[WIP] Project Genesis

Post » Sat Feb 19, 2011 4:01 am

The mod sounds great! And kudos for working so hard and consistently on it.

You don't really need 30-50 playtesters... or 20. And you're not going to get that many either. You just need a handful of intelligent players who are willing to try to break things.

Looking forward to release!

Thanks. :)

I do notice that anywhere near like 20-30 would be more than enough, just I fear if I shoot lower I wont have enough. This way, if I try to get, say 30 people, and then 25 of them back out on me, or dont respond or something, I have a solid team of 5 testers. Of which I already have a few, making it more like 10 total. Whereas if I try to get 10 people, and only get like 1, I have like 4 testers which isnt quite wide enough for what I would like. Also, alot of it will be compatability testing. So the more people I have test = more random mods I can test compatability with.

I have to admit, I have been bad. I got borderlands yesterday (it was like half off on steam) and have mostly been playing that... but now I am back to work. >.>
User avatar
Jacob Phillips
 
Posts: 3430
Joined: Tue Aug 14, 2007 9:46 am

Post » Sat Feb 19, 2011 4:50 am

I have recently figured out it is the general opinion of the modding community that no voice acting is better than bad voice acting. Therefor, I am going to focus on voice acting last, and release the mod when everything else is done. That way, I can finish the mod and get it out, then focus on the voice acting and I will add that in as patches. But the initial release will not be fully voiced. I will only make sure the necissary parts are voiced. This should also cut down on the time it will take for me to complete it and release it. Then I can spend more of the much needed time making good voice clips for the mod.
User avatar
Jack Walker
 
Posts: 3457
Joined: Wed Jun 06, 2007 6:25 pm

Post » Sat Feb 19, 2011 6:56 am

Well I pretty much have it done. I am just working out some annoying issues with the ending cutscene, then the story is done with. But while waiting for responses with the issues I am cluttering away.
User avatar
herrade
 
Posts: 3469
Joined: Thu Apr 05, 2007 1:09 pm

Post » Sat Feb 19, 2011 5:37 am

Today I official finished the main story!!! The mod is now playable from start to finish, entirely! All I have to do now is some super intense cluttering, bug fixing, tweaking, and finishing up and I will release the mod! You can expect release within 2-3 weeks.
User avatar
Tikarma Vodicka-McPherson
 
Posts: 3426
Joined: Fri Feb 02, 2007 9:15 am

Post » Sat Feb 19, 2011 4:31 am

Woot!
User avatar
Matt Fletcher
 
Posts: 3355
Joined: Mon Sep 24, 2007 3:48 am

Post » Fri Feb 18, 2011 10:58 pm

great looking work you have there gunmaster95 And on topic about beta tested obsidian only has two testers listed in the credits for FNV and that game has no problems (NOT) . i agree fully on the thought of having as many testers as you can get . IMHO its something that the industry as a whole are getting to lazy about . They seem to be going with the model of . Just push the game out the door we will fix it once we get feedback from our non paid testers ( us the paying customers) , and just patch it when we get around to it . I know it seems kind of cynical but its becoming more are more the way they do things sadly. And also i love trying to break games .

I found out how to break Dragon age origins . i was able to totally skip the joining and save two characters ( Jory and daveth ) they were supposed to die. but i found a way to save them and continue playing the game with them . Not sure if you know about the game but the joining was THE major point in the game and i was able to break it with only a feature that THEY put in the game . It was pretty sad if you ask me . with this same feature i could get on the other side of lock doors without needing a keys. I broke that game so much you don't even know and IMHO if i had been one of their testers for that game i would be so ashamed . But all it came down to again was poor testers. The game itself was great . And a little side note they actually put a patch out that included stuff to fix what i had revealed with their game .(well kind of, i can still do it lol) Thats probably because i told them in the forums what they needed to do to fix it .

It was all from one feature they had in the game , the teleporting of your companions . You could tell them to stay and walk off really far and you could just click in your HUD for them to follow and they would transport to you . Well i noticed one day that they ALWAYS transported behind you. So i told then to stay i went to a door or gate that was off limits still and put my back to the door gate . And clicked on follow and WA-la one ended up on the other side . Then just told him to stay and walked the other 3 way down the road switched to the character on the other side of the gate and clicked follow. That brought the other 3 characters into no no land as well. Ive been gaming from the very start my first game when it came out was pong so... Sorry taking up some of your time with this . It was just you want to make games and i really want better testing from Dev's . I just wanted to try and plant the seed so to speak. I'm just a born tester that sadly missed his calling in life :sigh . But i would be happy to break your game for you, lol. and i would be even happier not to be able to break it .
User avatar
Dorian Cozens
 
Posts: 3398
Joined: Sat May 26, 2007 9:47 am

Post » Sat Feb 19, 2011 9:16 am

Woot!

