NEW Single Player Mode

Developer discussion of experimental fixes, changes, and improvements.

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Would you like a story mode?

YES
26
74%
NO!!!!!
5
14%
Doesn't Matter
4
11%
 
Total votes : 35

Postby Sepelio » Fri Jul 10, 2009 5:50 pm

Flying Steel wrote:I think that a story driven campaign would be a great addition to the game at some point in the future. In fact, having a good backstory could help solidify the game's feel and direction.

But there currently isn't a foundation for a story driven campaign. The game needs more gameplay features and content, imo. The class based mod, vehicles, turrets, new weapons, jetpack and hook, onslaught and assault, these can form a solid foundation for a campaign (in addition to making the game alot better in general) but they are still works in progress atm.

Otherwise you just have a string of repetitive deathmatches strung together through a weak storyline that by some plot device revolves around said deathmatches.


Either way a campaign is going to end up very linear and scripted I don't think theres many ways round it. Within a very short time today I was able to come up with a plot outline thats probably pretty similar to a lot of other games but still highly adaptable.

I think the main thing that would make an interesting campaign in such a heavily scripted environment is going to be varied settings and interesting characters.
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Postby Flying Steel » Fri Jul 10, 2009 5:57 pm

Sepelio wrote:Either way a campaign is going to end up very linear and scripted I don't think theres many ways round it.


Probably, but there is the possibility of making something more dynamic.

Anyway, I'm talking more about what you can do inside each level or mission, than about how you get from one to the next. My thinking is if there are enough things to do gameplay wise, the campaign won't get repetitive and boring and you can also make a more believable and complex storyline to tie it together.

Within a very short time today I was able to come up with a plot outline thats probably pretty similar to a lot of other games but still highly adaptable.


Cool, let's hear it.
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Postby Sepelio » Fri Jul 10, 2009 5:58 pm

Its not developed at all but this is what I jotted down when I was on the John:


Three sides to conflict

Initially between 2 large empires

You start as an officer in charge of a ship, but are stripped of rank after allegedly "destroying" a civilian transport or some such

Posted to a far out backwater colony

Soon strange sightings occur, outposts destroyed

Third side. Some big bad enemy that washes over everything in its path.

Have to discover what it is, blow stuff up along the way.

Pushed back to the central worlds, same for initial enemy who are suffering the same problem.

A ceasefire and soon an alliance is called against this unstoppable force

Fighting back, discover an alien planet with wrecked remnants of a civlisation. Holds the key to defeating enemy.

Have to defend it from destruction (onslaught anyone?) then use it against them.


Thats all. Its easily moulded into something more interesting. In terms of non linearity we could always have decision trees leading to different missions.
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Postby tundramagi » Fri Jul 10, 2009 8:20 pm

How about you start off in a randomly generated cathedral, and decend down through randomly generated catherdral vaults, crypts, caves, mines, lava places then up through randomly generated ivory towers, fight in randomly generated mountains, ice levels, randomly generated ancient libraries etc?
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Postby Flying Steel » Sun Jul 12, 2009 2:17 am

Sepelio wrote:Three sides to conflict
Initially between 2 large empires
You start as an officer in charge of a ship, but are stripped of rank after allegedly "destroying" a civilian transport or some such
Posted to a far out backwater colony
Soon strange sightings occur, outposts destroyed
Third side. Some big bad enemy that washes over everything in its path.
Have to discover what it is, blow stuff up along the way.
Pushed back to the central worlds, same for initial enemy who are suffering the same problem.
A ceasefire and soon an alliance is called against this unstoppable force
Fighting back, discover an alien planet with wrecked remnants of a civlisation. Holds the key to defeating enemy.
Have to defend it from destruction (onslaught anyone?) then use it against them.

Thats all. Its easily moulded into something more interesting. In terms of non linearity we could always have decision trees leading to different missions.


