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PJ & Co

PJ & Co

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PJ & Co posts

Dev Diary 93: A quiet week

Heya mutants,

a quiet week is behind us. Mostly due to real life stuff. I found out a week ago my rent is going up 4 times?! thanks to inflation, so I had to find a new place to live in overnight.

Found something on Friday, not so good but the rent is smaller than before so there’s that.

However, some game work has been done this week - critical art for the endgame was finished which means we can finally go back to dialogs / quests 😉 Time for the silent NPCs to talk!

-PJ & Co

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Dev Diary 92: Two down, one to go

Heya mutants,

the major work on two main story locations has been done and all that is left to do art wise is to implement Boulder Dome and Bloomfield gigantic custom art into the engine. A non trivial task in Fallout 2 engine 😑 But doable!

So what that means is that the endgame area is next on my list of things to finish.

This is all very exciting as we can see our return to implementing dialogs and quests around the corner!!

Until next week,

- PJ & Co

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Dev Diary 91: The latest and the greatest

Heya mutants! Hope you are all doing well! Because we are!

This week we had good progress on the Boulder Dome’s interior locations. It will take a week or two to finish it. After it gets done, we will focus on the endgame location! Yes!

This is great news as that means that the game has enough main quest locations ready to be explored that we can go back to adding all the quests and dialogs! Something you’ve all been patiently waiting for a year now! Much love and respect from us for that!

And yes, one other thing that was added this week… a talking head for Goris! If you’re wondering what the hell is he doing in the game then you probably haven’t found all the special encounters yet 😉

Until the next weekend, take care!

PJ & Co

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Dev Diary 90: The inside

Heya mutants, here we are with a short update!

The work on the Dome continues with focus on the interior this time. The Dome is huge but it is fun to create all those areas waiting to be explored and their secrets discovered. It's a very important location related to the main story but that is all we have to say about it for now. We will let it all be discovered by you.

More screenshots next week!

-PJ


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Dev Diary 89: What's new

Hello mutants!

You're probably wondering what that image is. Read on to find out!

This week a couple of new exterior locations for Boulder Dome have been done.
Also, we've made the exterior art for the epic Boulder Dome but that still needs to be cut and added to the game engine. You can see a piece of it in the image above.
Next up on the list are the interiors and I hope to share some of the screenshots next week.

As you can see, we're continuing with the work on locations related to the main plot. And in case you're wondering, no, we are not playing Elden Ring :)  

See you soon,

-PJ & Co

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Dev Diary 88: What a week!

Hello mutants!

First of all, thank you for all the support sent our way! You got our back, we got yours! There's nothing more to be said there, we understand each other and will weather any storm together <3

We remind you that we've switched to continuous access to the latest source code instead of a downloadable release installers. 

For that to work, you need to tell us you want access and an email will be sent to you to join our source code repository. Once there you can download the latest version by clicking the button left to the blue Clone button. Or you could report any nasty issues you find to the team there and track when it gets fixed. 

Feel free to just comment below this post to let us know you want immediate access.

Speaking of the latest version, LOTS of WIP stuff is being added at the moment but we will always be careful not to break the game for you.

And finally, as you can see from our screenshot, some cool new locations are coming your way so stay tuned for more main story content! :D


-PJ & Co

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Changes


Heya mutants, we have some important news to share with you! 😤

Today an almost 40 minutes long video review bashing years of our work was released on YouTube to an audience of 42 thousand. Now when those 42 thousand pass on that critic’s opinion to their friends and then they pass that on and on the damage done by one video becomes catastrophic.

Just to give you the numbers… of those thousands of people who watched the video today only 1 person joined our Discord and we got 2 new Twitter followers. And of course, 0 new patrons.

We are a very small team of hardcore fans, just the 3 of us at the moment, and would like to focus our precious energy and time to the making of this game. I’ve been dreaming of Fallout 3 since the moment I finished Fallout 2 in 1998. This is personal to me. We have the vision document, we have the design documents, we have the story, we have the art, we have the dialogs, we have the music : now we only need the time to put it all together, do the CGIs and voiceovers.

