Life in the Vault (Full Game Released V 1.01)

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Jegar
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Life in the Vault (Full Game Released V 1.01)

Postby Jegar » Sun Jul 05, 2009 12:01 am

Life in the vault
Vault 75 and 74 located in the northern United States had lived in a relatively quiet life, until Vault 74 under strange circumstances opened it's surface moniter's hatch. Doing this allowed the Mutated squatters outside to rush in and kill most of the staff in the monitoring station. With the staff's weapons and clothing the mutants moved quickly throughout the base and quickly overran it. Most of the survivors fled to the neighboring Vault 75 through the connecting tunnels. When the Vault 75 security staff saw the mutants coming they closed the door trapping hundreds more people behind them. You were one of the Lucky few to make it to Vault 75.

Game Features:
Large array of items and skills
Skill modifying combat
Some quests have multiple outcomes
(Still trying to think of more.)


Vault Second Floor.JPG

Vault First Floor.JPG

Screen3.JPG
Level up screen


News:
12/30/09-Full Game is Done and up for download
1/17/10-New Version Small additions
Last edited by Jegar on Sun Jan 17, 2010 2:51 pm, edited 9 times in total.
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Re: Life in the Vault (WT)

Postby MIV » Sun Jul 05, 2009 12:03 am

I like that Fallout-ish theme of your game, and I like the skills part, but how will it exactly benefit you?
By the way, your graphics have the same problem as mine - they clash a little. Maybe add some additional detail to it?
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
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Re: Life in the Vault (WT)

Postby Jegar » Sun Jul 05, 2009 12:10 am

Thank you,
The skills will benefit you in combat by adding damage and allowing use of advanced weapons.
They will also allow you to hack computers, put extruder chips in, build items, and help in quests or discount possibilities.
And with my Graphics clashing how do they clash I am not good at figuring that out.
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Re: Life in the Vault (WT)

Postby MIV » Sun Jul 05, 2009 12:12 am

Quite a few default 001 sprites are used, and if that's your main graphical theme, I'd suggest making the objects look a little like the ones Pierre designs; e.g. try to cut down on black outlines etc.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
Please play through the full game, or PM me for hints and easter eggs.

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Re: Life in the Vault (WT)

Postby Predator King » Sun Jul 05, 2009 12:18 am

The storyline is one of the best I've seen for a 001 game and what you've shown so far looks great. :)
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Re: Life in the Vault (WT)

Postby Jegar » Sun Jul 05, 2009 12:20 am

Hmm, what you say makes sense.
Thank you for the tips.

And thank you Predator king
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Re: Life in the Vault (WT)

Postby jake.lutze » Sun Jul 05, 2009 12:46 am

looks pretty neat.
how exactly is lockpicking gonna work?

I really hope this is set in the Fallout universe.
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Re: Life in the Vault (WT)

Postby Jegar » Sun Jul 05, 2009 12:50 am

Lockpicking has two functions a randomly assigned angle or angles that work when used, or a force lock which takes your sneak skill and compares it to the difficulty of the lock and if you are better it will be forced open but if you fail it will break. (I am still trying to make that last part.)

Also this is in the fallout universe.
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Re: Life in the Vault (WT)

Postby jake.lutze » Sun Jul 05, 2009 1:10 am

just make a comparison branch
If sneak =or larger (which ones the greater than sign? XD) ## or above, open door, gain item, etc.
If sneak is less than certain number, remove item

also, will locpicks have multiple tries if youre not using the Force lock? (every time I say that it feels like a jedi power)

yay fallout!
Will it have vats?
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Re: Life in the Vault (WT)

Postby Jegar » Sun Jul 05, 2009 1:52 am

No I have all that I just can't get the break lock part.

Sorry but no Vats.
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Re: Life in the Vault (WT)

Postby jake.lutze » Sun Jul 05, 2009 1:58 am

make the force lock part of the script a once branch maybe?
Or isnt there a way to check for something in the script?
Sorry, Im trying to help but Im awful at scripting.

