Singleplayer Story Mode - Ideas/Development [Spoilers!]

Developer discussion of experimental fixes, changes, and improvements.

Moderators: Nexuiz Moderators, Moderators

Postby Flying Steel » Sat Jul 25, 2009 12:47 am

ai wrote:Um, I'm not sure how far you've come in the modeling process of that mech thing, but the corners are way too soft, looks really odd. Harden them up.


Hmm, I had gone back and forth with myself over this. The reasons I had chosen the rounder look is because it seemed like it made the parts look more like they were cast or made in some futuristic way, to keep it from looking too angular even if I wasn't allowed a very high resolution normal map and to match up with Morph's art style he used for the weapons and spiderbots.

Here's a comparison of your's and my edge picks so there's some illustration to go on-

Image

Ultimately, the appearance of the above two versions is determined entirely by the normal map, and I can make both versions' normal maps very easily so either way you can have the look you want.
Flying Steel
Keyboard killer
 
Posts: 623
Joined: Fri May 08, 2009 9:13 pm

Postby KillaGrunt » Sat Jul 25, 2009 1:31 am

If you ask me,the rounder one looks better.
Image
KillaGrunt
Alien trapper
 
Posts: 315
Joined: Fri Jun 27, 2008 3:35 am
Location: In your X-Box 360 playing halo

Postby Flying Steel » Sat Jul 25, 2009 3:04 am

KillaGrunt wrote:If you ask me,the rounder one looks better.


Yeah I have to agree, I still like the rounder look better even though ai's suggestion would create a more modern-realistic style. The rounder edges make it look more integrated and consistent somehow.

And you can feel free to consider yourself asked about all these things, btw. Same thing for Sepelio, ai and anyone else who decides to take the plunge through the spoiler warnings. :)
Flying Steel
Keyboard killer
 
Posts: 623
Joined: Fri May 08, 2009 9:13 pm

Postby MC SE7EN » Sat Jul 25, 2009 3:10 am

i agree..the rounder edges give it a more advanced feel.. more organic, more intelligent.. more like something that could think intelligently and hunt and kill you, rather than something that just follows programming to find you and uses programmed battle systems..just imo.. maybe im thinking into it too much.. :D
MC SE7EN
Alien trapper
 
Posts: 294
Joined: Fri Apr 10, 2009 8:56 pm

Postby MC SE7EN » Sat Jul 25, 2009 3:23 am

one thing unrelated to modeling topic is the script..profanity specifically..yes, its a gritty, bloody FPS, but i think if there is a lot of profanity and whatnot, you could lose a part of your player-base (is that even a term?)..you want to be careful not to do something that could cause people to avoid/stop playing the game. all kinds of people of all ages play nexuiz, and more will play in the future. i mean, sure people may be offended by the gibs, but those can be turned off..just something to take into consideration...

and while we're on the topic of the script, will you be using audible text for dialogue or are you doing it in text? (i highly discourage text..but idk how well audible speech can be incorporated into the current system)




oh, btw...

Hi, I'm Mike and I don't model or map or program or anything, but I don't mind writing/scripting or whatever kind of other work needs help. I actually used to do a little writing and scripting, not for any companies or anything, but I always thought a game would be fun thing to script (even thought about offering to help a guy I know out once when he designed/built an FPS, but decided against it). Let me know if there's anything I can do/help with.

Wow, that sounds entirely too formal... :?
MC SE7EN
Alien trapper
 
Posts: 294
Joined: Fri Apr 10, 2009 8:56 pm

Postby Sepelio » Sat Jul 25, 2009 5:54 am

Its like a job application hehe.

I plan on working on a design or two for one of the "maintenance corridors" at some point. I figure something dark and gritty obviously. Perhaps some realtime lighting as well for extra fun.

I feel because of the scale some should be large enough to hold vehicles due to distance while others will simply have to accomodate person sized objects. Evidently those more abandoned will need more things "broken" as well. I look forward to it.