We don’t want to spend that time explaining to thousands of misinformed gamers out there how this is basically version 0.2 right now and not final 1.0. The critic made a series of incorrect assumptions, presented them as facts and never bothered to ask us any questions. Even the black and white intro video made by Black Isle Studios was bashed as something “out of place”. Seriously? And the animated video about nuclear energy wasn’t spared too. I guess we now know who never saw the original Fallout 2 trailer. 🤦‍♂️

https://youtu.be/URJj_fGVxjA


So from now on in order to save our beloved project and ourselves from this kind of “help” we will only be doing private beta releases to patrons on individual requests. That way you guys can check up on progress whenever you want. We will still be doing regular screenshot and dev diary posts here.

The next time the game gets a public release it will be version 1.00.


PJ & Co

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R4.3 delayed a bit

Heya mutants, we will need to delay R4.3 a bit! Maybe a week or two!

Lots of new art has been made but we haven’t yet implemented it into the game engine. It takes time and we don’t want to release updates which you cannot see inside the game. Please be patient with us as we progress with development!

See you soon with R4.3!

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R4.2 RELEASED

Heya mutants, R4.2 is here. Enjoy!

https://disk.yandex.ru/d/kUIaF-gTyeumhA

https://mega.nz/file/FgEWDRwL#ssfJr713lXn9ZD1Wm4s-Sn4AfEDVrc8M0ztwQ_xgIJE 

Password: winter 2022


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R4.2 CHANGELOG

************************

[GENERAL]

- Added new or updated existing talking heads.

- Added new world map location.

- Added new encounters including 1 new Special Encounters.

- Updated sfall to the latest 4.3.3. HiRes mod is now enabled by default. See INSTALL INSTRUCTIONS.txt if you want to tweak the default resolution.


[SOUND]

- Added new music to the game.

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R4.1 RELEASED

As promised last time, here's the first weekly update, R4.1. Enjoy!

- PJ & Co

https://disk.yandex.ru/d/_LpjtoZjWRAmHQ

https://mega.nz/file/UtVFjYjQ#cwlyy5rMWzcWNia72X1fOyrd4LnehWE-C5DVqunD9e8 

R4.1 CHANGELOG

[GENERAL]

- Fixed location issues where some areas were inaccessible.

- Added new or updated existing talking heads.

- Updated sfall to the latest 4.3.2.

- Added new world map labels.

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Dev Diary 87: What’s happening

Heya mutants, are you exploring R4?

Now it’s time to get into details of what has been planned as development continues.


1) The game will be updated on a weekly or biweekly basis from now on. Minor version will be introduced. For example R4.12. When the time is right, the major version will be bumped up. Big and medium updates require everything to be done at once. And they’re taking too long. When I focus on single aspects of the game, I produce vastly more in the same time period. That is why R4 focused on locations and art.

2) The focus in the upcoming months will remain on art and world building until towns are done. For example, the entire Hoover Dam is finished but implementing it into the engine is very time consuming. After that I will move onto quests.

3) Dialogs, NPCs, quests are 80% done, programming them isn’t. That is still our bottleneck.


The plan is to get as much of content out there as soon as possible in hopes of attracting talented Fallout 2 modders who can help finish this even faster. We’re getting there one way or the other!


All the best in 2022!

-PJ

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4TH RELEASE DETONATING EVERYWHERE!

Yes, my mutated brothers and sisters, the fourth coming of Fallout Yesterday is here!!! Share it, spread it around, play it! 

Important: This update focuses on location building progress. Initially just 3 fully finished new locations were planned but in the end I added 13 locations! :-o However, most of them are without new NPCs but there are enemies to waste. Worry not, the progress on NPCs is great and I will talk more about that in the next post. Have fun exploring! 

https://disk.yandex.ru/d/IR0Ic0o2aijNFA


https://mega.nz/file/BwtXlSrS#0cpx1sD1oweevKa1YwKGSZNh_ddBwLLv0Qn0ssmKyDM

- Installer password is winter 2022 (Space between included too.)


::4TH RELEASE CHANGELOG, JANUARY 3RD, 2022.::


[GENERAL]

- Added 13 new world map locations to the game.  

- Added High Resolution mod.

- Added talking heads to some characters.

- Updated sfall to the latest 4.2.9.

- Upgraded Pip-Boy to Lil-Pip 3000 model.

- Added 10 new loading screens.

- Added inventory filter mod.

- Removed light from Endless Walkers. Only Glowing Ones should emit light around them.