Why not?
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Re: Life in the Vault (WT)

Postby Jegar » Sun Jul 05, 2009 2:09 am

What you say might work.
Also I am aweful at scripting to most of the scripts i have here are frivolous.
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Re: Life in the Vault (WT)

Postby Gamerdude » Sun Jul 05, 2009 2:14 am

Nice story :)

Also like the lock pick idea, although the interface could use a little work. ;)
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Re: Life in the Vault (WT)

Postby Jegar » Sun Jul 05, 2009 2:19 am

Ya I just made it a few days ago I have more design elements to add.


Update: Added a main menu and a new load screen
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Re: Life in the Vault (WT)

Postby priest865 » Sun Jul 05, 2009 3:13 am

Thats interesting another Fallout game in 001. Your story is awesome. So you are always in the Vault?

Menu looks nice. However I don't think yellow is the best color for the loading bar as there are a lot of variations of yellow in the Background picture.
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Re: Life in the Vault (WT)

Postby Jegar » Sun Jul 05, 2009 3:18 am

Yes I was tired of waiting for CPTKrush's awesome fallout game so I made my own.
Thank you about the story I thought it was a little outlandish
You are right about the menu bar I'll change that now.
And yes you are always in the vault or the nearby region.
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Re: Life in the Vault (WT)

Postby Gamerdude » Sun Jul 05, 2009 3:26 am

I think your interfaces would look better if the Scroller was more aligned with the options instead of slightly off side and having the options cutting through the border. ;)
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Re: Life in the Vault (WT)

Postby MIV » Sun Jul 05, 2009 11:13 am

Well, if it were more centralized it would be okay, remember to use the maintain distance from edge thingy, because some people may maximise their windows and find your HUD bits all over the place.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

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AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
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Re: Life in the Vault (WT)

Postby Jegar » Sun Jul 05, 2009 1:25 pm

Good point.
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Re: Life in the Vault (WT)

Postby Predator King » Mon Jul 06, 2009 5:37 am

The main menu needs work, the buttons greatly clash with the background.
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Re: Life in the Vault (WT)

Postby MIV » Mon Jul 06, 2009 8:08 am

So does the loading bar... if you really like a yellow color, at least have a holder for that thing.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
Please play through the full game, or PM me for hints and easter eggs.

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Re: Life in the Vault (WT)

Postby Jegar » Mon Jul 06, 2009 2:27 pm

Fixed.
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Re: Life in the Vault (WT)

Postby C0c1 » Thu Jul 09, 2009 12:44 pm

Never played any fallouts but this looks good. Taking a twist on the series. :)
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Re: Life in the Vault (WT)

Postby Jegar » Thu Jul 09, 2009 3:47 pm

Thank you.
Also added a new thing to the game. Tell me abouts Like in Fallout 1. Tell me abouts where when you talked to an npc you would type in a word and they would give you information or unlock quests. I added this feature to several npcs.
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Re: Life in the Vault (WT)

Postby MIV » Fri Jul 10, 2009 8:25 am

So it's like you have to find out the word yourself, and say something like, Tell me about "Mike", so that triggers the NPC to stop talking about his rotting bladder and spurt out vital info about Mike?
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
Please play through the full game, or PM me for hints and easter eggs.

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Re: Life in the Vault (WT)

Postby Predator King » Fri Jul 10, 2009 8:53 am

That was never in Fallout, and I can't imagine a game as complex as Fallout using such a system. And with the way 001 handles input scripts, I can't imagine that turning out any other way than failure. Take MIV's example, what if you make the input to talk about Mike be "mike" instead of "Mike"? What if a player unaware of that restriction chooses the wrong answer? What if you misspell the required inputs?
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Re: Life in the Vault (WT)

Postby Jegar » Fri Jul 10, 2009 2:22 pm

MIV wrote:So it's like you have to find out the word yourself, and say something like, Tell me about "Mike", so that triggers the NPC to stop talking about his rotting bladder and spurt out vital info about Mike?

Yep.
Predator King wrote:That was never in Fallout, and I can't imagine a game as complex as Fallout using such a system. And with the way 001 handles input scripts, I can't imagine that turning out any other way than failure. Take MIV's example, what if you make the input to talk about Mike be "mike" instead of "Mike"? What if a player unaware of that restriction chooses the wrong answer? What if you misspell the required inputs?

