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An archive of developer statements with the purpose of referencing in Van Buren articles only. Format directions for references can be found here.

J.E. Sawyer: Power armor, 2003 Apr 2[]

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Date 2003 Apr 2 Dev JE Sawyer Van Buren power armor NMA forum
Dev J.E. Sawyer
Source No Mutants Allowed
Statement
Transcript

Though that design was intended for the "real" F3 power armor (T-51b), we wanted to have an alternate texture for the armor Armstrong describes, T-45d, which ran off small energy cells. It would only have appeared in the tutorial as a "back in the day" detail.

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J.E. Sawyer: Van Buren demo, 2007 May 1[]

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Date 2007 May 1 Dev JE Sawyer Van Buren demo NMA forum
Dev J.E. Sawyer
Source No Mutants Allowed
Statement
Transcript

There's a bunch of other stuff working in that demo, like the quest log, auto-map (you can toggle it by clicking on the text log in the corner, also viewable in the Lil' Pip 3000) and vault interior "quests", but most of that stuff isn't very spectacular to look at. A few comments:

  • Floating damage numbers were meant to be an option, thought it isn't in the options menu in the demo.
  • The game was intended to be played either as turn-based or real-time. Because Jefferson was real-time, that was the first combat mode implemented for Van Buren. Even what's there is only partially working. There's no pause (super sucky) or called shots, but weapons did their proper damage types and values, armor resisted properly, and it actually did calculate hit location. In the combat log, it will say where the shots hit and the characters will float comments like, "GOD DAMMIT MY EYES!"
  • People who have played the demo may have seen a switch on the option screen for combat mode that reads "Ask Me". This would have prompted the player before every battle and asked him or her to select between the two modes.
  • The female characters in the demo are on the male skeleton (whoops), which is why they look kind of... El Greco-ish and bizarre.
  • True "Fallout-style" death animations were not in the demo because we had to figure out how to do them from a technical perspective. Jefferson wasn't going to have crazy death animations and 3D posed some new challenges for blowing out parts of creatures. It's one of the areas where T-Ray/Brian Menze's 2D work definitely had an edge.
  • All males were on the same skeleton, which made it hard to pose the character correctly when he could be a thin character in a jumpsuit or a strong guy in power armor. That's why everyone's walking around "bow-armed" and only the PC's escort in power armor (Cpl. Armstrong) looks like he's in a proper stance. Chris Marleau was our sole animator. He worked really, really hard, but there was no way he could do full animation sets for two male skeletons for the demo deadline.
  • The weapons in the demo were chosen either because they were traditional Fallout weapons or because their visual effects/sounds were appealing. The player wouldn't have started with any of that stuff in the actual game.
  • Yeah calling Multiplayer "Play With a Friend" was kind of goofy.
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In progress[]

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