I wasn't sure how to begin this, so I took a look at old updates for
inspiration... and what a sight it was! Overly optimistic expectations,
hopeful outlooks, gradual sobering up and finally a shock from the
realization that we are approaching the 10th anniversary of the start of
this project. Yeah…
Instead of coming up with some new optimistic statement, let me just give you the facts.
After last year's first round of beta testing we fixed the discovered bugs, as well as finished all of the programming that was left to do. Right now we are in the middle of the second round of beta testing, which started approximately two weeks ago. This is currently done by three testers, one internal, Saruman, two external, Seto and Flowerpo, who will then also help out with the translation. (External testers had no access to the behind-the-scenes details about the game.) All discovered bugs and difficulty adjustments are bravely handled by Daemon, Mario and Ratman, who together with Saruman represent the 10 year old core of the team, which if you exclude graphics and music made at least 90% of the game. I don't mean this in a bad way, I just want to point out just how difficult it is to finish a project based on volunteer work. It's easy to start and find active people, but to persevere until the end is... something else. Our team has hit the rock bottom a couple of times, so I'm very glad that I can still be writing this update, and I also feel a lot of respect for those who were able to create some sort of a game or a whole game world.
Now what? Our target is clear - to test, balance out, and release. The sooner the better. Due to the unpredictable nature of bugs I cannot, with any degree of certainty, say that the D Day will come on X/Y/201Z - it will depend on just how thorough current (and future) testers will be. Their role is more difficult now - JaW did a lot of good work last year :-)
Pretty much the last thing I want to mention here is an important
matter that concerns all those skilled with some kind of 3D graphics
software (or known someone who is). We currently lack skillful graphics
artists. Even though the artists that worked on the project before did a
lot of work, we still have several endscreens to finish. So ironically
what before was unthinkable can now happen - a delay in the release
caused by missing artwork, which I think would be a shame. After all
these years we definitely don't want to release a game that ends with a
bunch of black screens, just because we couldn't find anyone capable and
willing to make some sort of relevant and good looking image. And so I
ask: PLEASE HELP! We can't do it without you.
If you’re not into 3D graphics, we'd also appreciate someone for 2D graphics - to play around with the graphics of certain items, and perhaps game signs, which we're trying to unify between the Czech and the English versions. But in this case our cry for help isn't desperate as much as it's aesthetic - I admit that this kind of thing is beyond my abilities, but I believe that Resurrection deserves an improvement of certain in-game graphics.
If you're interested in helping out, just email us!
That's it for now. In the next few days we'd like to get the new Forum running. You can also expect to find another update with our beta testers’ first impressions in the next few days. And then afterwards... we'll see.
A few weeks ago I talked to Ratman and Daemon, the FoRes designers, about beta testing the latest version of their modification. My job was clear. Find some bugs, learn thoroughly the entire game and then help with the balancing and some other things that are needed to be done.
I got the game two weeks ago and since then I played hard every day, looking for bugs and trying various solutions for each quest. In the version I got were missing scripts for one city area "only" and a random locations did not work on the map. All other locations are already well playable and need just a little difficulty tuning. Today I finished the game with a not very successful ending, because I came to the final location and my character was at least 5 levels lower than are expectations for this level with a fully functional map.
The game size is similar to Fallout 1, the story that follows. The story is excellent, polished to the smallest details (I dare not guess how many Prague pubs visits was needed to clarify all the story) and fits perfectly into the Fallout universe. Resurrection is more similar to Fallout 2 in variety and number of ways how to finish the quests. Ratman, the designer, said to me that one of the quests he made has up to 7 different possible solutions! The number of endings is higher than in Fallout 2 and almost 3 times as much as in Fallout 1! How will the world look like at the end of your playing in this Fallout will be only up to you. The world will flourish or will be all destroyed?
The dialogues are rich and like in the other Fallout games, depends on how you create your character and what skills you focus on. Of course there is an option to play a dumb character (not tested myself). The dialogue and atmosphere are similar to the Fallout 1. The world seemed to me much darker than the one in the first Fallout game. No wonder, because both major designers are known for their love in playing as bad guys in Fallout games. For me, playing positive character, it was very difficult, because I often had to choose between better evil and worse evil. But honestly, this is probably how the post apocalyptic should looks like, the world where the flower children and bunnies do not have the slightest chance of survival.
How do I rate Fallout 1.5: Resurrection at this stage of development As its name suggests, its story perfectly fills the time gap between the two oldest Fallout games and extends the Fallout universe with qualitatively similar product, even if it is just unofficial part. Part which you will not play once but several times and each time it will be different game, different experience with the different endings.
English version is planned, but it should come up some time after the Czech version.
Recently we have received quite a few questions asking whether we’re still alive and whether there is going to be an update soon. That’s quite understandable, considering that the last update came a year ago ;-) Ok so we’re not releasing a lot of info, but that’s because we’re trying to put all of our free time into the actual development. In order to compensate at least a little, we’ve uploaded two new images into the gallery. One is a screenshot of the player visiting supermutants, the other is a new loading screen featuring an ad for post-apocalyptic New Mexico’s favorite cigarette brand.
We’ve also set up an RSS channel, so that you can know about our new update the moments it’s posted. We’ll try to make sure we have something interesting to report in a lot shorter intervals than before.