- Improved party member control.

- Fixed crashing after accessing XL70E3 schematic in Mr. Fixit!

- Fixed crashing after using holodisks or Pancho Villa comic from inside the inventory.

- Fixed giant wasp/cazador action frame issues.

- Some smaller changes and fixes.

[SOUND]

- Added new music to the game.

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Dev Diary 86: That time of year

Heya mutants,

I’m just popping in to say hi and tell you R4 is literally a week or two away. I am trying to add as much as possible to it. I can imagine you’re all impatient right now but the wait will be worth it! It has been another crazy year for everybody but we all know what’s one of the things that matter the most to us - seeing Van Buren come to life. Thank you for being passionate about it! Next time we talk, R4 will land onto your computers!

-PJ

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Dev Diary 85: Party time!

Heya mutants,

here I am, busy as usual but with some happy news to end 2021! 

As our veteran patreon Paladin Ratibor accurately predicted the last time, R4 will be released between Christmas and New Year! 

Now, I don't have the exact day yet, because I want it to be as big as much as possible, but it will drop onto your hard drives during the festive season of 2021! Ho Ho Ho! :D 

See you at the release party!

-PJ

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Dev Diary 84: The assembly line

Heya mutants, hope you’re doing great! As I mentioned in the previous dev diary, I’ve been quiet due to my real life work absorbing me into its black hole temporarily.

But all of that is happily behind me now and I can focus on assembling the R4 once again.

Next up for me is writing code for minor NPCs. Not much to do for them but there’s a number of those so it will take a weekend to finish. We need these minor NPCs to make the world feel more realistic. Or sometimes you just need a shooting target to test your new rifle hehe


Holidays are around the corner, so I’ll go back now wrapping that post-nuclear present for my dear mutants.

Take care,

-PJ


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Dev Diary 83: Extras

Hello mutants,

this week was quite busy as you can see I only found some breathing space now to sit down and write what's new in Fallout Yesterday's workshop. Basically working from the moment I wake up until the moment I hit the sheets.

It's just that time of year when the deadlines both for Fallout Yesterday and my everyday work are being chased so bear with me during this month, it's gonna be quite a ride!

The last week I spent adding extra locations to the game in order to make the update as big as possible. This is all part of my "Christmas" plan to give you extra content to play with and also to show how much the project progressed. And I have so much of new unique art pieces to add to the game too for some eye candy and atmospheric reasons.

Even if all of the extra stuff isn't 100% polished yet and might be changed in the future, I feel it's ready to become part of R4.

Heading back to work now, those art pieces won't add themselves to the engine! Talk to you soon!

-PJ

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Dev Diary 82: Traveling around

Heya mutants,

so why are these weeks flying by so fast? It's crazy to see that we're already at the 82nd week of FY's development. It still feels like it all started yesterday :)

What I worked on this whole week was the world map. New encounters, new special encounters, playtesting, tweaking, and playtesting again.

The world map has always been a huge thing in classic Fallouts, so with a world map 5 times the size of those, it is expected to deliver five times the fun! With each release you can expect the world map to be updated to reflect the latest status and content of the game.

With the release date around the corner I am thinking if I should take a few weeks off from my daily job to do a final pass over everything but not sure if I would be able to get days off in November or December. It all depends on how well the first part of November goes.. it's how it is with my job, it's all part of a bigger plan.

Well, I'll leave you with these thoughts of mine and get some needed rest so I may plunge into the code once more tomorrow.

See you soon, mutants!
-PJ

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Dev Diary 81: Back 2 Coding

Heya mutants, 

the last week flew by quickly!

The lost area I mentioned in the last dev diary has been rebuilt from an an older backup. So we're looking good there once again!  

The rest of my free time was spent writing code for NPC dialogs. There are lots of new NPCs in this update and I will try and get everyone's dialog into the game.

Also, I've been getting the latest sfall version 4.3.1 into the game and adding even more encounters to the humongous world map! You can never have too much fun with new encounters on a map of that size :D

For this week, more of coding for me as we move closer to the release!

See you soon,

-PJ

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Dev Diary 80: The return of something different part 2

Hello mutants,

how are you doing on this fine Monday? Me, not so well! I planned on doing an update yesterday as usual, but one of the areas got corrupted! 

