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Fallout A Fallout 1/2 inspired isometric cRPG from New Blood Interactive

Litmanen

Educated
Joined
Feb 27, 2024
Messages
547
This looks like copywrite lawsuits incoming if you try to sell this game :D
it resembles almost 1:1 that old game from 1997 and it might pose some legal problems to you.
Why do you guys say that? As far as I know, you can't really be sued for copying a visual style.
I know nothing about laws but if this kind of "visual style copyright" exists a lot of game would have problems.
 
Vatnik Wumao
Joined
Oct 2, 2018
Messages
19,464
I know nothing about laws but if this kind of "visual style copyright" exists a lot of game would have problems.
Neither do I, but I'm assuming that copyright extends to stuff that you can clearly define in written form. You copyright the xenomorph, you don't copyright 'Gigerian style'. Otherwise it would be a nonsensical law since it would have as many interpretations as there are people and it would be prone to abuse.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,288
I know nothing about laws but if this kind of "visual style copyright" exists a lot of game would have problems.
Neither do I, but I'm assuming that copyright extends to stuff that you can clearly define in written form. You copyright the xenomorph, you don't copyright 'Gigerian style'. Otherwise it would be a nonsensical law since it would have as many interpretations as there are people and it would be prone to abuse.
It is not just art style, character models are basically same when standing.
 
Vatnik Wumao
Joined
Oct 2, 2018
Messages
19,464
I know nothing about laws but if this kind of "visual style copyright" exists a lot of game would have problems.
Neither do I, but I'm assuming that copyright extends to stuff that you can clearly define in written form. You copyright the xenomorph, you don't copyright 'Gigerian style'. Otherwise it would be a nonsensical law since it would have as many interpretations as there are people and it would be prone to abuse.
It is not just art style, character models are basically same when standing.
Are the character models for this done by directly taking and modifying assets from the Black Isle games though? If not, I still don't think that it'd be a problem. You might have specific symbols, characters, factions etc. that are copyrighted, but doubt the 'standing' is as well.
 

Melcar

Arcane
Joined
Oct 20, 2008
Messages
36,565
Location
Merida, again
Something about the way he does highlights makes everything feel very flat, or maybe it's the color palette. Still, it's fantastic work.
Don't worry. I'm sure the final product will have lots of cool modern filters and shit to make it more immersive. Hopefully it has ray tracing too.
 
Joined
Jun 13, 2019
Messages
742
thanks for posting this, looks great - and please keep it coming :salute:

also it just occurred to me - i assume you guys will be going with ambient music as well, have you already commissioned any works? I think Mark Morgan would be up for it since he worked with inXile, which is ofcourse run by Bryan Fargo, on at least 3 games. Fallout 1/2 is still his best work (Tim Cain literally handed him a bunch of ambient cd's and basically said "remake this"). I would even put forward Devin Townsend, metal legend and an extremely prolific music producer and while Fallout: Brotherhood of Steel was a piece of crap, his work on the soundtrack was actually pretty good. maybe this is all too early to be talking about, but music can either make or break the atmosphere. Fallout 1 and 2's OST's are timeless gems. Hell, there's even Inon Zur who did a good job with Fallout Tactics

another name: Alexey Trofimov (Nobody's Nail Machine)
he scored Fallout Nevada & Sonora, did a great job. it would even be in line with hiring red888guns, they're both part of the same Fallout fan content scene

open for playlist:



ps: went through the thread again and saw it's Mark Morgan, goes to show how long i've been waiting - forgetting key details like this :lol: still, it's nice to talk about the series
 
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Interceptor

Arcane
Developer
Joined
Jun 14, 2022
Messages
33
Can you tell us what engine limitations you ran into with Unity? I'm genuinely curious.
I'm actually surprised this surprises anyone. I mean, I've been working with Unity for about 8 years and there was always some sort of friction. I've also never met a dev who wouldn't experience such friction in Unity. It's a general-purpose engine, its submodules are designed certain way and despite the best effort, it's impossible to cover any and all use-cases devs face. I was told by other devs in NB that along the years, they even tried to get source code license from Unity on several occasions but, well, Unity's financial demands were quite... unholy, to put it lighly.