I appreciate your enthusiasm. :D


great looking work you have there gunmaster95 And on topic about beta tested obsidian only has two testers listed in the credits for FNV and that game has no problems (NOT) . i agree fully on the thought of having as many testers as you can get . IMHO its something that the industry as a whole are getting to lazy about . They seem to be going with the model of . Just push the game out the door we will fix it once we get feedback from our non paid testers ( us the paying customers) , and just patch it when we get around to it . I know it seems kind of cynical but its becoming more are more the way they do things sadly. And also i love trying to break games .

I found out how to break Dragon age origins . i was able to totally skip the joining and save two characters ( Jory and daveth ) they were supposed to die. but i found a way to save them and continue playing the game with them . Not sure if you know about the game but the joining was THE major point in the game and i was able to break it with only a feature that THEY put in the game . It was pretty sad if you ask me . with this same feature i could get on the other side of lock doors without needing a keys. I broke that game so much you don't even know and IMHO if i had been one of their testers for that game i would be so ashamed . But all it came down to again was poor testers. The game itself was great . And a little side note they actually put a patch out that included stuff to fix what i had revealed with their game .(well kind of, i can still do it lol) Thats probably because i told them in the forums what they needed to do to fix it .

It was all from one feature they had in the game , the teleporting of your companions . You could tell them to stay and walk off really far and you could just click in your HUD for them to follow and they would transport to you . Well i noticed one day that they ALWAYS transported behind you. So i told then to stay i went to a door or gate that was off limits still and put my back to the door gate . And clicked on follow and WA-la one ended up on the other side . Then just told him to stay and walked the other 3 way down the road switched to the character on the other side of the gate and clicked follow. That brought the other 3 characters into no no land as well. Ive been gaming from the very start my first game when it came out was pong so... Sorry taking up some of your time with this . It was just you want to make games and i really want better testing from Dev's . I just wanted to try and plant the seed so to speak. I'm just a born tester that sadly missed his calling in life :sigh . But i would be happy to break your game for you, lol. and i would be even happier not to be able to break it .


I have actually decided just to go with the few tester I have right now. I will then in turn self test a large portion of the mod over and over.

Even though they list 2 people in the NV credits, I think many many people probably tested it. Bethesda even had job postings up on their website for Intern QA tester, so they were trying to get alot of people.

I dont think there are any major areas in my mod that you can 'break'. The only really bad thing you can do is kill (or piss off) a major character. That breaks the story and you cant continue, but its that way with any quest in the game.


Just to give a quick breakdown of what the mod adds:

* 20 interior cells.
* One small exterior worldspace.
* 3-5 Hours of gameplay.
* 5 unique new characters.
* A 5 quest long story.
User avatar
Vicki Gunn
 
Posts: 3397
Joined: Thu Nov 23, 2006 9:59 am

Post » Fri Feb 18, 2011 9:24 pm

I have furthered my decision with voice acting, mainly doubting my own ability, and I will not be voicing some of the mod. I have already fully voiced a few characters, but of the ones that are not voiced much yet, I will only be doing the parts necissary. This means that most player to NPC dialog will not be voiced. However, all conversations (dialog lines spoken without actually entering dialog, i.e. one NPC talking to another) will be voiced as these wont be seen by most and move by very fast if not voiced. This is due to the fact that the main vibe I get from the modding communities is that; 1.You guys would rather have no voice acting than bad voice acting, and; 2. Like 99% of you do not even expect mods to be voiced. This will also cut my remaining work almost in half. Allowing me to release the mod sooner, and focus more on some of the more crucial portions of the mod that have yet to be finished up.
User avatar
CORY
 
Posts: 3335
Joined: Sat Oct 13, 2007 9:54 pm

Post » Sat Feb 19, 2011 12:21 am

I think you hit both points right on the head as far as i'm concerned. Looking forward to playing your mod!
User avatar
IsAiah AkA figgy
 
Posts: 3398
Joined: Tue Oct 09, 2007 7:43 am

Post » Fri Feb 18, 2011 8:45 pm

I think you hit both points right on the head as far as i'm concerned. Looking forward to playing your mod!

Thanks. I was sitting in school all day today thinking about it (instead of learning) and I think this will be the best way to go.