The pesky error message says:
Error during execution: Couldn't open scripts\・te`・x・ハ・.int for read

Yeah, that's not gonna get fixed.

I spent so much time trying to work around this that in the end I just decided to use the backup version and redo the missing edits.

Anyways, to make everyone feel better I am bringing more screenshots this time around. Can you guess which places these screenshots are from? I bet you can't! But do try and surprise me in the comments down below :))

For the upcoming week, I think I will focus on rebuilding the lost area and just writing code for quests.

See you soon,

-PJ

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Dev Diary 79: The return of something different

Heya mutants!

sorry for the late update, busy as usual and got lost in the spacetime continuum. I am back with more screenshots, light on spoilers as usual ;-)

The upcoming week will be a killer - I plan to add as much as possible and work around the clock. 

See you soon with news on how it went,

-PJ

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Dev Diary 78: Something different

Heya mutants,

a bit different diary this week. I'll just leave these spoiler-light screenshots here and say it's all coming together now :D

-PJ

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Dev diary 77: Sixty!

'ello mutants,

hope you are all doing great, just as I am!

Things have been busy down in the trenches with almost a whole week spent on writing code! 

There will be LOTS of new NPCs in R4, possibly around 60! So yeah, that's taking its sweet time. But it will all be worth it! :D

Today I took a break from coding and focused on adding some unique art to new locations.

An art piece like that here and there is sorely needed, just to keep areas visually distinctive and memorable as much as possible. I'll try and have some nice screenshots for you next time!

So what's up for me in the upcoming week? More coding and more location touchups. R4 is around the corner, and this is the final push. That's all from me mutants for now, see you on the first line!

- Private PJ, over and out

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Dev Diary 76: Let the games begin

Heya mutants,

the first week of me coming back to regularly work on the game went by fast! That's what happens when you're having fun :)

I focused on getting the latest version of sfall into the game and playtesting the new world map encounters along with Mesa Verde. My plan is to spend no more than 2 weeks on wrapping up each location for R4 as we want to add even more to the upcoming release than we promised. All in hopes of attracting great developers to our small team.

So far, the original plan remains in place - that we release R4 in 2 months time, during November! An early Christmas present for all you patient mutants and fans around the world :)

Well, less talking, more working. I'm heading back to the workshop now so I will bid you farewell.

See you soon with more news on R4's progress.

-PJ & Co

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Dev diary 75: Back!

Hellooooooooooooo mutants,

just wanted to say hi to everybody and tell you I'm coming back from my vacation this Monday. It was a great, fun Summer spent with family and friends, exactly what we need after all those lockdowns!

Time to start preparing Fallout Yesterday R4 for testing and release! :D

-PJ

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Dev Diary 74: Setting sails

Hello mutants,

this week flew by and for me it was all about art. Again! :)

Around 350 additional art pieces were added, touching on all game locations. I still have to add some extra tiles that go along with them but we will see how will I be doing with the time in the upcoming week. As I mentioned in an earlier dev diary, my annual vacation starts in 5 days so I have much to do to prepare for the trip. I won't be setting sails as the title suggest, but will be flying to visit my family after a loooooooong time! So the next update might come on Sunday or later, I won't be making any promises right now. But it will come :)

I will try to stay away from computer while away but in case I get that game dev itch, dialogs will be written. But the team will continue their work on dialogs and locations while I'm gone.   

And as you can see, our new artist has begun drawing! Everybody on the team is very happy with how he draws our favorite mascot - fits perfectly next to the originals :D

Well, that's it from me for now. When I get back, I will start putting together everything we have created for R4 and test the upcoming release.

Enjoy the summer and see you sooner than you think!

-PJ & Co


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Dev Diary 73: Humongous

Heya mutants,

sorry for the late update, lots of alcohol and cheering occurred last night! And I didn't feel like doing a drunken update :)

Anyways, for me this last week was all about new art pieces. Many art pieces, around 150, were finished but there are two things that I would like to specially point out:

1) Largest piece of animated art for Fallout 2 was created at a whooping 50 MB size! For comparison purposes, the average Fallout 2 animated pieces take up about 500 KB

2) The art workflow was improved drastically and will result in more art being done in a shorter period of time. 

Additionally, the team made progress on creating new locations, music and writing.

