2/9/09—Hasitha D.
My first random musing. It really is kind of interesting, musing. Actually, now that I consider it, it's rather normal. But oh well. Well, I suppose the hot topic right now is the Fallout 3 mod. I have to say, it's made some significant progress. I'm tempted to put it out right now, despite the graphical glitches and an altogether broken quest title (don't ask). However, I doubt that will work well. There is also the question of the difficulty of the quest itself. The quest is not in the standard Fallout 3 style. There are additions that are a little different, unique. The ability to effectively maneuver your player, for example, is a requirement in certain areas. Also, the player must have a knack for finding objects. If the player does not locate certain objects, it makes his/her complications a tad more...complicated. I'm interested to see how other players react to it. Therefore, on release, I plan to version the mod as a BETA release purely because it has fundamental elements that do not coincide with the Fallout 3 gameplay style. Some players may instinctively reject it or resort to cheating. This mod has already become a psychological project.
I suppose I should also comment on another project that I am working on. This project is heavily based on model retexturing. I am creating a series of hallway pieces that use modern office textures. In game, it looks rather interesting to have the Lone Wanderer wandering through spotless office hallways. As for any connection to the Fallout 3 universe, I'd say that these models will be used in a simulation that the player character can enter. That storyline could be focused into a rather compelling quest. My only qualm with it is that it has been used several times already (and in a Bethesda DLC).
And also worthy of note is my latest work on Blender. I've done some playing around in the Blender Game Engine, and it has yielded some results. I hope to further expand on my work in Blender, as it has direct correlation to possible future works using Torque Game Engine. As for Torque, right now, neither of us have the experience as 3D artists or as programmers to effectively use the engine. My primary problem is that the engine is coded in C++, whereas I am much more familiar with the programming language of Java. Also, the engine's dependence on the Action Editor in Blender, and armatures for modeling make the integration of Blender models into Torque difficult.
I suppose that is all I have to say right now. Until next time, of course.