It was in fallout 1 and I have proof.
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Old School

Postby Lucifiend » Fri Jul 10, 2009 8:20 pm

This question interface ya'll are talking about is actually pretty old school. No, older than that. It is quite possible, but it would be a pain to script anything useful. Meaning, a good programmer would have the character answer just about any topic found in the game. Yeah, some of it can be 'group' answers, like everyone says the town guard are corrupt, but there will still be the task of original answers as well. If you make your scripts clean enough, say, input only allows All Caps (I did this for the password feature in Smugglers') , then that eliminates one problem. If you have the script look for only a portion of the word, say 'town guard' or just 'gua' for the last example, then you shake off some of the possibilities for misspellings (the old left string / mid string trick). Just make sure the answers possibility is thorough. None of the knows one answer crap. They better know a lot of words.

As for the old school, go plug in Zork. This was the ONLY way you did anything in the game. Good ol text adventures, that's where I cut my teeth.

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Re: Life in the Vault (WT)

Postby Jegar » Fri Jul 10, 2009 9:05 pm

It's not that hard to do this type of thing. Each character has diffrent responses bases on what you type in for example
Overseer:
Tell me about;
vault
Answer:
The Vault is a vault stupid.

Chief:
Tell me about:
vault
Answer:
I do say that this vault has some issues.
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Re: Life in the Vault (WT)

Postby MIV » Fri Jul 10, 2009 10:14 pm

Well, it does sound interesting, but note that not everyone says something helpful.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
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Re: Life in the Vault (WT)

Postby Jegar » Sat Jul 11, 2009 2:25 am

I am aware.
Also I added a new enemy
Radsorpion
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Re: Life in the Vault (WT)

Postby Predator King » Sun Jul 12, 2009 2:54 am

Jegar wrote:
MIV wrote:So it's like you have to find out the word yourself, and say something like, Tell me about "Mike", so that triggers the NPC to stop talking about his rotting bladder and spurt out vital info about Mike?

Yep.
Predator King wrote:That was never in Fallout, and I can't imagine a game as complex as Fallout using such a system. And with the way 001 handles input scripts, I can't imagine that turning out any other way than failure. Take MIV's example, what if you make the input to talk about Mike be "mike" instead of "Mike"? What if a player unaware of that restriction chooses the wrong answer? What if you misspell the required inputs?

It was in fallout 1 and I have proof.



That's obviously just choosing from a list of options. I have played the first 2 Fallouts and they do not have such a feature. Besides, you haven't addressed the problems I brought up about that system.
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Re: Life in the Vault (WT)

Postby MIV » Sun Jul 12, 2009 3:15 am

Well, if it's a unique feature, just say so. Don't need to be that modest now.

Jegar wrote:I am aware.
Also I added a new enemy
Radsorpion


No, no, no. Bad. What you want to end up with is something like this:
Image
For starters, work on the shading, and then the details.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
Please play through the full game, or PM me for hints and easter eggs.

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Re: Life in the Vault (WT)

Postby Jegar » Sun Jul 12, 2009 11:12 am

Ya the Radscorpion I admit is very bad and i am changing it now to make it wider and have a taller tail.
Tell me abouts where in fallout 1, but since people are reacting negativly to this I might take it out in favor of traditional all in message box choices.

Update: New Rad scorpion Body Basic

Rad 2.JPG
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The legs are quite hard and I think they are supposed to be shorter. I don't know though.
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Re: Life in the Vault (WT)

Postby Predator King » Mon Jul 13, 2009 1:42 am

I never said Fallout 1 had that feature. I have played it and it most definitely doesn't.
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Re: Life in the Vault (WT)

Postby Jegar » Mon Jul 13, 2009 2:16 am

Well regardless I have seen Tell me abouts there right in the picture but nevermind you bringing up that point made me fix up my mission recieved end so that helped. So thank you.
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Re: Life in the Vault (WT)

Postby MIV » Mon Jul 13, 2009 7:38 am

Radscorpion could use a more pointy tail and bigger claws. But good try, I like the idea. Size may be a bit too big though, from Fallout 3 it was about 5-7 feet wide?
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

