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

Tue May 06, 2008 11:43 pm

  • I know this is a big want, but I am wanting to try and mod nexuiz (more like a conversion or complete add in) so that it includes a sort of story mode. There are a lot of free games available online but none with graphics like this I think it would be great to make a VERY different story mode. I don't want to Halo replica that would stink. Is there anyone interested in this and/or helping with this large undertaking.
    jordanaustino
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Wed May 07, 2008 5:33 am

  • I've likewise had ideas for something like this before, but I definitely don't have the kind of talent that would be required to pull it off well.
    Shoe
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Wed May 07, 2008 9:22 am

  • Everything I could provide atm are concepts and (2D-)graphics of any kind. I'm no use in coding.
    What would be your idea of a story mode? Something like UT3? And what would the presentation look like?
    I was playing this little game called Lugaru for a while. This guy was using a very simple textbox mode for any kind of speech during the story mode. Story was nothing too special, but it was enough to give me a reason for serious asskicking :P We have some good voices around, I suppose. Still, with voices it's a huge problem not to sound cheesy. Maybe something comparable to the first Hitman title. A mission briefing before the actual match. Like, this is your next challenger, dude: [BOT]Sensual... Do your best, or you'll be out of the tournament.
    Kind of...
    Imho the singleplayer part has to become more important. Like the guys at Epic Games mentioned: there were actually more people playing UT2k4 with bots than in multiplayer online. That's why they improved singleplayer for UT3. Never played that though. Mac version is coming late, as usual...
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    HarryButt
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Wed May 07, 2008 1:26 pm

  • There does appear to be a lack of decent single player games in the FOSS world. However creating the content for such a game is a mammoth task. Particularly in the mapping sense since SP maps tend to be large and detailed.

    So long as the story isn't told through cutscene spam like in D3 then I'm all for a story-based SP mod. IHMO what would be really sweet is where the player uncovers the story by interacting with the environment in the game.
    Taiyo.uk
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Wed May 07, 2008 2:41 pm

  • Well, I've been playing Nexuiz for too long, for me it doesn't matter and I don't think I would give it a try.

    I think Zymotic (the next Alientrap game) will contain a story however, no? I consider Nexuiz pure MP and its campaign more like a poor kind of tutorial which would be worth to be worked on.
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    Urmel
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Wed May 07, 2008 3:00 pm

  • I was thinking something similar to a Tom Clancy game except far more sci-fi. I understand that this will be a huge undertaking and wanted to make sure there would be a group of people to support it. I was also hoping I could get a group of people to help with the development.
    jordanaustino
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Wed May 07, 2008 3:18 pm

  • jordanaustino wrote:I was thinking something similar to a Tom Clancy game except far more sci-fi.
    Nah, I don't think that Tom Clancy and bunnyhopping is a good combination. You shouldn't change ingame mechanics, for they're working pretty well for now. Personally, I would only try to accomplish the stuff, we have already.
    Do you really want mission-based gameplay? In a game, where the maps are closed deathmatch arenas with no doors and windows? :P My idea was more of an interstellar sports event.
    What could be done are tutorial-styled games, like in the first UT. "Welcome to Unreal Tournament Combat Training. [...] In 'Capture The Flag' your goal is to steal the enemies flag while defending your own from being stolen." etc etc etc
    This would actually give the people a faster understanding of the game imho. And that's basically what the singleplayer is for in Nexuiz afaik.
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    HarryButt
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Wed May 07, 2008 6:41 pm

  • Taiyo.uk wrote:There does appear to be a lack of decent single player games in the FOSS world. However creating the content for such a game is a mammoth task. Particularly in the mapping sense since SP maps tend to be large and detailed.


    Sadly the darkspace engine needs precompiled maps. Because if it would not, we could somehow create random generated maps (hellgate london) and such things, and the task would be smaller, at least, it would ask less from the artists, but more from the programmers. But there are more programmers in the FOSS world than there are artists.
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Wed May 07, 2008 7:47 pm

  • The really detailed maps are nice and I like working on the artwork. There is no doubt that this will be a large undertaking and take a long time. I'm thinking that maybe we could add some weapons into the game, we could use some of the existing artwork available on the site. I was thinking mission based with some really unskilled bots, so you don't die as quickly. the maps would just have to be a little more closed in we could edit the existing maps. If anyone has any other good ideas, I just want something with more of a plot.
    jordanaustino
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Wed May 07, 2008 9:40 pm

  • Sounds like a new game to me. :roll:
    I had some ideas on a new game too... I think, it will stay an idea.
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Wed May 07, 2008 9:57 pm

  • Urmel wrote:I think Zymotic (the next Alientrap game) will contain a story however, no?


