Boulder design document / 5 This is part 5 of the Boulder design document for " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . Scripting . General . There are some general scripting issues . . . Town - Specific . There are some important things to consider for towns . . . Cool Shit . The Cool Shit section is just that — what ' s cool about this area ? For starters , you should be able to say in one or two sentences why a player would remember this location . If you were a player , what would make you want to " play " this location ? What would make you " glad " you played this location ? This section should include the following technical details : Task List . The Tasks section is a list of all the work that needs to be done for the area . It is a good summary for the producer , other designers , artists , and programmers as to what has been done in the area , who to check with if you have questions about certain tasks , and so on . This section is only useful if it is used . If we ' re several months into the project and no one has been using it , then it will no longer be used or updated . There ' s no sense in wasting time doing additional bookkeeping if it ' s serving no purpose . Sound Requirements . The Sound Requirements section is intended to cover every conceivable audio question you ' ve had to answer for an RPG in the past . What follows are the descriptions of these categories ; actually list your sound needs in the chart at the end of this section . Music . The music breakdowns depend on the game . In " Fallout 3 " , we will most likely be going with music themes tied to areas , which is in keeping with the previous games . Be sure to include your preferences for these themes in the document so Adam Levenson has something to work off of . . . even if it ' s just a starting point for a debate . Basic SFX . An area ' s going to need sound to make it come alive . Some basics : Note : If a sound needs to be scripted , include the ID of the sound here - check with Chad if you don ' t know what I ' m babbling about . Environmental Sounds : Wind , weather , settling rocks . Item - Specific Sounds : Glance through your area , see if there ' s any items that might need sounds to complement their presence : the humming of generators , crackling of fires , buzzing of neon signs , and so on . Wildlife Sounds : Wolves howling , birds chirping , crickets , hissing of rattlesnakes . Do not include human voices in this category ( that ' s covered in " Walla , " below ) . Business Sounds : Any SFX tied to businesses or merchants in the area ( sound of a tractor in the distance , a trash compactor crushing metal , gunshots from the rifle range , roaring of a plane from an airport ) . Living Sounds : Any SFX tied to everyday life in the area ( tolling of a church bell , sound of a basketball on asphalt , car engine coming to life , chopping of wood ) . For every sound effect you want , be sure to include : Distance : The distance you expect the sound effect to be played at . Time - Dependent : Is the SFX tied to a time cycle ? Does a factory stop crushing metal cans at night ? Is a neon sign turned off during the day ? If so , audio needs to know . Any Walla ? Is there any walla that needs to be done for the locations ? This is much different from sound effects , because a voice actor must be employed to do the lines . See " Walla " SFX , below . The basic chart for SFX would be as follows : Room for Improvement . Also be sure to include hooks for " room for improvement . " This section may change depending on how Ferret thinks it should be organized . Room for Improvement : This is how the location can " change , " not necessarily " develop , " so this may need a new title or heading . Things such as some tiles getting " rebuilt / ruined , " more people appearing ( disappearing , or dying ) on the map , trade relations with other settlements , and so on – again , for good or ill . Keep in mind the reactivity of the area is the most important thing – the player should feel like he ' s making a difference , and he should be able to see it . Here ' s some transcribed stuff from the Denver document : Fix stuff so ZAX can finish : With this taken care of , things will get back to the level of able - to - catch - up in the dome . Heal the Scientists : With help from the Nursery , they ( like other victims of the New Plague ) can be cured , allowing them to leave the dome and head to civilization , though they might be happy to stay here if there were more people . Get Rid of the Jackals : These cannibal bastards make life in Boulder a thing of constant fear . Kill the Jackals and the domepeople have much less to worry about . Establish Trade With Denver : With regular supplies from Denver , the scientists will be able to get more done and create other things , making it easier for the PC to trade for the stuff they want . End Movies . WHERE TO GO CONDITIONS 1 . Boulder Nuked ( WTG ) 2 . ZAX dies , Jackals invade , meltdown ( WTG ) 3 . ZAX dies , meltdown , Three Deaths Rock ( WTG ) 4 . ZAX dies , scientists fail , everyone dead or sleeping ( WTG ) 5 . ZAX lives , scientists fail , everyone sleeps ( WTG ) 6 . ZAX lives , Nursery cure dome abandoned ( WTG ) 7 . BOS takes over ( WTG ) 8 . Sleep through the holocaust ( mystery ending ) ( WTG ) 9 . Sleep through the holocaust ( Presper ending ) ( WTG ) 10 . Sleep through the holocaust ( ghoul ending ) ( WTG ) Random Notes . This section is just for random notes you ' ve made on the location - brainstorming ideas or whatever . It ' s like a word junkyard for stuff you might use or might not , but you haven ' t ruled them out yet . Appendix . Include a summary of changes you ' ve done in a document at the end , and dump it into the Source Safe comments , if you can . Chances are , you ' ll have to email this information to certain people on the team , so it ' s worthwhile to record here . 08 - 22 - 03 – finished except for quest states and journal entries 06 - 25 - 01 – Fallout Location Template document created . 06 - 28 - 01 - Added comments from Steve Bokkes ( QA Quest List ) , Dave Maldonado ( Appendix and Item and Character Summaries ) , and Feargus ( Quest Importance and Scope ) . Added spawning and difficulty level information to the Scripting section as well as an " estimated play time " entry into the Area Summary section . 07 - 09 - 01 – Added comments from Dave Maldonado and added " character ' s sex " ( male / female ) to the location checklist . 12 - 24 - 02 - Added Emotional Porn and Random Notes section , straightened up the document , reformatted some tables . 1 - 11 - 03 : Added PIPBoy functionality to carrots , added timeline information to history . 5 - 30 - 03 : Added all the designer comments , including comments from the scripters .