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Re: Life in the Vault (WT)

Postby Jegar » Mon Jul 13, 2009 12:14 pm

I am using Fallout 1 style for most everything but ya I looked at fallout 3 but I found that it wasn't scary enough.
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Re: Life in the Vault (WT)

Postby MIV » Tue Jul 14, 2009 9:24 am

I still barely call that Fallout One. And add some shading to make it look palatable.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
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Re: Life in the Vault (WT)

Postby Jegar » Tue Jul 14, 2009 11:33 am

Alright
Update:Added plant regrowth so you can harvest mutated plants for things.
Update:Added location: Hydroponics Farm
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Re: Life in the Vault (WT)

Postby MIV » Wed Jul 15, 2009 7:39 am

Looks like an interesting place. Plants could use a different look, nobody sees healthy apple trees in a post-apocalyptic hydroponics farm.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
Please play through the full game, or PM me for hints and easter eggs.

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Re: Life in the Vault (WT)

Postby Predator King » Wed Jul 15, 2009 7:52 am

Although these are the vaults we're talking about.
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Re: Life in the Vault (WT)

Postby Jegar » Wed Jul 15, 2009 12:42 pm

Ya preserved plants would be in vaults it's the outside that would be diffrent.
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Upper left conrer of Atrium.JPG


The Upper left corner of the Atrium
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Re: Life in the Vault (WT)

Postby Lucifiend » Wed Jul 15, 2009 8:27 pm

Does their mothers know they are running around with sharp objects? Someone in the vault is going to lose an eye.

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Re: Life in the Vault (WT)

Postby Jegar » Wed Jul 15, 2009 9:34 pm

Lol.
There only armed to help fend off possible Cult attacks.
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Re: Life in the Vault (WT)

Postby MIV » Thu Jul 16, 2009 10:25 am

Could use a few more objects still. The walls are decently decorated, the floors and rooms are very empty...
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
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Re: Life in the Vault (WT)

Postby Jegar » Thu Jul 16, 2009 3:54 pm

What Would I put on the floors? and this is the atrium wide and open but your right I am missing some things.
Update: Managed to get a drug system working but having issues with the addiction part.

Update: Fixed above.
Update: Added item: Laser Rifle (EXT Clip)
-This is the Wattz 2000 laser outfitted with a recycler chip to decrease the strain on the battery.
-This weapon can only be upgraded to from an NPC.
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Update: Tuesday July 21: Added item Assault Rifle (EXT Clip)
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Update: Thursday July 23: Nearing Demo levels. Need Testers. Anyone who is remotely interested PM me for details.
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Re: Life in the Vault (WT)

Postby miroki123 » Sat Jul 25, 2009 2:43 pm

I played and it was nice. You mixed fallout 1 with 3 and it got interesting.
There was a scripting error (probably a timer running every second) on the ghoul part that, you should take a look at that. Also, whenever I tried to talk to the people at the pub they would give a scripting error.
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Re: Life in the Vault (WT)

Postby Jegar » Tue Nov 10, 2009 12:07 am

Thank you the game is still being worked on and is pretty much Beta with some aspects. Could you tell me the Errors that occured? like Missing sound or missing Enemy?


Update: July 27
Re textured some weapons so they look less like 001's defaults.
Added ability to craft ammo and cook.
Gave Vault 74 Ghouls new Tattered Vault Suit.
Fix Bugs related to the kill ghoul quest.
Added new locations:
-Vault Classroom.
-Connections Hub Storeroom.
Added New items:
-Mentats.
-Hunting Rifle. (Scoped)
-Desert Eagle. (EXT Clip)
-Healing Powder.
-Leather Jacket.

Update: July 28 2009
Beta Full V.67 released publicly Will be taken down possibly the next day or the following after that.
Pm me with your feedback.

Update: August 7 2008
-New Area started: Vault 74
-New weapon added:
-Pick Axe
Live out your sadistic dreams of caving in someone's skull!

Update: August 11 2009
-Encountered problem with Drug system delays do not work when map changes and change statistic temp events don't work at all in items
Update: August 16 Drug Problem Fixed!


Update: Levels 2 and 3 of Vault 74 added doors refixed to operate as lockpick minigames aswell.
-Drop rates changed.


