February 2017 development update

Greetings, and once again, welcome to another Fallout Cascadia monthly update. As always we are incredibly excited to share with you what we have been up to in the past month. Before we begin we need to issue some housekeeping for those who do not frequent our social media pages often: we are temporarily halting voice acting applications as we have already received a good number of quality applications. We plan to open voice acting applications up again at a later date. If you believe you could contribute to Fallout Cascadia in some other way (level design, modelling, writing, etc) then we would strongly encourage you to consider applying to the team, as we can use all the help we can get. We would also like to note that we are no longer planning on posting smaller updates every Monday, and will be exclusively focused on providing updates through these monthly development updates. With that said, here are some of the things we have accomplished in the past month.

Sarge Soda

This is something the asset team has been brewing for a while now, but we have kept it quiet until we were sure we were ready to show it. The writing and asset teams have been working in tandem to come up with Nuka Cola’s Pacific Northwest competitor, Sarge Soda.
Following is some of the concept art for the Sarge Soda:

SargeSodaConceptArt01
SargeSodaConceptArt02

Level design

As always the level design team continues their diligent work creating the Cascadia worldspace. While an advance group continues to plan out the design of downtown Seattle, the main bulk of level designers have shifted towards filling in an area stretching from Kent to Bellevue on the east side of Lake Washington (it is important to note that we have designed Kent to occupy the real-world space of Renton, primarily for lore reasons). In addition to this a slight overhaul has been made to our previous weather system, which we will continue to tweak as needed. We would like to note that the level design team is in need of anyone with experience with the Bethesda Creation Kit. Please consider getting in touch with us if you believe you could help with the project.


Concept Art

First totem pole fully implemented in-game.

First totem pole fully implemented in-game.

Concept art for different totem poles.

Concept art for different totem poles.

Concept art for eastern Cascadia.

Concept art for eastern Cascadia.


scripting

As we mentioned last month, we have successfully implemented Cascadia’s opening quest, along with character creation. The scripting team continues to work on implementing the rest of the Fallout Cascadia main quest. 

Screenshots from the start of Fallout Cascadia.


Asset creation

Apart from the totem poles up above, the asset team has been hard at work making Fallout Cascadia feel farther and farther away from Boston. This month, on top of just models, we have been experimenting a lot with Fallout 4’s animations and creating retextures of in game objects.
 

Retextured Vertibird

Retextured Vertibird


Thank you once again for supporting Fallout Cascadia. Your interest in experiencing the post-apocalyptic wasteland of Seattle is exactly what keeps us working hard to deliver a top-notch mod. As always we’ll have even more to share with you all in the coming months.