Anyway, in this project, they were usually smaller things. A good example is the implementation of pixel-perfect sprite interactions. There is no way to make that natively, with some built-in component, since all interactions (done with raycasts) are physics-based in Unity (AABBs and octrees, I would assume), even in 2D. So I had to implement a workaround for that. Other things are mostly API-related. Either it doesn't expose some functionality you need, data you want to use, or generally it's just implemented in a way that doesn't really suit your use-case. Usually, you can, again, get around it, but it also usually adds a lot of boilerplate code and/or rather strange scene/gameobject setup, or something else that is extra. Good example is the Tilemap submodule. The tools that come with it don't support sprites we use, they are made for sprites that are shaped like the grid cells. We use hexagons for placement but the sprites are obviously shaped differently. So we had to make our own tools. There were also limitations in how sorting works in Tilemaps, there is very little control over how the draw commands are issued. We had to figure out the scene structure and quite complicated layering structure to get it right. And you know, I'm quite pedantic with these things. Getting a functionality done is not enough. It should also be simple to understand, simple to extend and simple to maintain. Because there are other people working with it, and some of them are not tech-skilled. And the more workarounds and hacks you make, the more obscure and complicated your projects become.

This is just from top of my head, it's not a list of all problems we ever had, just a few examples. Now, I'm not saying Unity is bad and nobody should use it, actually I usually advocate for the opposite. We could definitely make this game in Unity. But we opted for a custom engine in the end. It's not just technical reasons behind that decision, there's more to it, like financial independence and others. Anyway, I hope that answered your question. I'm sorry if some of the answers sound somewhat vague, but I just don't want to go into too much detail about the development process, it's not my project so I try to be respectful to others in the studio.
 

Interceptor

Arcane
Developer
Joined
Jun 14, 2022
Messages
33
thanks for posting this, looks great - and please keep it coming :salute:

also it just occurred to me - i assume you guys will be going with ambient music as well, have you already commissioned any works? I think Mark Morgan would be up for it since he worked with inXile, which is ofcourse run by Bryan Fargo, on at least 3 games. Fallout 1/2 is still his best work (Tim Cain literally handed him a bunch of ambient cd's and basically said "remake this"). I would even put forward Devin Townsend, metal legend and an extremely prolific music producer and while Fallout: Brotherhood of Steel was a piece of crap, his work on the soundtrack was actually pretty good. maybe this is all too early to be talking about, but music can either make or break the atmosphere. Fallout 1 and 2's OST's are timeless gems. Hell, there's even Inon Zur who did a good job with Fallout Tactics

another name: Alexey Trofimov (Nobody's Nail Machine)
he scored Fallout Nevada & Sonora, did a great job. it would even be in line with hiring red888guns, they're both part of the same Fallout fan content scene

open for playlist:



ps: went through the thread again and saw it's Mark Morgan, goes to show how long i've been waiting - forgetting key details like this :lol: still, it's nice to talk about the series

Actually, both of them are involved already, believe it or not.
 
Vatnik
Joined
Sep 28, 2014
Messages
12,171
Location
USSR
I mean, I've been working with Unity for about 8 years and there was always some sort of friction. I've also never met a dev who wouldn't experience such friction in Unity. It's a general-purpose engine, its submodules are designed certain way and despite the best effort, it's impossible to cover any and all use-cases devs face. I was told by other devs in NB that along the years, they even tried to get source code license from Unity on several occasions but, well, Unity's financial demands were quite... unholy, to put it lighly.
You're so far removed from the pussy, you don't even have friends who've seen a pussy? So you decide that women aren't suited for your needs and become a homosexual (build your own engine). Frankly, it's very telling that you've somehow come to the conclusion that writing your own engine is cheaper than dishing out $100k. This only happens if you (specifically you) cost nothing, because you're such an indie bum without any meaningful experience (despite 8 years of dicking around). This explains everything actually.
 

ropetight

Savant
Joined
Dec 9, 2018
Messages
1,730
Location
Lower Wolffuckery
Can you tell us what engine limitations you ran into with Unity? I'm genuinely curious.
I'm actually surprised this surprises anyone. I mean, I've been working with Unity for about 8 years and there was always some sort of friction. I've also never met a dev who wouldn't experience such friction in Unity. It's a general-purpose engine, its submodules are designed certain way and despite the best effort, it's impossible to cover any and all use-cases devs face. I was told by other devs in NB that along the years, they even tried to get source code license from Unity on several occasions but, well, Unity's financial demands were quite... unholy, to put it lighly.