Update: August 24 2009. Project undergoing testing and bug fixes.

Update: November 9 2009
-Finally Released.
V 1.00
Enjoy
Last edited by Jegar on Mon Aug 24, 2009 8:11 pm, edited 1 time in total.
Reason: Automatically merged double post.
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Re: Life in the Vault (RELEASED V 1.01)

Postby Predator King » Thu Nov 12, 2009 2:39 am

Okay, I got to play the game. I'm enjoying it so far, but;

The game crashes when I try to save.
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Re: Life in the Vault (RELEASED V 1.01)

Postby MIV » Thu Nov 12, 2009 3:31 am

Predator King wrote:Okay, I got to play the game. I'm enjoying it so far, but;

The game crashes when I try to save.

He had a similar error in another game. Mike said it should be fixed in the next version.
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Re: Life in the Vault (RELEASED V 1.01)

Postby Jegar » Thu Nov 12, 2009 7:01 pm

Meh the game's score is 5 :|
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Re: Life in the Vault (RELEASED V 1.01)

Postby Predator King » Fri Nov 13, 2009 4:19 am

To be honest, it's lacking in depth right now, but you've made addons for all your other games, so this should be easy to fix.
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Re: Life in the Vault (RELEASED V 1.01)

Postby MIV » Fri Nov 13, 2009 7:29 am

For starters, try not to use ripped images if you're going to have a bland blue bar for loading. Somehow doesn't fit in.
Custom HUDs are not bad, they can be further enhanced with better borders and holders with some form of metallic/digital texture, similar to Fallout. But for the skills, watch out for spelling errors - benefit, not benifet; and convincing, not conviving. Also, your cooking skill is the same as lockpick.
Your maps are relatively devoid of detail; graphic-wise the clash isn't too bad in this game, but it's kinda bland.
The yellow words appear at a very awkward location that block out gameplay; you can relocate them to the bottom, top or somewhere else.
Scripting error with 'Amelia Fredrikson' or something like that.
Adding batteries has a problem, and the HUD holders are extremely out of place.
Cockroaches attack WAY too fast, as with the other enemies.

Okay, um, overall it's kind of a messy game. Script-wise, it has potential. Graphics are a little bland, and HUD is messy (albeit easily rectified). Just work out the kinks, get a graphical overhaul, and I believe it will do pretty well.
Alternatively, you may wish to work on one game at a time. Helps you concentrate better.
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Re: Life in the Vault (RELEASED V 1.01)

Postby Jegar » Fri Nov 13, 2009 9:22 am

Thank you much Miv I shall get to work.
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Re: Life in the Vault (RELEASED V 1.01)

Postby Mike » Fri Nov 13, 2009 12:34 pm

MIV wrote:
Predator King wrote:Okay, I got to play the game. I'm enjoying it so far, but;

The game crashes when I try to save.

He had a similar error in another game. Mike said it should be fixed in the next version.

I also said that if you save while you'ren't standing on top of a zone, it'll save fine.

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Re: Life in the Vault (RELEASED V 1.01)

Postby Predator King » Fri Nov 13, 2009 7:40 pm

Well, I don't mean to sound like I'm trying to start an argument, but it didn't seem to me like I was standing on a zone. I was just out in the middle, close to the top of level 1 of the vault.
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Re: Life in the Vault (RELEASED V 1.01)

Postby MIV » Fri Nov 13, 2009 10:32 pm

Mike wrote:I also said that if you save while you'ren't standing on top of a zone, it'll save fine.

Ah, actually I tried it for my game, as well as his. Definitely not on a zone, but occasionally it doesn't work and I get RTE5. But we can discuss that in its official bug thread.

Jegar, if you need a graphical reference you can find some Fallout 3 screenshots.
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Re: Life in the Vault (RELEASED V 1.01)

Postby Jegar » Fri Nov 13, 2009 10:33 pm

I own fallout three. but for this game I used Fallout 1 and two for refrences.
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Re: Life in the Vault (RELEASED V 1.01)

Postby MIV » Fri Nov 13, 2009 10:35 pm

Jegar wrote:I own fallout three. but for this game I used Fallout 1 and two for refrences.