EDIT:

I just read this on /. and it may be of interest:

http://games.slashdot.org/story/09/07/2 ... ?art_pos=6

http://oceanquigley.blogspot.com/2009/0 ... -maya.html

Sadly it sounds like the EULA is very restictive.
Possibly not the worst mapper in the world.

A blog of random pish:
http://xeno.planetnexuiz.com/blog/?author=5
Sepelio
Forum addon
 
Posts: 1101
Joined: Tue Jun 27, 2006 7:57 pm
Location: Scotland

Postby Flying Steel » Sat Jul 25, 2009 2:52 pm

Sepelio wrote:I plan on working on a design or two for one of the "maintenance corridors" at some point. I figure something dark and gritty obviously. Perhaps some realtime lighting as well for extra fun.

I feel because of the scale some should be large enough to hold vehicles due to distance while others will simply have to accomodate person sized objects. Evidently those more abandoned will need more things "broken" as well. I look forward to it.


That's how I had imagined it too.

I think the level building workflow might be easiest and most efficient if a 'rough' map is made at first so that it can be modified here and there for balance and playtesting, and then once it is working okay, we start sending custom models and textures to it from blender and gimp.

Another idea that could help integrate the campaign into the rest of the game, is if levels or sections of levels from the campaign are made so that they will (maybe with some tweaks) also work as maps for standard multiplayer gametypes.

I just read this on /. and it may be of interest:

http://games.slashdot.org/story/09/07/2 ... ?art_pos=6

http://oceanquigley.blogspot.com/2009/0 ... -maya.html

Sadly it sounds like the EULA is very restictive.


Typical EA. :roll:
Flying Steel
Keyboard killer
 
Posts: 623
Joined: Fri May 08, 2009 9:13 pm

Postby mand1nga » Sat Jul 25, 2009 2:55 pm

I think I saw something like the 1st model on a sex shop :twisted:
mand1nga
Alien trapper
 
Posts: 321
Joined: Mon May 12, 2008 12:19 am

Postby Flying Steel » Sat Jul 25, 2009 3:18 pm

mand1nga wrote:I think I saw something like the 1st model on a sex shop :twisted:


You must have very exotic needs. :P
Flying Steel
Keyboard killer
 
Posts: 623
Joined: Fri May 08, 2009 9:13 pm

Postby ai » Sat Jul 25, 2009 4:12 pm

@Flying Steel:
Ok, I've read the whole story and stuff and I gotta be honest. I'm confused like a hell hole. I have no idea what is going on in that story. All the different names and species, their interactions with each other and the arena thing (which btw when I read about the first time I felt my heart drop out of my body, meaning I didn't like it) it's like 'ah goddiege goo goo' in my head. :P
I mean, it's not bad per se, just that I have absolutely no idea what is going on. I suppose only smart people are able to follow your story, I'm not one of these species.

But I gotta say, I liked the story up till the Encounter Era, but the Trial Era and the rest need a total re-write IMO. I definitely didn't like the arena part, and the rest I just couldn't understand by the life of me. Also, I vote for another name for the 'Crusilex', what are that, a species or an empire? I think it sounds too close to crucifix and I don't think it would be good to have anything that sounds close to a religious thing.

However, before continue on I need to know the answer to this question: How is the single player campaign gonna be? Is it going to be UT style, i.e. arena matches (deathmatch, tdm, ctf etc.) or is it gonna be a 'real' (so to speak) single player with a linear approach, a.k.a. Half-Life, Prey, Farcry, Killzone etc.?
Cause the thing is, I don't want to be a part of anything with arena style single player campaign, I want to help in creating a real single player campaign. The reason being, I don't think arena single player is a true single player game, it's just 'online play' but offline with bots i.e. boring.

PS. I will read more indepth the whole thing, from start to finish and see if there is something that needs changing, I've been just reading straight down once, I bet I missed something.
ai
Forum addon
 
Posts: 2131
Joined: Sun Mar 05, 2006 3:54 pm
Location: Behind you

PreviousNext

Return to Nexuiz - Development

Who is online

Users browsing this forum: No registered users and 1 guest

cron