
maya papps
 
Posts: 3468
Joined: Mon Aug 07, 2006 3:44 pm

Post » Sat Feb 19, 2011 2:33 am

@ MDarkblackM - I'm really glad you like it. I have never played any of the Metal Gear series, but all my friends love it so it must be good. :P



Do you play any other games?!
User avatar
David Chambers
 
Posts: 3333
Joined: Fri May 18, 2007 4:30 am

Post » Sat Feb 19, 2011 2:30 am

I feel like I'm a bit late to the party lol but I'm really interested in this mod. It sounds like an amazing piece of work. I'm pretty new to mods and stuff, so I don't know how much help I can be, but I'm definitely here for support haha. :tops:
User avatar
Elena Alina
 
Posts: 3415
Joined: Sun Apr 01, 2007 7:24 am

Post » Fri Feb 18, 2011 10:00 pm

Do you play any other games?!


Oh boy. I sure do. The first game I every played was the original Wolfenstein when I was 6. I quickly moved on the the quake series. Suitable for a 6 year old eh? Nowadays I frequently play Fallout 3, Oblivion, Bad Company 2, Splinter Cell Conviction, etc etc. So yea, I play plenty of other games, just not Metal Gear. :P I used to spend 10+ hours a day just playing games. Then I got interested in making them, and now I spend like 2 hrs a day playing and 8 hrs making. :P

I feel like I'm a bit late to the party lol but I'm really interested in this mod. It sounds like an amazing piece of work. I'm pretty new to mods and stuff, so I don't know how much help I can be, but I'm definitely here for support haha. :tops:


You can never be too late to join the party. I cant tell you how much it boosts my morale when someone says they think the mod is really cool and they are interested in it. :D

I am still suffering from rather severe jet lag (I sleep during the day for a few hours, and am up all night) but I have gotten back to work on the mod and am making progress.

Now I have a decision to make. I originally planned on finishing and releasing the mod in mid August, but that was before some personal matters popped up that slowed, and even for a bit, halted my work on it. Obviously it wont be released in August as its only about 40-60% done. I want your opinions on this. I can do two things here. I can 'rush' the next part of the mod to release it before NV is out in October. Or I can take my time and spend an additional few months on it and probably get it out before Christmas. But I dont want to spend additional time making it, just to release it and have nobody around as your all playing NV. I think I will take whatever extra time is necissary as I dont want the 7 months I have worked on it to go to waste with a crappy rushed ending. As well as even if not a single person plays it (which I hope does not happen :P) I sure enjoyed the experience of making it. On top of that I wont start modding NV for like 4 months since I will want to play it and get used to the new features. I don't know, I guess theres not much of a choice to make.
User avatar
Jerry Cox
 
Posts: 3409
Joined: Wed Oct 10, 2007 1:21 pm

Post » Sat Feb 19, 2011 9:20 am

As always, it's up to you. Since you are the creator, builder and manufacturer. :)

I'd say take your time with it. Rushing things to get it to release before New Vegas comes out can make the whole experience bad. We've seen quite many games share the same fate so, once more, take your time with it. :)
User avatar
Lou
 
Posts: 3518
Joined: Wed Aug 23, 2006 6:56 pm

PreviousNext

Return to Fallout 3