Singleplayer Story Mode - Ideas/Development [Spoilers!]

Developer discussion of experimental fixes, changes, and improvements.

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Postby Yoda almighty » Sun Aug 23, 2009 4:07 am

yeah, I made a mistake like that once. (I used textures in one of my games that was not free to use). so i deleted all of them and started over.

now I make sure that any textures or models I download are free to use. even if I never use them.

I did download a program called filter forge, but I need to learn how to use it.

and here's a possible weapon I made
Image
:p
Why has a developer ever needed any reason other than "it looks bloody awesome?"

-Archon
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Postby Lee_Stricklin » Sun Aug 23, 2009 3:01 pm

When people say the Alien Trap developers are strict they mean STRICT. EVERYTHING in official releases has to be compatible with GPL.
I have left this website with the rest of the GPL Nexuiz community. You can find us at Xonotic.org
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Postby Yoda almighty » Sun Aug 23, 2009 7:12 pm

Lee_Stricklin wrote:When people say the Alien Trap developers are strict they mean STRICT. EVERYTHING in official releases has to be compatibleP with GPL.
.

Ok. I will try and make the textures for the tank myself. Is there anything special I have to do to release what I make under GPL? Or do I just state it in the post?
Why has a developer ever needed any reason other than "it looks bloody awesome?"

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Postby ai » Sun Aug 23, 2009 7:56 pm

Nothing special, just state that you release it under GPL. If you wish, you could even include a .txt file with the GPL license text in it, but it's not necessary.
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Postby some-guy » Sun Aug 23, 2009 10:38 pm

Yoda almighty wrote:
Lee_Stricklin wrote:When people say the Alien Trap developers are strict they mean STRICT. EVERYTHING in official releases has to be compatibleP with GPL.
.

Ok. I will try and make the textures for the tank myself. Is there anything special I have to do to release what I make under GPL? Or do I just state it in the post?

Include a copyright notice and (optionally) a copy of the gpl
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Postby Flying Steel » Fri Aug 28, 2009 3:01 am

Alright, so now that everyone has had time to review the previously posted storyline draft, let's move on to implementation. Here is a table showing the 23 levels of this proposed campaign:

Image

Key:

(The level number and name should be self-explanatory.)

Game Type Base is what basic gametype that level uses for victory conditions or such. Alientrap approval and the level of support we get from community coders will determine how many campaign-mode-specific changes can be made to these gametypes to create more of a campaign kind of experience. See notes below.*

No Respawn means the player getting killed once on that level means game over, otherwise he is allowed to respawn on that level like in the campaign from Battlefield 1942 or Unreal Tournament 3.

Class Based means a Class Based Mutator will be used so that the player and other combatants play with different movement physics, weapons, health and armor, otherwise the default Nexuiz physics are applied to all.

Usable Vehicles means there will be vehicle(s) available for the player to pilot on that level, otherwise not.

Objective Description is a brief summary of what the player is supposed to accomplish on that level to succeed.


*Gametype Notes:

Assault levels are meant to be the backbone of the campaign and provide a "traditional campaign" experience, wherein the player's objective is to make it to the end of the level. This gametype might also offer us a built in checkpoint system, which is a very important feature for a campaign.

Survival levels are won simply by surviving until time runs out. Alternatively, we could make these Assault levels where the player is on the defending team, and must hold off the enemy from taking all the ground before time runs out.
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Postby ai » Fri Aug 28, 2009 8:51 am

Flying Steel wrote:No Respawn means the player getting killed once on that level means game over, otherwise he is allowed to respawn on that level like in the campaign from Battlefield 1942 or Unreal Tournament 3.

I thought we didn't go with a UT3 style game. See, this is why I feel it's lacking in organization. I don't know what has been decided, who decides and what is actually going on. I suppose I'm more of a 'has-to-have-a-plan' kinda guy than just 'diving-in-and-do-stuff'. I've spent my youngers years being rash and unorganized and got nothing really done. I suppose it's just me who has to have a stict guide on what's going on.

Oh well. I will take my leave from this single player thing till, and if, things change. But best of luck to you guy(s).
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Postby Flying Steel » Fri Aug 28, 2009 4:33 pm

ai wrote:
Flying Steel wrote:No Respawn means the player getting killed once on that level means game over, otherwise he is allowed to respawn on that level like in the campaign from Battlefield 1942 or Unreal Tournament 3.

I thought we didn't go with a UT3 style game.


Look at the chart, most levels are not UT3/battlefield style, but some are (I call them "Squad Levels", where you play as a squad instead a particular character). I have made these part of my proposal because it offers a number of advantages.

But it all depends on what kind of support we get, if you are right about the dev team being against a full single player campaign for example, then making a UT3 campaign should be alot more palatable to them, since Nexuiz' current campaign system is like that but without any storyline at all tying the levels together.

See, this is why I feel it's lacking in organization. I don't know what has been decided,


Nothing, yet.

who decides


Those who contribute to making it happen. Those who contribute more, decide more.

Though making it fit in official Nexuiz is also an important consideration.

and what is actually going on.


I have just completed a fairly detailed proposed draft of a campaign story and now the level/gameplay structure overview. I am waiting for those capable and willing to make a story based campaign happen to give their feedback, accepting or rejecting all or parts of my proposal.

At the same time, I am working on some visual and audio content for this campaign proposal, in the background.

I suppose I'm more of a 'has-to-have-a-plan' kinda guy than just 'diving-in-and-do-stuff'. I've spent my youngers years being rash and unorganized and got nothing really done. I suppose it's just me who has to have a stict guide on what's going on.


Well I spent my younger years waffling between too much of the former and then too much of the later, so now I am a 'diving-in-and-do-a-plan' type. :)

Oh well. I will take my leave from this single player thing till, and if, things change. But best of luck to you guy(s).


Thanks.
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Postby ai » Fri Aug 28, 2009 5:50 pm

One thing though, I think it's bad to mix 'no respawn' and 'respawn' levels. It's too confusing and it's basically diving two groups of people. Instead of making something really good, people like to throw things in which are a bit of everything, and such games never succeed. Hellgate London is one example, there were a few more which I don't remember right now.
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Postby Flying Steel » Fri Aug 28, 2009 6:35 pm

ai wrote:One thing though, I think it's bad to mix 'no respawn' and 'respawn' levels. It's too confusing and it's basically diving two groups of people.


I don't think it would divide people, since most I think are used to and appreciate both kinds of gameplay and a combo might offer a refreshing change of pace. . .

But you could be right about it confusing people, switching back and forth between the two.

Ultimately though, I think this respawn issue could all be decided by what kind of support we get or don't get from the dev team and coding community, as a UT3 style campaign would take a good deal less effort to implement, while on the other hand there might be alot of skilled people wanting to make a more traditional style campaign.

Instead of making something really good, people like to throw things in which are a bit of everything, and such games never succeed. Hellgate London is one example, there were a few more which I don't remember right now.


I have to disagree with this in a more general sense, I find that at least half of the best games of all time did not fit into a genre or sub-genre.

What would Battlezone 2 be without its action-strategy combo gameplay and diverse playable units. What would Halo be without its vehicles? What would Starflight or Star Control 2 be without their combination of RPG/Adventure and Action elements?

And Nexuiz is or is becoming a similar type of thing with all these great new features, methinks.
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