Anyway, in this project, they were usually smaller things. A good example is the implementation of pixel-perfect sprite interactions. There is no way to make that natively, with some built-in component, since all interactions (done with raycasts) are physics-based in Unity (AABBs and octrees, I would assume), even in 2D. So I had to implement a workaround for that. Other things are mostly API-related. Either it doesn't expose some functionality you need, data you want to use, or generally it's just implemented in a way that doesn't really suit your use-case. Usually, you can, again, get around it, but it also usually adds a lot of boilerplate code and/or rather strange scene/gameobject setup, or something else that is extra. Good example is the Tilemap submodule. The tools that come with it don't support sprites we use, they are made for sprites that are shaped like the grid cells. We use hexagons for placement but the sprites are obviously shaped differently. So we had to make our own tools. There were also limitations in how sorting works in Tilemaps, there is very little control over how the draw commands are issued. We had to figure out the scene structure and quite complicated layering structure to get it right. And you know, I'm quite pedantic with these things. Getting a functionality done is not enough. It should also be simple to understand, simple to extend and simple to maintain. Because there are other people working with it, and some of them are not tech-skilled. And the more workarounds and hacks you make, the more obscure and complicated your projects become.

This is just from top of my head, it's not a list of all problems we ever had, just a few examples. Now, I'm not saying Unity is bad and nobody should use it, actually I usually advocate for the opposite. We could definitely make this game in Unity. But we opted for a custom engine in the end. It's not just technical reasons behind that decision, there's more to it, like financial independence and others. Anyway, I hope that answered your question. I'm sorry if some of the answers sound somewhat vague, but I just don't want to go into too much detail about the development process, it's not my project so I try to be respectful to others in the studio.
Every engine and framework is more or less opinionated; be it in gaming or other software developments.
They direct and force you to do things in certain way; some thing gets more convoluted and complicated.
Some approaches and some things are almost impossible to do if you do it from.

I'm not in wonder that Unity makes it harder to make isometric pixel-art games since it is primarily focused on 3D; even though it is general purpose engine.

Situation gets even worse if you have to patch RPG systems into 3D engine built mainly for FPS that doesn't support it is even worse.
Experiences that Troika had with HL2 engine or Bioware with Frostbyte are cautionary tales against that.

So with this approach there is a hope your game will run on modest configurations without overhead.
 
Last edited:

Interceptor

Arcane
Developer
Joined
Jun 14, 2022
Messages
33
You're so far removed from the pussy, you don't even have friends who've seen a pussy? So you decide that women aren't suited for your needs and become a homosexual (build your own engine). Frankly, it's very telling that you've somehow come to the conclusion that writing your own engine is cheaper than dishing out $100k. This only happens if you (specifically you) cost nothing, because you're such an indie bum without any meaningful experience (despite 8 years of dicking around). This explains everything actually.
Gee, you must be fun at parties.
 

Lord_Potato

Arcane
Glory to Ukraine
Joined
Nov 24, 2017
Messages
10,913
Location
Free City of Warsaw
You're so far removed from the pussy, you don't even have friends who've seen a pussy? So you decide that women aren't suited for your needs and become a homosexual (build your own engine). Frankly, it's very telling that you've somehow come to the conclusion that writing your own engine is cheaper than dishing out $100k. This only happens if you (specifically you) cost nothing, because you're such an indie bum without any meaningful experience (despite 8 years of dicking around). This explains everything actually.
Gee, you must be fun at parties.
In Morgan Freeman's voice: "He was not, however, fun at parties"
 

Grauken

Arcane
Patron
Joined
Mar 22, 2013
Messages
13,173
You're so far removed from the pussy, you don't even have friends who've seen a pussy? So you decide that women aren't suited for your needs and become a homosexual (build your own engine). Frankly, it's very telling that you've somehow come to the conclusion that writing your own engine is cheaper than dishing out $100k. This only happens if you (specifically you) cost nothing, because you're such an indie bum without any meaningful experience (despite 8 years of dicking around). This explains everything actually.
Gee, you must be fun at parties.
In Morgan Freeman's voice: "He was not, however, fun at parties"
Well, he's stuck in Russia, probably not many parties at the moment
 
Vatnik
Joined
Sep 28, 2014
Messages
12,171
Location
USSR
You're so far removed from the pussy, you don't even have friends who've seen a pussy? So you decide that women aren't suited for your needs and become a homosexual (build your own engine). Frankly, it's very telling that you've somehow come to the conclusion that writing your own engine is cheaper than dishing out $100k. This only happens if you (specifically you) cost nothing, because you're such an indie bum without any meaningful experience (despite 8 years of dicking around). This explains everything actually.
Gee, you must be fun at parties.
With the codex collective tongue stuck so deep up your asshole to the point of actually traversing your entire intestinal tract and falling out of your mouth, I would've expected it to praise Adolf Hitler and produce something wittier than a toddler-level comeback. Instead, all its activity is concentrated solely on pleasuring you, it seems.
 

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