Just a general update, I have moved the mod into Beta as I am simply filling in things, and fixing the millions of little things wrong with the mod. I will also try optimizing the cells to the best of my ability for those of you with lower end machines.

I am pretty much just going through the game one cell at a time and making sure each one is 100% complete and bug free. Considering there are about 20 cells (plus an exterior worldspace) and I go through 1-4 a day depending on how finished they are already if I work hard (my work rate has tripled in the last week out of pure excitement to finish) at this I should be done within 2 weeks.

Also I have a question for all of you. The worldspace is just big enough to where things dissapear in the distance (where they would normally be replaced by LOD) and I can handle it in two ways. I can either just not generate LOD, which again saves me ALOT of time as thats a lengthy rather complicated process; Or I can go ahead and generate it. The Pro's of generating it are that it would make the worldspace look nicer as things would always be visible in some capacity. The cons are it would take me alot of time, and it would greatly increase the file size of the mod. (I'm really not sure by how much, but it would be something between like 25-100mb, I think.) So would you guys rather I go ahead and make it, or I just leave it be?
User avatar
x_JeNnY_x
 
Posts: 3493
Joined: Wed Jul 05, 2006 3:52 pm

Post » Sat Feb 19, 2011 6:55 am

Just a quick note. I have decided not to do LOD as the time it would take, increase in filesize, and overall craziness is not worth it for the slight benefit most of you probably wont even care about. I spent many hours today cluttering. I can't wait to get this thing finished and hear from you guys.
User avatar
Ellie English
 
Posts: 3457
Joined: Tue Jul 11, 2006 4:47 pm

Post » Sat Feb 19, 2011 9:30 am

Go, man, go!
User avatar
Brian Newman
 
Posts: 3466
Joined: Tue Oct 16, 2007 3:36 pm

Post » Sat Feb 19, 2011 8:09 am

Woot! Its snowing really hard outside so I have no school today. :) I plan on working really hard on this all day long. :D
User avatar
Colton Idonthavealastna
 
Posts: 3337
Joined: Sun Sep 30, 2007 2:13 am

Post » Fri Feb 18, 2011 10:10 pm

Well everyone, theres not much left!!! All I have to do is edit/record a little bit more voice, and clutter about 8 of the cells. Which like, 4 of are pretty much done anyway. I am bringing down the hammer, and plan to spend the entire weekend on this so I can hopefully have it done, like, on monday. Then I will test like no tomorrow for a few days and finish it. I predict no later than the end of next weekend (the 12th) as the date of release. If I get as much as I hope to done this weekend (which I am entirely capable of doing, its purely if I can sit in one place for 14hrs straight 2 days in a row) I may even release mid next week!

I just briefly want to thank my testers, as they helped/continue to help me make this a bug free mod! I also want to thank the people who have posted their encouraging comments in this topic. You guys who have kept me going through the last 11 months of work, and without you I probably would have dropped the project.

Gunmaster95
User avatar
Karen anwyn Green
 
Posts: 3448
Joined: Thu Jun 15, 2006 4:26 pm

Post » Fri Feb 18, 2011 11:53 pm

Well, over the weekend I did get a fair amount done. However, I'm not sure how fast I can complete the rest due to some personal issues that are arising. I don't want to get into them to avoid making this look like some kind of a thread where I just whine about my personal problems, and keep it about the mod. I still could get it done within a week or two, and I will do everything in my power in order to do so. Just know that my amount of worktime is now very unpredictable due to the aforementioned issues...
User avatar
Pete Schmitzer
 
Posts: 3387
Joined: Fri Sep 14, 2007 8:20 am

Post » Sat Feb 19, 2011 8:35 am

I hope the best for you with your personal issues. Real life tends to get in the way of modding. :P
User avatar
danni Marchant
 
Posts: 3420
Joined: Sat Oct 07, 2006 2:32 am

Post » Sat Feb 19, 2011 11:16 am

I hope the best for you with your personal issues. Real life tends to get in the way of modding. :P

Haha thanks. Unfortunately my real life issue has to do directly with modding, and my dads lack in belief that I'm not just playing video games all day... But hopefully I can preservere and get this thing done.
User avatar
Kristian Perez
 
Posts: 3365
Joined: Thu Aug 23, 2007 3:03 am

Post » Sat Feb 19, 2011 3:15 am

Dude, no pressure. Sure has been fun for us to see you having so much fun and being so driven about this project. Cheers.
User avatar
Evaa
 
Posts: 3502
Joined: Mon Dec 18, 2006 9:11 am

Post » Sat Feb 19, 2011 4:49 am

Dude, no pressure. Sure has been fun for us to see you having so much fun and being so driven about this project. Cheers.

