Put together from about five years of notes.
1991, started making computer tools for GURPS, did them for fun. Send the Star System Generator to Steve Jackson Games and they let him use the license to release, can maybe still find it somewhere if you look.
Middle of 1993, Rags to Riches just shipped, after it shipped Cain was assigned to different things here and there, worked on some installers, worked on Stonekeep and a few other games, but was also working on engines. Voxel engine, 3d engine, and an isometric 2d sprite engine.
Early 94, Interplay announced at a company meeting they were looking for a tabletop RPG to license, an excited Cain suggests GURPS, believes the weekly sessions he was having helped push the idea, the only other suggestion he heard was licensing Earthdawn.
Already had a way of getting hold of Steve Jackson games, so he mailed them.
Early March of 1994, Steve Jackson visited the studio in person and was shown an early version of the game, basically the isometric 2D engine and GURPs character creator. Went to lunch at Club 33 (Would later take the fallout team there when they shipped) and sat down and played Illuminati, the card game. Was interesting because at one point Steve Jackson and Floyd Grub (An Interplay employee) got into a rules argument and Floyd was right.
March 28th, 1994, Cain sent Steve all of the recent Interplay titles. Not sure exactly when the contract was signed, that is all above his paygrade. Next note he has is June 13th, 1994. Tom Decker, Chris Taylor, and Cain respond to John M Ford's design for a non linear time travelling GURPS roleplaying game. Doesn't have notes for that, but it was apparently quite whacky. Forgets why they didn't go for it, but it was a little early, they hadn't figured out their genre yet.
In August 24th, 1994, made the first wishlist for the project. Wanted Chris Taylor and Scott Campbell as designers, wanted Jason Taylor to do scripts and design implementation, Jesse Reynolds as an extra programmer, and for lead artist he wrote Spencer Kipe. Hadn't worked with him, but he was on their GURPS session, he played the overweight magic user that fled fights and let the fire elemental fight. Doesn't know what happened to that, because he didn't have a team yet.
September 9th, 1994, the art list is all generic fantasy. No setting picked yet, his list has stuff like crossbows, medieval armor, generic forest and desert environments.
Fall of 1994, wanted to open the game development, but wasn't allowed to, so that is when he invited people to an empty conference room to have pizza. Surprised at how few people came by, but in hindsight he got highly motivated people because they were willing to come on their own time.
At the second meeting, they elaborated on the crazy time travel setting with dinosaurs and wizards and aliens. Some people liked it, but it was really complicated, so they cut it back to an alien invasion plot where future humans were hiding in shelters. At this point talked to Scott Campbell because Cain had a dream about vaults in an apocalyptic world. Really liked the apocalypse idea, not so much the aliens, so they ditched the alien invasion plot and turned it into pure post apocalypse. Vaults were useful because the player's knowledge of the situation would be the same as the characters.
December 8th 1994 was the first mention of Junktown. Jason Taylor and Jason Anderson were officially assigned to the team. Tom Decker was removed as he had so many projects that Allan Pavish (Executive Producer) declared he simply didn't have time for it. Cain Estimates Tom had about 22-24 different product SKUs he was working on. Cain was a producer now, extra responsibilities, no extra pay. Between Cain and the two Jasons they put together some prototype levels. Combat, taking items from containers. One of those prototypes is on Fallout's CD ROM, video from someone else's channel at 6:55. Prototype, but you can see the sprite engine.
January 2nd, 1995, Cain comes up with the original idea for the Fallout story. On May 22nd 1995, the VP of Development Alan Pavish said he wanted voice actors in the game and wanted a feasibility analysis from Cain.
June 12th 95, the project was now official and had assigned team members, Fargo told Cain he had to regularly come to the offsite producer meetings and produce a vision statement. Cain made several, all of which Fargo hated, culminating in Chris Taylor writing one in January of 1996.
June 21st 1995, confirmed the game would have voice actors.
8:04, picture of everyone assigned to the project at mid 1995. Brian Freyermuth, Leonard Boyarsky, Jesse Reynolds, Tim Cain, Jason Taylor, Scott Campbell, Jason Anderson, Micheal Dean, and Fred Hatch.
