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[Preview] Hostell Roleplay - Fallout

Discussion in 'Development' started by Crater, Oct 30, 2014.

  1. Crater

    Crater Hostell Roleplay

    I've been working on a Fallout roleplay server based in Clockwork for a short time now and I decided I'd post a thread to track some of the development of this project. I don't have a ton that's completed right now, but I'll add things to this thread as time goes on. Some of you may recognize Hostell Roleplay - it's a mostly dead community that I've taken charge of once again simply to use the name and try to relive some of its rich legacy.

    All of that being said, here's a few screenshots of the VGUI edits that I've been working on thus far. There's still a bit of work to be done with coloring, fonts, and such so keep that in mind when looking at these. I also decided to shrink them down a bit, so the quality isn't the best. Any difficulty reading the chat text is purely due to the image being scaled.


    Main character menu (fully functional at this time, not just a mockup):
    [​IMG]

    Chatbox edits (uses the font from Fallout: New Vegas and Fallout 3):
    [​IMG]

    Tab menu + Derma skin edits:
    [​IMG]

    The current plan for the setting of the server is somewhere in Nevada, directly east of New Reno. The year will be 2253, roughly ten years after the events of Fallout 2. The server won't feature any admin-sponsored factions such as the NCR or Brotherhood with the sole exception being an outpost owned by the Crimson Caravan. This should create the foundation for player factions to sprout up and take the stage, with minor appearances/events/scouts of the aforementioned "main" factions. The roleplay will be extremely player-driven and there won't be groups that are completely invincible or that receive free items from the staff simply for existing.

    I'm also currently working on a map edit of the discontinued rp_mojave which I plan to make immense and extravagant, possibly moreso than any Fallout-based map for Garry's Mod thus far. The map will incorporate a large number of areas that will begin as dormitories for creatures, mutants, and raiders, but can be reclaimed by player groups that may sprout up to the occasion. In addition to these areas, there will be a few established settlements on the map at the launch of the server that will gain fruition through a planned prologue storyline.

    The schema itself is going to feature lots of new, exciting content such as working terminals, a system for the SPECIAL stat system and subsequent skills (such as barter and guns), a tightly-controlled item economy that completely rules out ass-spawning items from trader flags and salesmen, an extensive medical system that spans multiple injuries (non-combat and combat-related) as well as an extensive library of diseases built on Atebite's base, interactive entities such as light-able fireplaces and barrels as well as pack brahmin that can follow traders, an extremely extensive combat system that reduces potential powergaming and arguments, and much, much more.


    Feel free to post criticisms, suggestions, questions, and things of that sort. If you've got any additional questions or an interest in becoming part of the project, feel free to contact me on Steam here:

    http://www.steamcommunity.com/id/eggsandwich
     
  2. NightAngel

    NightAngel Fuck off Lev

    I LOVE the main menu and the derma skin, awesome job!
     
  3. !

    !

    Fantastic job on those menu edits!
     
  4. Crater

    Crater Hostell Roleplay

    Some basic work that I did today regarding actual function:

    S.P.E.C.I.A.L. Stats:
    [​IMG]

    Skills:
    [​IMG]

    SPECIAL stats are selected at character creation. The player's given 40 points (as in Fallout: New Vegas) to spend on their character. The plan is for these stats to have actual implications in the script - Strength increases carry weight, Endurance increases damage resistance and stamina, etc etc. Skills currently don't have any way to gain points, but that's next on my agenda. They'll be dynamic (unlike the SPECIAL stats) and be able to be trained through various activities, but I'm being careful to prevent the possibility of stat-whoring. The skills (barter, guns, etc) will also have a large implication in the roleplay, and it's likely going to be one of the largest jobs of the entire project (like what the hell do I do with a speech stat?). Nevertheless, I've got big things in store. I'll post another update when I've got something more significant to show off.

    Also, I plan on changing the amount/progress bars to something a little more aesthetically pleasing as soon as I can. Either that, or remove them altogether in place of a custom VGUI that I haven't really thought up yet.
     
  5. !

    !

    Have you thought of using a 'level-up' system similar to that of Fallout 3?
     
  6. Crater

    Crater Hostell Roleplay

    I've considered it, but I vouched for a system similar to Skyrim's skills. This will allow me to code in various actions that progress the skills that are related to the action, rather than give experience into a single pool. It also prevents people from stacking points into a single skill without IC training (i.e. all of their experience into guns) just so they can gain an advantage over other players, powergame, etc. Most, if not all of the skills will require another person or an object (like a locked door or container, for instance) to increase the skill, so statwhoring/grinding is going to be difficult. That's my vision for this part of the project, anyways. It's all subject to change, but I think it's my best option for preventing it from becoming too game-y.
     
  7. Daemon01

    Daemon01 I've covered in wars y'know.

    I already know that you are working on a crafting system for this, but will you implement a reloading bench, so we can make bullets from shells and such?
     
  8. Crater

    Crater Hostell Roleplay

    Yeah. The combat system that I have planned will allow for shells/empty cells to be returned to the inventory when firing, which will allow for deconstruction and reconstruction of ammo too. The efficiency (i.e. how many rounds are created each time) and types of ammo you can create will be dependent on your repair and science skill for ballistic and energy-based weapons respectively.
     
  9. CakeZ

    CakeZ rp is for nerds right

    oh look hostell's back
    yay i played on your hl2rp
     
  10. Daemon01

    Daemon01 I've covered in wars y'know.

    Fucking sweet, can't wait for this.
     

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