Gojira’s Revenge is a mod for Fallout: New Vegas that I created as an homage to the popular Godzilla franchise. The quest is all about taking back a hidden research facility from the monsters (usually large, and always radioactive) that recently escaped their confines, including the mightiest of all radioactive monsters: Gojira! Players shrink down to explore underground sewers systems, suit up with the mythical Oxygen Destroyer weapon, and travel through the facility and on to eventually square off against Gojira himself.
- Engine: G.E.C.K. for Fallout: New Vegas
- Map Type: Single-player RPG quest
- Dev Time: 110 hours over 1.5 months
- 5 New enemy types, including a boss
- 1 Custom weapon and ammo type
- 3 Unique NPCs with branching narrative options and over 100 lines of dialogue
- 5 Unique areas, each with its own visual theme
- BIG Monster Action: Capture the enormity of those classic monster movies by making the facility feel massive, pitting the player against foes large in both number and scale, and shrinking the player at times to make some encounters feel even more imposing
- Radioactive Game Additions: Make new monsters, weapons, and events that fit within both the Fallout and Godzilla universes
- Living, Godzilla-inspired World: Create a quest that features the names, monsters, and even the weapons of the iconic series in an environment that feels alive
What Went Right:
- The breadth of new monsters made the level exciting and unique
- Scripting led to a number memorable moments of big action
- Storytelling, both through the environment and through the dialogue, painted a vivid picture of the area
What Went Wrong:
- Going outside of the standard Fallout look limited the number of useable assets
- The quest design led to a fair amount of backtracking
- Some encounters proved too difficult, sometimes because of the danger of the Oxygen Destroyer
Gojira was one tricksy monster during the course of development. No matter what I did, he never seemed to stay within the confines of the facility; he just loved to teleport around the world and inexplicably kill NPCs.
One day, in utter despair and frustration, I placed blocking volumes around every possible surface Gojira could walk through in hopes of containing the beast. While testing, I walked outside the facility to finish the quest and kill Gojira, but he was nowhere to be found–not even in any of his usual teleport places. Perplexed, I started floating around the world looking for him when I saw the beast poke his head up over the side of the mountain, smile, and then proceed to run out into oblivion–breathing fire all the way.
I eventually contained him by connecting the inner and outer facility nav meshes with a water nav mesh in an out-of-reach place (to prevent teleporting between the previously disconnected nav meshes both inside and outside the facility walls), but I’ll never forget the little guy’s ever-valiant attempts at freedom.
For me, the biggest draw of Godzilla was its wide range of monsters with diverse abilities, something that’s reflected in the five unique monsters types in this level. They ranged from close-ranged to distance, and they all help prepare the player for the final confrontation with Gojira himself.
An inherent drawback of the quest’s design is that it requires a bit of backtracking to complete both the main and side quests. But rather than redo the concept completely, I created a system that spawned an increasing number of Gojira Babies to make the backtracking an interesting and memorable experience.
Fighting an enormous radioactive gecko certainly helped with my goal of creating big monster action, but I didn’t want it all to come just at the end. To keep that big scale throughout the quest, I incorporated a shrink mechanic to part of the quest, and I added a unique side quest that players must complete as a tiny person.
Weapon of Monster Destruction
In the Godzilla mythology, there is only one man-made weapon that has ever killed the great lizard: The Oxygen Destroyer. It seemed only fitting that I follow suit. I wanted to create a weapon that felt powerful enough to take the great beast down, and setting the quest in a facility that specialized in creating experimental weapons fit perfectly for that scenario.
I created the Oxygen Destroyer off of the tesla cannon prototype, with a few notable differences:
- Applied the alternate orange skin to the weapon
- Increased its damage, effective range, and area of effect
- Completely changed the projectile, ground impact effect, and enemy impact effect to make it appear as if the weapon was turning oxygen into solid mass with a thunderous explosion
- Created a script that sets player proficiency with energy weapons to 100 whenever players equip the weapon