Update 11.7


-fixed bloody hit / blood splashing

-default blood effect option is set to maximum now

-Load game now using F6 



Files

Fallout Alpha.zip Play in browser
Feb 11, 2023
mac64.zip 223 MB
Feb 11, 2023
linux64.7z 191 MB
Feb 11, 2023

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Comments

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Found a new reloading bug:
If hand 1 has 10mm SMG with 30 ammo loaded in it and Hand 2 has M3A1 (Grease Gun) with 0 ammo it is impossible to reload the Grease Gun, even when there is enough .45 ammo in the Inventory (it will play shoot_empty sound).
If at least 1 bullet will be shot from 10mm SMG, it will be possible to reload the Grease Gun.

Had to start a New Game to see changes.

- Scorpions outside the cave are much more all aggressive now, although one still tries to run away sometimes. (~30% chance I think)

- Minigun shake effect is nice, but the texture looks too blurry. Probably try making it more like that of an SMG. Also maybe chnge lighting on the 10mm pistol, as it is hard to distinguish the wooden front handle. And maybe 14mm pistol metal texture could be a bit darker?

Bugs:

- Can see blood fountains from hits very rare (almost never). Seems like they only appear if I hit enemies with fists or they are already knocked out. Blood spill marks appear on the ground after every hit, though.

- Plants and Mr. Handy bleed leave black blood on the ground after being hit with pistols, although, if they are knocked down with teh Sledgehammer, thy leave red blood marks on the ground after next hits. When dead, plants show green blood (after an SMG or Minigun burst kill). Although, if they are attacked with a Minigun, they leave red blood marks on the ground behind them.

blood fountain is when you critical hit. i must do more blood effect via soft i purhased months ago. About scorpions running away because they have less than 10% hp Only Deathclaws dont run away (bastards)


soon i will take look at blood color

Ah, okay. But scorpions run away as soon as I enter the location with the cave entrance (so they should have 100% HP). And only one of them is running away.
Also I still thik not all enemies should run away. Or, maybe, make running way not so ultimative? Like maybe they should stop from time to time, or stop runing away when they reach certain distance from you? Because damn, they are on the brink of death, but they run like marathon sprinters. Not even sprinting at full health with 10 Agility makes it possible to catch up with them and finish them off as a melee fighter. In the original game it was possible to outrun any creature if you had more Agility (i.e. Action Points). Here it's virtually impossible (unless you make them change direcion by strafing behind them and make them run into a mountain wall or a tent, if they are peresent on the location, but this is usually not the case). This escape mechanic makes it a pain to play as a full-melee character, and there's still no stable source of ammo to play as a ranged class to only use firearms (even 10mm ammo is very scarce and raider drops don't make up for using 10mm SMG in burst mode for killing everything, so the player should mostly rely on melee weapons for now, but they will still have poor accuracy on running away enemies if they have not a ranged weapons oriented character).
Also I'm still thinking about the solution for looting piles of corpses on the Arena... Maybe the humanoid enemies there should have somethig like "explosive collars" on them, that would explode when they die and rip them apart, makeing their stuff drop to the ground and their remains non-lootable? (and also making them not dropping weapons and dropping a stimpak instead of the fruits? That would better make up for the intense combat there)

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run away with full speed? maybe they dont see you, they have shorter sight range than human. about Action points, i dont do anything yet. if future i will make half real time system and half turn based system. About arena i will think about this, i dont make any performance work for this level yet