We also held a big team meeting on Friday where we discussed our plans for the next release and decided to put as much of the finished stuff inside R4 as possible. We feel this is the best way to show where we are and to potentially attract new developers to the team.

Speaking of the team, this time around we have some sad news too. Two of our writers disappeared so we've stopped counting on them. They haven't actually started working on anything so we won't feel their loss in a sense. It would be great to have two more productive writers on the team though!

See you next week,

-PJ & Co

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Dev Dairy 72: 3T aka TTT aka The Think Tank

Heya mutants!

Welcome to another round of Fallout Yesterday weekly updates.

This week our main focus were locations and new art required for those. We are doing quite good on that front and I am thinking of adding much more than what was planned into R4 - at least some extra exploration areas for you to loot and paint red with the blood of your enemies. We shall see how it goes! My vacation is coming up in 3 weeks so I'm just steamrolling forward during this month. After I come back, I will start putting everything together and see what goes into R4 and what is pushed for a later release.

Also, our team grew by one again! An artist specializing in drawing Vault Boy joined our ranks. He will handle the duty of bringing new Traits and Perks to life for your visual entertainment, ladies and gentlemen. 

The dev team is having a big meeting next Friday where we go over our progress, brainstorm, discuss any issues, our future plans and generally have a good time!

Looking forward to it and letting you know how it went.

Take care,

-PJ & Co

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Dev Diary 71: We need art, lots of art

Heya mutants!

This week has been all about art! As you can see from the attached screenshots, Rena Fox finished the ambulance 3D model and sent it our way in exchange for $150! A fair price for the best Fallout vehicle artist out there. He has done a great job with attention to detail and was quick about it. We will certainly commission more Fallout car models in the future from him!

To continue with our good news, two of our team members from 2014 teamed up with us again! :D They will help us with mapping, art, dialog proofreading, community engagement...

And to get them up and running I implemented lots of finished art for new locations into the engine. About 250 art pieces! You can't make dinner without the right ingredients as they say! Once we create these beautiful areas and have some fancy screenshots ready, you will be the first to see them.

In the upcoming week, I will go back to working on dialogs and helping new and old members figure out how to make use of our game dev tools in the best possible ways.

See you soon,

- PJ & Co

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Dev Diary 70: The legacy

Hello mutants,

here we are, another week behind us with some news on the progress! It was mostly an uneventful week but things got done!

We've commissioned a 3D model to be made from Leonard Boyarsky's ambulance concept art he made for Fallout 1 as you can see from the screenshots. The ambulance never made it to the final game but it's never too late. It will fit nicely in front of Dogtown's hospital ruins. The task of modelling this beauty was given to a talented and skilled 3D artist, specializing in Fallout cars, RenaFox. Once the 3D ambulance gets finished, we will inform Mr. Boyarsky of course :)

During the week, I was busy writing dialogs and wrote a total of 14! I am trying to do as much as possible over the next 5 weeks since I will be on my annual leave starting July 24th. I might be away for 3 weeks or even up to 6 weeks! Can't say for sure as it all depends on my everyday job and some deadlines I have, so my plans might change. During my vacation, the work on the game won't stop but the updates might be delayed.

Talk to you soon,

- PJ & Co

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Dev Diary 69: The Big Bang!

Hello mutants!

Hope you are doing great! As our team increased with new members joining, we spent the last week going over our "Statement Vision" document.

Inside, we wrote 11 statements that make Fallout Yesterday what it is. These go hand in hand with the ones from Fallout 1 vision statement, summing up to 25 total :D

Our meeting lasted well over 5 hours and we managed to discuss everything in great detail! We're all looking forward to our upcoming creative meetings and sharing our progress with you over the upcoming months.


Speaking of the progress, we worked on new dialogs for all locations slated for R4 release, CGI storyboarding/concepts, new nasty enemies have been added to the game, and new music is being composed!

As of this week, I'm starting to implement finished quests and code for all areas. There's lots of content to go over and it will take a couple of months. But this does mean R4 is in the final phases of development from my viewpoint.

We are on the lookout for any programmers that might join the team. Since I am the sole programmer, that is our bottleneck currently. Another dedicated programmer would make things go faster. So if you know anyone good at Fallout 2 modding, send them our way.


All the best and talk to you soon!


- Fallout Yesterday Team

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