Most elements are pretty similar. Well, for your tilesets try using more textures, e.g. rusty floors/walls.
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Re: Life in the Vault (RELEASED V 1.01)

Postby Jegar » Fri Nov 13, 2009 10:41 pm

I'll try to expand the pallet. As for gameplay itself, the score rates it low what do you guys think i should change or add to increase the entertainment value of the game
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Re: Life in the Vault (RELEASED V 1.01)

Postby MIV » Fri Nov 13, 2009 10:43 pm

Jegar wrote:I'll try to expand the pallet. As for gameplay itself, the score rates it low what do you guys think i should change or add to increase the entertainment value of the game

Actually, I rated it a 7. So somebody must have had negative views of your game besides me...
For starters, we need a clearer idea of what to do. You only mention your primary objective once. Not very helpful if we forget after awhile.
A navigation system would be nice, too. The vault's bigger than you think.
Also, tone down the enemies and make your attacks a wee bit stronger. The radroaches hurt like a ****.
Graphical overhaul. I mentioned this before.
Try to fix up a few bugs on quests too... there's this one about the lady and her relationship or something, and I had no idea what she was talking about. Perhaps when you enter that room, you can hear the couple bickering.
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Re: Life in the Vault (RELEASED V 1.01)

Postby Jegar » Fri Nov 13, 2009 10:55 pm

Alright. Due to the age of this game I might sack the project and rebuild it from scratch.

I think I would remove
-Managing the Vault
-Ability to kill friendly NPC's
-Cooking Skill

And I think I will add
-Difficulty levels
-Easier enemies and more areas so an area for Very Easy enemies, Easy, normal, and hard enemies for greater variety
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Re: Life in the Vault (RELEASED V 1.01)

Postby MIV » Fri Nov 13, 2009 10:57 pm

Why not base their difficulties on the proximity? As in, easier enemies are closer to base and all that?
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Re: Life in the Vault (RELEASED V 1.01)

Postby Jegar » Fri Nov 13, 2009 11:00 pm

That could work.
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Re: Life in the Vault (RELEASED V 1.01)

Postby Predator King » Sat Nov 14, 2009 7:06 am

Just add more depth to the game. Three tiny floors with hardly any people, quests, or shops in them isn't enough. And if you don't already have the first two Fallouts, you can buy them for six dollars each off GOG.com, it's a great website.
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Re: Life in the Vault (RELEASED V 1.01)

Postby Jegar » Sat Nov 14, 2009 10:27 am

I own F1 F2 and F3 and Tactics. I am good for games. But thanks anyway As for that there are way more than three tiny floors. There is a whole other Vault connected to the one you are in.
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Re: Life in the Vault (RELEASED V 1.01)

Postby MIV » Sat Nov 14, 2009 11:27 pm

Jegar wrote:I own F1 F2 and F3 and Tactics. I am good for games. But thanks anyway As for that there are way more than three tiny floors. There is a whole other Vault connected to the one you are in.

In that case, try to add more interactivity elsewhere besides the three tiny floors. Don't have all the quests centralized around your vault, forcing you to run here and there.
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Re: Life in the Vault (RELEASED V 1.01)

Postby TheSchmittMeister » Sun Nov 15, 2009 1:46 pm

does this game have any of the robots? like mr. handy?
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Re: Life in the Vault (RELEASED V 1.01)

Postby Jegar » Sun Nov 15, 2009 2:49 pm

It has some Protectrons in it.
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Re: Life in the Vault (RELEASED V 1.01)

Postby MIV » Mon Nov 16, 2009 4:45 am

Sweet... Protectrons? Are you planning an option to hack them and let you use them?
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Re: Life in the Vault (RELEASED V 1.01)

Postby Jegar » Mon Nov 16, 2009 8:49 am

There is actaully already an ability to do that. But you have to find it.
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Re: Life in the Vault (RELEASED V 1.01)

Postby MIV » Mon Nov 16, 2009 10:20 am

Wait, are you planning to use a custom interface to 'hack' them manually, or just display a simple dialogue showing whether you've hacked the mainframe? The former would be a lot more interactive, albeit moderately complex.
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Re: Life in the Vault (RELEASED V 1.01)

