Second Variety Games

Space Background with Welcome

Q: Are you guys just remaking Fallout?
A: We are using key Fallout features (RPG-depth stats, turn-based combat, extensive dialogue, ambiguous outcomes, hints of emergent behavior, prevalence of text descriptions) as a loose starting template. Once the foundation is there, the game will shape into something that could not have been done through a mod or tweaks to an existing engine. We do not intend to copy Fallout, but we recognize the basics that we want to keep, before expanding on them.

Q: What happened to the Screamers setting?
A: We let it go.

Q: Will dialogue be scriptable?
A: Yes, and easier to do so than in Fallout 1/2.

Q: What can be checked/done through dialogue trees?
A: Everything. If something is missing, it can be added to our SSL (Shelter Scripting Language).

Q: Can you show us in-depth game mechanics?
A: The framework is there, but the mechanics are being implemented one-by-one as we go along. We can't afford to spend time on useless mechanics that are "simply there", so this is one aspect that we do not pre-plan in detail. We will update you as things develop.

Q: Have you thought about your stat/ability system? Will you adopt SPECIAL or create your own?
A: We found a 7-letter acronym for our system which mirrors SPECIAL exactly, but that doesn't mean that we will use it. That is yet to be determined.

Q: Which display resolutions will be supported?
A: Anything your 3D card can handle, but everything will look smaller – think how ye olde 2D games - like Baldur's Gate - handled high resolutions… 800x600 is really what the game is designed for.

Q: What's with the storyline? Is it linear or non-linear?
A: Mostly linear (like Fallout), with multiple endings (like Fallout), and separate outcome for every major area in the game (like Fallout). We'll tell you more about the story in future updates.

Q: How much “freedom” can we expect in choice making through dialogue and action (like eliminating the whole NPC population of the game, or torturing or raping humans, brahmin, and chickens)?
A: At least as much as in Fallout.

Q: Any chance you could come up with an all-singing, all-dancing editor-'n'-scripting package, so we could make mods in your game’s image?
A: When it comes to areas, people and quests, everything is scriptable. Maybe more. The area editor is built into the engine itself. Most everything else is done through text files.

Q: You are using Fallout: Tactics assets, and you can't legally ship your game with them. A: Yes, but we can make the user extract the graphical assets from their own, legally owned copy of FO:T.

Q: Is this it? How come you guys don't have a fancy webpage?
A: Because we don't want to entangle ourselves in editing HTML and updating you about small developments and musings when the little time we have outside of our full-time jobs and obligations could be spent on developing the actual game.

Q: Can I help you with development? Sprites, sounds, scripts?
A: Not at this time, but we will update this page should we need any help.

Questions or comments? Get in touch with us at:

info@secondvarietygames.com