That'd work, I'd buy it and enjoy it. Don't care if it's been done before as long as it is fun. I mean, just about everything has been done before sometime in history, but that doesn't stop people from playing RL. :)

Anyway, this is the story and universe I had thought up for Nexuiz recently:

Campaign Storyline Idea wrote:In the near to not so distant future, Humanity's sublight space exploration uncovers on/around a nearby world, an ancient alien device of unknown purpose.

The team of scientists sent to study this artifact activates it during one of their experiments on it and the device creates a massive wormhole/teleportal nearby. Afterwards they learn that the device was a pandora's box- it is just a beacon for whatever has created and maintained the portal and as such there is no way to close the portal locally.

Faced with the sudden and very uncertain situation, the Military is sent in and takes over the site. They send a recon team of well equipped soldiers and scientists through the portal. But the team never returns. Plans are prepared for sending a second team, but with no proof travel through the portal is even survivable, official authorization is never granted.

Instead, a black operation is put in motion. An entire squadron is assembled from mercenaries, test subjects, criminals and volunteers with no living relatives, and over the next few months trained in basic astronautics and various combat roles. Then equipped with the latest and most advanced gear and the promise of riches, pardons and glory upon their successful return, the squadron is sent through the portal.

They're mission is to uncover the whereabouts of the first team, discover the source of the portal, but most of all return back with any reconnaissance at all.

(If it isn't already obvious the campaign follows this second expedition and its major characters.)

Upon reaching the other side, the second team finds itself somehow scattered over kilometers of the surface of a dyson sphere of similar alien construction to the portal beacon, surrounding a small bright star and a system of a few terrestrial planets. But the awe is soon broken when it is discovered that the portal cannot be reentered- it seems that it was a one way ticket.

And as your party tries to regroup with the others, things go from bad to hellish as a thousand strange noises begin growing in the distance while unrecognizable shapes appear over nearby highground. Seconds after lightning, fire, detonations, strike all around, coming from the strange forms now approaching rapidly from around, above and then underneath through the structure itself under your feet. Those who last long enough to do so, flee anyway they can and you allow with them, eventually losing the attackers in the liquiducts, maintenance labyrinths and literallly endless tunnel ways.

The campaign plays out from there as you and your party travel the place, both above and below its surface, journey through portals and space to other worlds and back, along the way reuniting with other surviving bands of your party as you follow the trail of the first team to find a way out of this celestial hell.


Of course there's alot more I either left out or would still need to work out more, but there's enough material for twists and turns over this and two other follow-up campaigns, with plenty more room for still further campaigns if it ever went that far.

The basic idea though is it is kind of combination of elements from other well done games, movies and books mixed up finely enough for it to be fresh and also explain the gameplay.
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Postby Sepelio » Sun Jul 12, 2009 2:33 am

I like it, theres lots to do there and it meshes in with my outline nicely too!

I think we should continue to develop a plot then see where it goes. Maybe at least get things designed so that they CAN be implemented whenever suitable means/scripting etc. comes around.
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Postby Flying Steel » Sun Jul 12, 2009 4:28 am

Sepelio wrote:I like it, theres lots to do there and it meshes in with my outline nicely too!


Cool.

I think we should continue to develop a plot then see where it goes.


Agreed.

Maybe at least get things designed so that they CAN be implemented whenever suitable means/scripting etc. comes around.


In case such implementations are very slow to come, as a fallback we could also use the UT3 model, where cutscenes tie together what would otherwise be a series' of deathmatches, CTFs, Onslaughts and such.
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Postby Ubuntoz » Sun Jul 12, 2009 8:21 am

it will be nice to create a simple SP mode like serious sam with many monsters with no AI :lol:

only wondering :?
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Postby Kay » Sun Jul 12, 2009 8:45 am

or something like doom, with a start and an exit
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Postby Fisume! » Sun Jul 12, 2009 8:49 am

Add a story mode and you have a completly different game -.-
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