Well luckly so far it appear my initial concearns were for not. The problem is actual minor when it appeared major. I push on in the race (I use the term loosly considering I'm not hurrying, nor am I racing against anyone) to complete the mod. I am still shooting for 12/12 as the release date, but with only a week left and the stuff I may or may not do quickly I am unsure. The one thing I can absolutely promise you guys is that you will have it by Christmas, and it will only be that late if my house explodes or something...

Also I figured you guys wont mind, I have all together stopped worrying about screenshots for it. I will just wait until its done, then have a bunch then to put up on the nexus page.
User avatar
Chelsea Head
 
Posts: 3433
Joined: Thu Mar 08, 2007 6:38 am

Post » Sat Feb 19, 2011 11:19 am

hey man, take your time with this. you've come so far with this, moving the full release back a few is no biggie. we all appreciate the effort you've put into this. :foodndrink:
User avatar
Rhi Edwards
 
Posts: 3453
Joined: Fri Jul 28, 2006 1:42 am

Post » Sat Feb 19, 2011 9:42 am

I'm still just cluttering things, and I'm working many hours on it so hopefully I can be done soon. This is by far the most boring and time consuming part if your doing alot of it. I can stand some cluttering here and there and do it well, but this much at once its annoying. :P I still have to get together some final voice clips and edit some dialog. But other than that all I'm missing are maybe a few minor fixes here and there and I'm done. I am almost done cluttering, I have 1 really small cell, 4 rather large cells, and the worldspace to finish, then I'm pretty much done adding stuff.

Also, I am trying to decide what the main final reward should be. So far its just a chache of various weapons and supplies, nothing in perticular. I figure a gun is a bad idea, because due to all the mods out there it will either be really strong or really weak. I'm not sure what to add in a perk thats a good idea, and armor and clothes are the same as guns. I think it will be good if its just alot of ammo, various vanilla guns/armors and money.

EDIT: I have worked out a plan and if I stick to it I will make the 12/12 release date. I should be ready sometime Saturday so that leaves me up to an extra day as well.
User avatar
Juan Cerda
 
Posts: 3426
Joined: Thu Jul 12, 2007 8:49 pm

Post » Fri Feb 18, 2011 7:18 pm

Well, due to some things I have to do this weekend, and the incredible amount of stress I have been experiencing to get this thing out, I am pushing release back a week. I figure its better to much more calmly, casually, and thoroughly do whats left in 10 days, then freak out and cram it into 3.
User avatar
BlackaneseB
 
Posts: 3431
Joined: Sat Sep 23, 2006 1:21 am

Post » Sat Feb 19, 2011 5:04 am

Dispite some 'destractions' and other things, I have gotten, and plan to get alot done. The good news is that the worldspace is pretty much done, and all I have left in terms of major work are 3 interior cells. The bad news is that the 3 interior cells are barely done whatsoever, and will require a massive amount of cluttering work to get them done. As well as balancing of weapons, enemies, timing, and placement.

And a general update in the voicing of the mod: The voices are all recorded for everyone but the main character, who I am playing. I found out I only have about 40-50 lines for him which is fantastic considering the other characters had like 20-60, and if I were fully voicing him I would have well over 300. I figure I can get all of them recorded sunday, or perhaps after school monday. I just have to edit the 100 or so lines recorded and place all of those. I think next weekend is a very realistic release time unless some very serious bug occurs or something, and I am confident I will meet the date this time. :P
User avatar
Devils Cheek
 
Posts: 3561
Joined: Sun Aug 13, 2006 10:24 pm

Post » Sat Feb 19, 2011 1:01 am

Well all voice lines have been recorded! I just have to edit them all and make about 100 lip files. Which I do in groups of 12, taking about 5-10 minutes per group, so that will be fun... -_-

The only other work left is 3 rather large cells. I plan on working on the smallest tonight. Possibly even finishing it. Then I will get one of the other two out of the way on wednesday, and the other on thursday. Friday will be final testing or extra time. Saturday is more testing. And then I can release this weekend!
User avatar
Britney Lopez
 
Posts: 3469
Joined: Fri Feb 09, 2007 5:22 pm

Post » Sat Feb 19, 2011 3:27 am

Looking forward to playing your mod. About ready to start a new modded fallout 3 game after xmas and hopefully it will be ready....
User avatar
Kelvin Diaz
 
Posts: 3214
Joined: Mon May 14, 2007 5:16 pm

PreviousNext

Return to Fallout 3

cron