Posts Tagged ‘ games ’

Fallout 3

After holding off for a couple years I started playing Fallout 3.  I’ve always loved post-apocalyptic genre, I’m even thinking of trying out the original Wasteland (Might even be worth bringing the C64 out of retirement to get the proper old-school feel.) or learning how the hell Burntime works.  Fallout 3 has a lot of bugs and design foibles, the combat is pretty rubbish when you aren’t using VATS.  I can forgive its problems because the world available to explore is just so damn rich with locations, characters and stories.

One aesthetic holdover from the previous two games that still irks me is the nearly skin-tight wardrobes of most characters.  I’d like to think that after a nuclear war, people would be wearing slightly chunkier cuts.  I’d also like to see some reflection of just how much bulk is being carried in their visual appearance.  It need not be a perfectly accurate modeling of all the gear in one’s inventory, but by simply attaching packs, pouches and bags to the character model a lot of visual texture can be added to the game.


Arsenal Orbiter, pocket sketches.

Quick sketches for a strategy game idea.  Armies battling for control of a planet rely on enormous arsenal orbiters to strike enemy forces.  The orbiters are built from hollowed out asteroids, with a virtually inexhaustible supply of munitions and effectively invulnerable to attack due to their mountain-like hides.  Units that have been pinpointed are vulnerable to bombardment when the orbiter passes over.  Game strategy consists of maneuvering ground forces to locate, and pin down enemies long enough for a strike window to open, while concealing your units from enemy orbiters.  Orbiters cannot be destroyed, but command posts can be overrun, disrupting control, or even allowing the capturing of a hostile arsenal.

Space Combat Game

A friend and I were discussing how we would like to do a space combat game, focusing on problems we saw with popular games like Homeworld.  We wanted combat to be much more tactical, likely reliant on missile and kinetic weapons rather than pew-pew beams which tend to be rather dull I think.  One idea we had was to simplify the z-axis drastically, perhaps knocking it down to three ‘planes’ that ships could maneuver within.  The central plane could be largely filled with a great nebulous belt, making it the equivalent of forest or swamp, allowing ships to hide.  We also wanted to do away with ships that simply explode when destroyed.  Ships would become drifting hulks when crews are killed, but they can still be salvaged and refitted.  This could become an integral part of game strategy, with new ships prohibitively expensive to produce, a fleet could be based around its convoy of salvaged hulks.  A player must make hard choices on which ships to bring into the caravan, and which to abandon.  An overburdened convoy will be slow, and difficult to conceal.