Singleplayer Story Mode - Ideas/Development [Spoilers!]

Developer discussion of experimental fixes, changes, and improvements.

Moderators: Nexuiz Moderators, Moderators

Postby ai » Thu Aug 20, 2009 6:29 pm

Well, things kinda is getting off hand, or will if no structure is in place.
Before doing any more work whatsoever you'd need people to organize this. I don't know how many are actually willing to do a single player campaign. And those who are need assigned roles, meaning modelers, script writers, maintainers etc. What would be needed are people 'in charge' beyond the community. Like if the community doesn't care, doesn't know or doesn't respond to stuff then you'd need a way to decide. By decide I mean a majority vote and not based on only one persons views.

For now, there are no people in charge and things just go in all directions and there's just chaos. Actually, the only active person I see is Flying Steel.
Maybe there's just too little interest in this, if so, then it's just as well to stop.
Basically what would need to be done is assemble a team and integrate that team with the community so they know what goes on. And if anyone is thinking 'but this is a community project, anyone can contribute and so on and so fourth', true, but there needs to be a stable 'main' team otherwise it will only be a big hoop of jumble. As contributors won't necessary come, and if they do it can take a long time before they actually do something. Take Nexuiz for example, many people offered to do stuff and contribute many people just vanished, some actually did start something but in the end either forgot, ignored or stopped altogether.

That structure won't work so a solid one needs to be established. One main reason why I haven't even considered to contribute is just because of this lack of structure. I don't wanna waste my time with something that might never be finished as I also have other stuff to do and could be doing instead.

In my eyes, the single player campaign is but a pipedream so far. I would like to contribute but I'm too pessimistic at this time.
Last edited by ai on Fri Aug 21, 2009 8:08 am, edited 1 time in total.
ai
Forum addon
 
Posts: 2131
Joined: Sun Mar 05, 2006 3:54 pm
Location: Behind you

Postby Flying Steel » Thu Aug 20, 2009 7:37 pm

ai wrote:Well, things kinda is getting off hand, or will if no structure is in place.
Before doing and more work whatsoever you'd need people to organize this.


We have alot of stuff going on in one thread, but otherwise things are on the way to being about as organized as they can or should be, imo. I don't think we're going to end up with or need more than a handful of people working on this. Like 3-6 contributors.

I don't know how many are actually willing to do a single player campaign. And those who are need assigned roles, meaning modelers, script writers, maintainers etc. What would be needed are people 'in charge' beyond the community. Like if the community doesn't care, doesn't know or doesn't respond to stuff then you'd need a way to decide. By decide I mean a majority vote and not based on only one persons views.


A weighted system would be more fair, with the people contributing more getting more weight. Consensus is always best though.

For now, there are no people in charge and things just go in all directions and there's just chaos. Actually, the only active person I see is Flying Steel.


This is still in its early stages though. We just recently have a complete storyline proposal for folks to read through, I have some implementation details fairly organized as well and was just waiting a little while before posting it.

Maybe there's just too little interest in this, if so, then it's just as well to stop.


Be my guest, I am just of the opinion that interest can build up as I make it more "real" with content contributions, even if no one else helped. (But I am sure Sepelio and Vermin will, I also have confidence in tZork and Mircea as we get further down the line and I/we can give them specific tasks in order of necessity).

Basically what would need to be done is assemble a team and integrate that team with the community so they know what goes on. And if anyone is thinking 'but this is a community project, anyone can contribute and so on and so fourth', true, but there needs to be a stable 'main' team otherwise it will only be a big hoop of jumble. As contributors won't necessary come, and if they do it can take a long time before they actually do something. Take Nexuiz for example, many people offered to do stuff and contribute many people just vanished, some actually did start something but in the end either forgot, ignored or stopped altogether.


Thus the team assembles itself, as those who make and continue to make contributions or progress towards contributions will ultimately form the team. People who offer to help but vanish will obviously not be, and so it won't be a problem.

That structure won't work so a solid one needs to be established. One main reason why I haven't even considered to contribute is just because of this lack of structure. I don't wanna waste my time with something that might never be finished as I also have other stuff to do and could be doing instead.

In my eyes, the single player campaign is but a pipedream so far. I would like to contribute but I'm too pessimistic at this time.


Then my suggestion to you is just sit, watch and wait until you feel more confidence or have your suspicions confirmed by our progress or lack thereof, respectively. Maybe over the next month, three months or year even or never if we fail.

Wait until you feel inspired is what I am saying. I myself wouldn't be here working on all this and saying all these things if it wasn't for recent steps being taken forward made by other contributors, like the Camping Rifle, Jetpack, Spiderbots and Class Based Mutator. Without those things expanding the game in new directions and adding so much gameplay and visual power, I wouldn't be inspired enough to further this improvement and expansion trend of Nexuiz by furthering this story-driven-campaign project.
Flying Steel
Keyboard killer
 
Posts: 623
Joined: Fri May 08, 2009 9:13 pm

Postby Yoda almighty » Sat Aug 22, 2009 12:38 am

this is a great idea, and the story seems to be coming along well.

