Welcome to another one of our Hardcore Mechanics posts! This time we will be focusing on three systems: Hunger-Thirst-Sleep, Diseases, and Temperature.
Welcome to the first part of our new series of blog posts! In this series of multiple posts, we will be uncovering how we will be handling an aspect of the game that we have had quite a few questions about: Hardcore mechanics.
So far we have shown you some concepts of weapons and armors, some of the finished models with proper lighting, and talked about our reasoning behind our design of the weapons. Now we think it would be time to see them in action!
Within the story of Fallout Equestria, addiction played a very heavy role. However, due to the simplistic nature of Fallout’s addiction system, capturing that feeling of dependency that LittlePip suffered from is not really possible. This is why we have reworked the system into two parts; dependency and withdrawal, to put a greater emphasis on risk and reward. We’ve added a bit more realism on the drugs themselves.
Magic is one of the core tenets of Fallout: Equestria, with most, if not all, of the species using it in one way or another to survive. In our game, you will be able to learn a multitude of unique spells, each with their own unique upgrades and play styles. While there are limitations and restraints in the magic system, it will allow you to be to become a powerful unicorn, if you so choose.