Postby Jegar » Mon Nov 16, 2009 6:11 pm

I am using the F1 style of hacking so yes, just a message box.
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Re: Life in the Vault (RELEASED V 1.01)

Postby MIV » Tue Nov 17, 2009 1:11 am

And is there any penalty for failing to hack a bot?
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Re: Life in the Vault (RELEASED V 1.01)

Postby Jegar » Tue Nov 17, 2009 8:51 am

Not really.
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Re: Life in the Vault (RELEASED V 1.01)

Postby MIV » Tue Nov 17, 2009 9:35 am

Uh, allright then.
Any previews of what the Protectron looks like in your game?
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Re: Life in the Vault (RELEASED V 1.01)

Postby Jegar » Tue Nov 17, 2009 6:27 pm

This.
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Re: Life in the Vault (RELEASED V 1.01)

Postby MIV » Tue Nov 17, 2009 10:45 pm

Could use a bit of shading, but otherwise it's a great remake.
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Re: Life in the Vault (RELEASED V 1.01)

Postby metomunc » Wed Nov 18, 2009 2:15 am

I'm thinking it could use an outline of some kind either lighter or darker than the actual unit.
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Re: Life in the Vault (RELEASED V 1.01)

Postby MIV » Thu Nov 19, 2009 10:33 am

Darker, preferably. Most of his graphics had a dark outline too.

Oh, by the way... just played Fallout III.. will there be features to cripple different parts of the enemy, such as the legs for reduced mobility, and the head for their weapon accuracy?
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Re: Life in the Vault (RELEASED V 1.01)

Postby Jegar » Thu Nov 19, 2009 7:07 pm

I can't do scripting that complex yet.

The game has been canceled as of 6:50 November 19 2009.

I may reopen this game again but it ain't looking to good.
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Re: Life in the Vault (Canceled)

Postby Predator King » Fri Nov 20, 2009 8:31 pm

Dude, why did you cancel this!? It has so much potential!
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Re: Life in the Vault (Canceled)

Postby Jegar » Fri Nov 20, 2009 8:50 pm

I don't think people wanted this it has gotten very negative feedback. Besides it frees up more time for Abandoned, Aperture, Left 4 Dead Tycoon, Golden Age, Half Life RPG, and The Expedition.
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Re: Life in the Vault (Canceled)

Postby TheSchmittMeister » Fri Nov 20, 2009 9:31 pm

i am NOT going to let you cancel this... as predator king said this game has so much potential and you need to be stubborn :P if i got told my game was going to absolute garbage, i'd go through with it and prove them wrong... thats what you need to do if you're getting bad feedback... hell, i'll even help you as The Xeron Project is at a standstill. But as they say, the game must go on! :D
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Re: Life in the Vault (Canceled)

Postby Jegar » Sat Nov 21, 2009 2:28 am

It may have potential but that don't mean people will take it.
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Re: Life in the Vault (Canceled)

Postby Stephen Chapman » Sat Nov 21, 2009 2:36 am

Negative feedback from who? MIV? That would be biased, as he wants everything "perfect". It does not matter if it isn't full customs, or things dont blend well together. As long as the gameplay is good.

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Re: Life in the Vault (Canceled)

Postby Predator King » Sat Nov 21, 2009 5:30 am

The reason why it's rated low most likely isn't because of the concept of the game, they're probably because of how small it is and the lack of polish. Both of which are easy to fix.
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Re: Life in the Vault (Canceled)

Postby Jegar » Sat Nov 21, 2009 12:03 pm

For the record MIV actaully wanted to see the game more. (Just polished)

I still don't know if I should continue this to full product. I DID go back revise it and use some diffrent systems but so far this version is v.14. If you guys want after I get some more stuff in it I can put it up.
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Re: Life in the Vault (Canceled)

Postby MIV » Thu Nov 26, 2009 1:53 am

I thought this game had some potential, at least.
Okay, so some of the elements were a little weird compared to the rest, but that can be easily resolved. I'm not requesting that you do a full remake.
You should continue it.
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Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
Please play through the full game, or PM me for hints and easter eggs.