I would like to offer my assistance in any way i can. just let me know what you need done and i will do it ;)
Why has a developer ever needed any reason other than "it looks bloody awesome?"

-Archon
Yoda almighty
Alien
 
Posts: 151
Joined: Thu Aug 20, 2009 2:19 am
Location: somewhere in the void

Postby MC SE7EN » Sat Aug 22, 2009 2:35 am

A few problems pop up off the top of my head with the current story...

One of them is something I wonder every time I see any kind of sci-fi movie:


How did the alien species learn to speak any earth language at all, (let alone the fact that they happen to speak the exact one as the team sent through the Tunnel)?

It doesn't make any sense... There were a few other things, but apparently they were so minor that I forgot them. I'll let you know if I remember....

By the way, the starting gun on this game is awesome, and I'd love to see a similar weapon in Nexuiz as the default gun. It's probably my favorite starting weapon of all time....

http://www.youtube.com/watch?v=tP6q-0kcEs0
MC SE7EN
Alien trapper
 
Posts: 294
Joined: Fri Apr 10, 2009 8:56 pm

Postby Yoda almighty » Sat Aug 22, 2009 2:58 am

here's a tank concept i made. what do you think?

Image
Why has a developer ever needed any reason other than "it looks bloody awesome?"

-Archon
Yoda almighty
Alien
 
Posts: 151
Joined: Thu Aug 20, 2009 2:19 am
Location: somewhere in the void

Postby MC SE7EN » Sat Aug 22, 2009 2:59 am

Yoda almighty wrote:here's a tank concept i made. what do you think?

Image


very nice...very nice indeed... :shock:
MC SE7EN
Alien trapper
 
Posts: 294
Joined: Fri Apr 10, 2009 8:56 pm

Postby Yoda almighty » Sat Aug 22, 2009 4:08 am

thanks. i will keep working on it, adding more detail, etc.
Why has a developer ever needed any reason other than "it looks bloody awesome?"

-Archon
Yoda almighty
Alien
 
Posts: 151
Joined: Thu Aug 20, 2009 2:19 am
Location: somewhere in the void

Postby Flying Steel » Sat Aug 22, 2009 5:01 am

MC SE7EN wrote:A few problems pop up off the top of my head with the current story...
One of them is something I wonder every time I see any kind of sci-fi movie:
How did the alien species learn to speak any earth language at all, (let alone the fact that they happen to speak the exact one as the team sent through the Tunnel)?


The Exosilex have millenia of history researching and dealing with alien species, and they also have access to medium level Primordial computer systems. These things give them the equipment to be experts in xenolinguistics and rapidly build a basic translation of an alien species' language.

Furthermore, it is possible they captured and studied members of the first group, Night Cross, a while before the events of the campaign.

This is something relatively unique to the Exosilex- the other species have a difficult time communicating with Terrans, otherwise things might have gone differently.

Yoda Almighty wrote:this is a great idea, and the story seems to be coming along well.

I would like to offer my assistance in any way i can. just let me know what you need done and i will do it


How are you at texturing atm, bump mapping especially?

Nice tank, BTW. Is it tracked or hovering?
Flying Steel
Keyboard killer
 
Posts: 623
Joined: Fri May 08, 2009 9:13 pm

Postby Yoda almighty » Sat Aug 22, 2009 4:43 pm

the tank is a hover tank. ;)

and at the moment, i know how to do bump mapping and spec mapping. however, I have never been able to get it to work with blender's game engine. I am not very good at making textures though, and usualy download them from free texture sites.
Why has a developer ever needed any reason other than "it looks bloody awesome?"

-Archon
Yoda almighty
Alien
 
Posts: 151
Joined: Thu Aug 20, 2009 2:19 am
Location: somewhere in the void

Postby Flying Steel » Sun Aug 23, 2009 3:39 am

Yoda almighty wrote:and spec mapping.


In the Nexuiz world I think they call this gloss mapping, jsyk.

however, I have never been able to get it to work with blender's game engine.


That's too bad, can't get GLSL to work with my old GPU either.

I am not very good at making textures though, and usualy download them from free texture sites.


The alientrap devs are very strict about only including GPL or compatibly licensed content in Nexuiz, so you have to be careful when using material created by others that it is under such a license or else it can't be distributed with the game.
Flying Steel
Keyboard killer
 
Posts: 623
Joined: Fri May 08, 2009 9:13 pm

PreviousNext

Return to Nexuiz - Development

Who is online

Users browsing this forum: No registered users and 1 guest

cron