    Hmm, perhaps jordanaustino can help out with Zymotic instead?
    Taiyo.uk
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Wed May 07, 2008 10:14 pm

  • I think I may try and help with zymotic, however I think it would be nice to have everything in one package.
    jordanaustino
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Wed May 07, 2008 10:23 pm

  • I think even if Nexuiz' single player mode is meant as a glorified tutorial, it could still use improvement. I would think the hardest part about creating a "storyline" within the single player mode would be the programming of the bots.

    However, it could give the developers a way to experiment with some code for following a storyline before applying that code to Zymotic. It wouldn't need to be elaborate at all for Nexuiz.
    Dokujisan
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Wed May 07, 2008 10:24 pm

  • Hmm, as an afterthought, with the limited developer resources available to Nexuiz, I think there are far more important features that I would prefer were developed or improved instead of this. :-)
    Dokujisan
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Wed May 07, 2008 10:28 pm

  • I've tried to log into zymotic and failed multiple times, the website is gone. I'm thinking the project may have been abandoned, perhaps not enough people working on it. So I'll start working on this. The bots are going to be hard, It will be simple at first and may take a while, I don't have very much c++ experience, but should be able to learn quickly(I've used java and c# a lot). If anyone is up to helping it would be great. I'll keep you guys posted on any advancements.
    jordanaustino
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Wed May 07, 2008 11:08 pm

  • Hell, even if you do anything to improve the bot code, that would be a plus :-)
    One of the difficulties of running a server is that it's sometimes difficult to get people to fill it up. Ideally, we could have a few bots for them to play with before real people show up, but the bots really aren't that great to play with. They get stuck on jump pads a lot and they tend to follow some simple patterns.

    Anyway, you'll probably want to chat with the developers here
    irc://irc.anynet.org/alientrap
    Dokujisan
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Wed May 07, 2008 11:19 pm

  • jordanaustino wrote:I've tried to log into zymotic and failed multiple times, the website is gone. I'm thinking the project may have been abandoned, perhaps not enough people working on it. So I'll start working on this. The bots are going to be hard, It will be simple at first and may take a while, I don't have very much c++ experience, but should be able to learn quickly(I've used java and c# a lot). If anyone is up to helping it would be great. I'll keep you guys posted on any advancements.

    Zymotic isn't dead. There are long bouts in between SVN commits but they still happen.
    http://svn.icculus.org/zymotic/
    I think it's mostly Vermulean doing the coding on it, which I'd imagine is part of why it's not moving forward at the pace that Nexuiz does. Also, being single-player oriented, it'll take longer than with a purely MP game.
    Shoe
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Thu May 08, 2008 12:23 am

  • That's nice to hear, you guys should fix the alientrap site for it i'm getting a 404 error caused by a 403, so a 807 if I'm right. anyways they should fix that
    jordanaustino
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Fri Jul 10, 2009 4:08 pm

  • I thought I'd give this thread a bump as of well... just now.

    I realise there is new bot scripting available now. Evidently I dont know the exact details that but judging from the tuba I think it could make a campaign story mode more feasible.

    Continuing on a story mode idea, if nexuiz supports video playback (I dont know if it does) wouldnt it be possible to script a campaign where between each mission there was a little machinima style cutscene to elaborate on storyline etc. ?

    I feel even though Nexuiz isn't built specifically for a storyline one could definately be adapted. We have a maximum of 4 teams which means we can have multiple sides to a conflict. Assault and Onslaught are good modes for singleplayer I'd say, with a little adaptation.
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    Sepelio
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Fri Jul 10, 2009 5:37 pm

  • 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.
    Flying Steel
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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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    Sepelio
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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.
    Flying Steel
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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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    Sepelio
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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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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.
    Flying Steel
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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.
    Possibly not the worst mapper in the world.

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    Sepelio
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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.
    Flying Steel
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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 :?
    Ubuntoz
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Sun Jul 12, 2009 8:45 am

  • or something like doom, with a start and an exit
    Kay
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Sun Jul 12, 2009 8:49 am

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