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Jegar
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Re: Life in the Vault (Canceled)

Postby Jegar » Mon Dec 28, 2009 8:05 pm

Well at this point, I have gone back and completely redone the Vault. I have taken out the ability to kill friendly NPC's, steal from friendlies, Lockpick interface is gone, and I have taken some skills out.

I did revamp and change how quests are tracked and measured in game so now only using one variable I can have multiple outcome quests.

I am struggling with the enemy spawn system though.

News: 12/28/09
-Nearing Demo again
-Have about 11 Quests done several with multi endings
-Items have been cut down
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Predator King
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Re: Life in the Vault (Canceled)

Postby Predator King » Mon Dec 28, 2009 10:42 pm

Jegar wrote:Well at this point, I have gone back and completely redone the Vault. I have taken out the ability to kill friendly NPC's, steal from friendlies, Lockpick interface is gone, and I have taken some skills out.

I did revamp and change how quests are tracked and measured in game so now only using one variable I can have multiple outcome quests.

I am struggling with the enemy spawn system though.

News: 12/28/09
-Nearing Demo again
-Have about 11 Quests done several with multi endings
-Items have been cut down


It sounds like you're straying a bit far from the Fallout idea...
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Re: Life in the Vault (Reopened)

Postby Jegar » Mon Dec 28, 2009 11:09 pm

What do you mean?
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Predator King
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Re: Life in the Vault (Reopened)

Postby Predator King » Tue Dec 29, 2009 3:01 am

You can't attack or steal from friendlies.
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Re: Life in the Vault (Reopened)

Postby Jegar » Tue Dec 29, 2009 11:25 am

Scripting that leaves HUGE problems with errors and how the rest of the game is supposed to operate. I had people getting stuck becuase they would get cornered by friendly NPCs due to collsions, accidental fires caused Hell, in the real Fallout out one shot on a friendly made an entire level go against you for ever. In this game you are trapped in a Vault there aren't many factions you can go to if you piss off the main guys.

And with stealing, it's pretty much the above.
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MIV
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Re: Life in the Vault (Reopened)

Postby MIV » Wed Dec 30, 2009 9:03 am

Either way, glad you're adding all these extras, but do remember that you have to add in maximum interactivity, as with the Fallout series. Don't worry about stealing, though. If it's a scripting error it's pretty excusable. :D
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
Please play through the full game, or PM me for hints and easter eggs.

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Jegar
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Re: Life in the Vault (Reopened)

Postby Jegar » Sun Jan 17, 2010 2:51 pm

It's not an error it just is hard to fit those into the game and keep any user freindlyness. The way 001 is set up in real time combat could cause you to accidently piss off your freinds and trap you in a death area.

Update: Game is almost Finished
Game is now done.
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Re: Life in the Vault (Full Game Released V 1.01)

Postby Tigerboy513 » Tue Jan 19, 2010 9:58 pm

You might want to check out the save and load abilities if it is in your control, because when I try to save sometimes at just random times the game crashes. So if it is within your abilities please check that out for me. Other than that, I think the game is turning out great. I really enjoy all of the skills. Keep up the good work!
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Re: Life in the Vault (Full Game Released V 1.01)

Postby Jegar » Tue Jan 19, 2010 11:40 pm

Thanks! I don't think I can fix saving though. Sorry.
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Re: Life in the Vault (Full Game Released V 1.01)

Postby Tigerboy513 » Wed Jan 20, 2010 6:32 pm

Okay then it might just be mine I am not sure.
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Re: Life in the Vault (Full Game Released V 1.01)

Postby Jegar » Fri Feb 26, 2010 11:37 pm

Hey, Anyone who is still interested in this project, a game using the same layout and setting is coming out soon. It's called Fallout Tribulations. I am almost done on it.
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Re: Life in the Vault (Full Game Released V 1.01)

Postby C0c1 » Sat Feb 27, 2010 9:51 am

Cool. :)
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Re: Life in the Vault (Full Game Released V 1.01)

Postby Jegar » Sat Mar 13, 2010 10:46 pm

Update: Due to problems with my new laptop's paint I will not be able to release the new Life in the Vault game.
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