August 2nd, decision was made by people above Cain that the game would be for Windows 95. Has a little note saying Steve Jackson Games was not happy about that. Cain pointed out that because he writing it all for GNW, could keep the DOS one as an extra SKU and it wouldn't be too much work (It was a bit more work.)
August 16th, Jesse Reynolds and Cain were switched to Stonekeep to help it ship, lost some time but that was when Scott Rodenheizer joined the team to do the clay heads.
August 30th, Chris Jones begins the Windows 95 port of GNW, did it in about 3 weeks. Enabled a playable version of the game in Windows 95 instantly and a finished one within six months.
September 6th, Scott Campbell gives his two weeks notice. Starts negotiating to get Chris Taylor as soon as Stonekeep ships.
September 3rd, moves from Fitch building to a temporary place at Alton, and then a final place at Von Carmen. The team was Leonard Boyarsky, Micheal Dean, Jason Anderson, Tim Cain, Fred Hatch, Jason Taylor, Jesse Reynolds, Chris Jones, Brian Freyermuth, and Arlene Summers, a 2d artist, did a lot of button sprites.
October 11th, 1995, Helena Wickberg joins the team to make it 11. Marc O'Green was listed as Cain's supervisor, not Feargus. Feargus was still a producer at that point. GURPS was not part of of his D&D division, so Cain was supervised separately.
November 13th 1995, made a Fallout demo just for internal play. Not the demo they released in April 1997. Alan Pavish thought it ran too slow, Fargo loved it. Was particularly fond of the death animations. Set proposed ship date to be November 1996, obviously did not make that.
January 1996, Cain bought a pet emperor scorpion he named Spud and gifted to the team as a mascot. Lived in Fred Hatch's office and dined on crickets caught around Cain's house or the yard. May have been the inspiration for the Radscorpions.
January 29th, Scott Everts and Nicholas Kesting join the team.
February 1996, Cain gave the talk on how to manage a team effectively at an offsite producer meeting.
January 13th 1996, they slip the ship date to February 13th 1997 (They wouldn't make that one earlier.) They had to redo all the estimates to do 3D artwork, they underestimated the effort, Leonard tried to make up for it by working weekends but it wasn't enough. Also started the GURPS-Mac Fallout, there weren't any current plans but Bill Dugan wanted to hire a programmer for it. Cain told him as long as someone was hired before April 1996 it should be doable.
March 26, Mark Morgan is hired for ambient music. Excellent hire.
May 10th 1996, sometime between this and October 1995 Marc O'Green was removed as director and Feargus was the new director. Mac version approved, but still no programmer. Chris DeSalvo, on his own time over the weekend made a mac version of GNW so they at least had a version that worked.
Made an interactive E3 demo that could also be self played. Two maps. showed off most of the features. mini adventure where the player was asked to kill some radscoprions for items in a cave.
July 25th 1996, they made an intro movie. Modeled and rendering began, tried to get rights to I Don't Want to Set the World on Fire, didn't get them. Fred Hatch looked into the legal rights. Planned to begin recording in a few weeks, brought in Mark O'Green to rewrite the spoken dialogue. Written dialogue could be cool but sound weird spoken, he rewrote it to sound a lot better when read out. Cain wrote to himself that the design and implementation of maps is going slower than anticipated.
Built a demo for ECTS, a conference at the time. Prepared for editor's day, had many delays for that. Cain wrote to marketing that he understood the need for them, but they had to be scheduled from the start, they could not keep throwing requests for demos at him (They kept throwing requests for demos at him.)
Cain wrote that not only are the tasks for the game becoming more complicated with more team communication needed, but that his own coding time was dropping to about 60% of the time during the week. Was trying to make up for it by going in at the weekend but it kept dropping.
Team photo at 14:30, Around August 1996.
August 1st 1996, Fred was still working on getting the rights for I Don't Want to Set the World on Fire, but it didn't seem possible without extensive legal wrangling and royalty payments. Search for other songs began, they really liked Maybe. Believes Gary Platner found that one.
August 11th, Fred and Cain met with Jaime Thomason to do voice directing. He could access incredible voice talent, Cain wrote down being impressed at how professional he was and the top name people he could bring in. Cain submitted a budget, it was approved.
