![]() Often, issues appear just because of the fact that the team working on a mod don’t work in the same building. Leon says that “coordination is key” when managing large-scale teams for mods. In most cases, managing teams without a central location or organization is a far bigger issue. However, most modders agreed that turnover was not the biggest issue, although Fallout Cascadia’s Leon did admit that turnover among writers was difficult, saying that it was often difficult for new writers to mesh their vision with partly-written parts of the game, and will often scrap whole parts and start over. Not everyone can dedicate long hours to the project, and some people on the team were only able to finish modelling one asset before leaving the team. In both cases, turnover and team management are big issues. Still, despite fact that the project has been described by both the current lead Leon and former lead Flenarn as “ambitious,” it has been going strong since 2016 and still hasn’t been disappeared like many of the large-scale mod projects. It also ditches Fallout 4’s limited dialog system in favor of a fuller version, and includes a revamped version of Fallout 3’s perk system. It is an entirely independent game in Fallout 4’s engine, and takes place several years later around the area of what used to be Seattle, on a map that is twice the size of Fallout 4’s.
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