For 6 years now I've been working in a gaming company. First 4 years were great. I really cared about this company and was behind major technical solutions that are being used to this day. But we got too big, and everything changed. Like many people I know at the company, who really cared and gave a crap about our work, worked on weekends, etc., I will either be getting fired or quitting this year.
I am setting up a measly source of passive income and I hope to be able to simply NOT WORK for a while. NOT to keep stacks of work scripts in my head, NOT sit under ultrabright office lamps, NOT have to deal with "management" or "HR".
Working on my own projects is impossible when I have a Real Job, there's too much code to keep in my head at once.
Previously I made a mistake of quitting my job for 6 years in order to work on games, and immediately ran into the issue of money ticking out of my bank account, which made it impossible to calmly work on something like Shelter.
If I manage to survive on passive income, I should be able to work on Shelter without this sense of money ticking away and "worry about audience demands". The only audience demands I care about, are my own.
This 4-hour Fallout video reminded me of why Fallout is the greatest RPG ever made, and why Fallout 3 started tremendous decline, which ultimately resulted in the SPIT IN THE FUCKING FACE that is Amazon's "Fallout: Rings Of Power [Armor]".
"Land this chopper, dipshit, I want to shoot something", finally we have Todd Howard-level dialogue in a TV show. We have arrived at Full Idiocracy, scrot.
Even my crappy 2007 trailer using early version of Shelter renderer with its funny "hurt" animations and FO:T graphics, had better writing and atmosphere than this show.
In 1997 we were given a masterpiece. Today, "Fallout" is dead. The Amazon show confirmed it.
Fallout was stolen from us; some crazy clown is wearing its skin, dancing under its banner, while millions of salivating idiots Consume Product, never knowing What Could Have Been.
What I want to do, after my job gets rid of me, is to just resume work on Shelter, quietly, at my own pace. The goal is not to create an entire game, but a limited demo, similar to Fallout's "Junktown Alpha demo", which was distributed IIRC on PC Gamer discs.
Proof Of Concept. Small. Contained.
I want to see if I can really make the engine parts work together to make the vision work. A vision of a franchise which inherits what I liked most about Fallout.
And no, Bethesda can't sue me. I will not be using proprietary Fallout lore like the 1950s themes, Radscorpions, Nuka-Cola, Deathclaws, Brotherhood Of Steel, or SPECIAL. You can't just stop someone from making a post-nuclear RPG of their own just because you own the rights to one post-nuclear RPG franchise.
But, those details are NOT what made Fallout stand out.
Fallout wasn't a carnival or an exhibition to visit. It wasn't a "game" with "levels to beat". It was a world, a harsh yet believable one, and you were merely a guest in it, entering at your own risk. It didn't try to impress you or emotionally manipulate you, you didn't feel the heavy-handed puppeteer behind the show. It merely showed WHAT its world IS, and thus, any feelings it may have generated in you, were genuinely your own.
This 2008 gameplay trailer, still using FO:T graphics and a simpler renderer, is 16 years old. However, it reminds me of direction in which things were supposed to go.
The next gameplay trailer showed skill use, inventory management, sidekicks, critters following player from encounters on World Map, town guards killing them and looting them, behavior-based attributes such as "Innocence [have not killed anyone]" and other ideas like PwRT combat.
It tried to do too much. Previous trailer was more on-point with the game's direction and had better examples of dialogue. And I'm no longer a fan of Pause-With-Realtime combat.
There was also this clip, "Interference", inspired by an encounter in Fallout 2, using Shelter's scripting language driving the entire encounter, i.e. it wasn't "hardcoded" into actual C code:
Finally, the current state of environment tiles ( tremendous work by
Kaucukovnik ) and character graphics (by another artist).
To end this sentimental rant... I hope my passive income is enough to survive and resume work on this project in peace - when my job parts with me sometime this year. I need to make a small, playable demo.