Made a non-interactive movie demo for CGW's anniversary CDROM, it holds GURPS Fallout up as a spiritual successor to Wasteland. Full credit to Fred Hatch for putting that together fast, did it all by himself with the rough editing software of the time.
September 11th, 1996, voice recording began. Chris Taylor and Fred Hatch handled most of that, attended every session, but Cain went up one time to watch David Warner. In that same week, got a lot of interface into Starfleet Academy's sound code, which was a trade with John Price for getting GNW to run Starfleet with. Now Fallout had sound. Finally got a programmer for the Mac version of Fallout, Tim Hume, Cain went to graduate school with him, now works at Obsidian. Cleaning up the Mac GNW code, was going to share that code with Starfleet Academy so they could also have a Mac version.
November 11th, 1996, got a lot of feedback from QA on the pre-alpha. Changed some stuff around, like getting rid of the auto resolve for combat they had. Would run through the combat without graphics and showed you what happened.
Novebmer 25th, 1996, prepared an alpha that would be ready on December 16th. Had the opening movie, could made a character, several towns were in, travel the world map, one of the digitized heads was moving.
Early 1997, sent the opening cinematic to Steve Jackson games. Almost identical to the one that shipped. They did not like it, they had real trouble with some elements. Did not like the guy getting shot in the head, and hated Vault Boy with no uncertainty , demanded changes. Caused a lot of turmoil. They are well past the first ship date, and committed to another ship date already in the Fall.
February 17th, 1997. Steve Jackson shows up in person at Interplay. He is in the front lobby. Brian Fargo and Feargus both decline to meet with him. Cain talks to him, they talked for six hours, will not get into detail except that they did not reach any resolution. There were changes he really wanted that Cain was not empowered to agree with. The people who could make those calls would not speak to Steve Jackson, which was understandably frustrating for him. It is what it was. After he left, Interplay had a lot of meetings, asked Cain how hard it would be to remove GURPs. It was all modular, removed it.
Next note is March 3rd, 1997, it says that the game is entirely non GURPS now, full conversion to SPECIAL has been done for at least a week. Thanks to Chris Taylor for a fast design and all modular code. Photo of the team in early 1997 at 19:10.
March 17th, Cain wrote that the interactive demo has been in QA for a bit, discovered many bugs and got a lot of feedback and suggestions for new features.
April 19th, ran into electronic registration issues, was supposed to be drop in, it was not a drop in. Dan Spitzley saved the day and got E-Reg working.
April 28th, the interactive windows 95 demo is put up on Interplay's website, response was amazing, overwhelmingly positive. That same week, they got the license for Maybe, and would put it in the game.
April 12th (sic?), the demo continues to do well, they stop trying to estimate downloads. Did not have an actual download ticker. Many sites picked up the demo, they knew at least 100,000 copies were being played. One thing that concerned Cain was the UK branch of Interplay sent him suggestions for changes in content, like the level of violence and presence of children. Cain responded that it was 8 weeks from being finished, this was not the time to question basic design choices, they had two years to complain. Doesn't remember what they did with kids in the UK version.
May 27th, good news and bad news. Good news is that Mark Harrison has managed to compress the game to fit onto one CD. Cain was quite grateful he did not have to ask upper management for another expensive CD. Bad news is, constant issues with scripts. Not loading correctly, corrupting memory, it was a mess.
June 24th, is sending 3 new Fallout revisions to QA a week instead of one a week. Wanted faster turnaround on bugs. Sent a revision for each of the three major platforms, Win 95, Mac, and DOS. This was when QA began showing up on the weekends even though some of them were not being paid extra, they just wanted to play more. Very nice group.
Windows 95, very stable. Mac, stable, but has memory fragmentation, can be barely play to endgame but reported memory issues. DOS was very unstable, lots of crashing, traced to an error in sound code. One QA staffer realized extra crashing in the DOS stopped once you turned off the sound.
When did they ship? Interesting question. September 30th, 1997, a build was sent to the duplicator but QA found a bug that same day.
October 1st, final build is tested and sent to duplicator.
October 7th, 1997, reports from people on the Internet say they've seen the game for sale in US stores. Not until October 9th that they went to stores themselves.
Early October 9th, team members confirm finding game for sale.
October 10th, official release date of Fallout.
They did patches, work on Fallout 2 started, but that is the timeline of Fallout 1 development.