Singleplayer Story Mode - Ideas/Development [Spoilers!]

Developer discussion of experimental fixes, changes, and improvements.

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Mon Jul 27, 2009 9:36 am

Mon Jul 27, 2009 11:27 am

Mon Jul 27, 2009 1:58 pm

  • ai wrote:
    MC SE7EN wrote:we NEED a pre-rendered cutscene..at least at that point if not other places in the game as well... something of such an epic scale could never be done in-engine..

    What you mean, machinima?


    no..like..if you look at some games, they have some cutscenes using the in-game graphics, but they also have some using graphics superior to those used in the gameplay, with animations that couldnt be pulled off using the game's graphics engine. machinima would be in-engine, but videos made using other programs and exported as a single video file that would be triggered as a cutscene at some point...

    http://tvtropes.org/pmwiki/pmwiki.php/M ... leCutScene
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Mon Jul 27, 2009 2:19 pm

  • Couldn't darkplaces just use liboggplay (like firefox), to render the videos(if of course, it uses a *proper* format and not some engine-specific-hard-to-use one). It looks like it would be much less work than directly trying to use libogg.
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Mon Jul 27, 2009 2:47 pm

  • Well, don't expect any videos like that Mc Seven. The magnitude of the entire scope of creating such a thing, even a small one with a few seconds is beyond easy work, that is, if you would want good looking cinematics.
    Those kind of videos are just not possible. The only viable option, if you want cutscenes are in-game graphic type.
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Mon Jul 27, 2009 8:41 pm

  • ai wrote:Well, don't expect any videos like that Mc Seven. The magnitude of the entire scope of creating such a thing, even a small one with a few seconds is beyond easy work, that is, if you would want good looking cinematics.
    Those kind of videos are just not possible. The only viable option, if you want cutscenes are in-game graphic type.


    if we had someone dedicated who wanted to do that, then it would be possible. i understand its not easy. that goes without saying. but some of the things being described here just CANT happen using in-engine graphics due to their huge scope..
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Mon Jul 27, 2009 10:09 pm

  • MC SE7EN wrote:if we had someone dedicated who wanted to do that, then it would be possible. i understand its not easy.

    If we barely get people to do models for the game I don't think we'd get any 'dedicated' enough to do top-notch 3D cinematics for free. Even expecting artists to do it for free is seriously disrespecting and looking down on them. This kind of work is VERY valuable, no self-respecting artist would do such a thing unless the payoff was of equal value to the work.

    Besides, unless you have a team of such dedicated people this will never happen anyway. It would take years for one or two people to do, working only during their free time. I think you underestimate just how much work (and time) it would go into doing something like that.

    One would just have to make do with the in-game engine. Break it up into smaller pieces and whatnot. Or, tell the story with drawings and voice audio, it has been done before and worked well.
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Mon Jul 27, 2009 10:44 pm

  • I'd be willing to help put together more 'machinima' style cutscenes if people are willing to help. I realise the ingame videoplayback is lousy but if there is any hope of it being improved I'm sure willing actors wouldn't be too hard to find within the community.
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Mon Jul 27, 2009 11:20 pm

  • in game cinematics can be done by making the smds for the character that the specific script for the specific scene would use, using the 360 camera auto-rotation via the script again for pan, move, etc, .wav .mp3 or .ogg sound files scripted, different hud. i suggest that the hud also be different not just for cutscene but for single altogether, along with a SP gametype that supports all nodes including nexball nodes, this will allow more features and openendedness.
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Tue Jul 28, 2009 11:23 pm

  • Okay here is the rewritten part of the backstory covering the Arena:

    Nexuiz Plot wrote:Trial Era

    After millennia of expansion, the Exosilex empire was reaching a breaking point. The Exosilex now managed too many dozens of diverse and increasingly unruly species for them to dominate alone.

    Their first solution was to bolster their ranks with Auxiliary forces pulled from their greatest subjugates, but first they needed a way to determine which were greatest among them. So on the southern surface of the Northern Pole, the Arena was created. Here all subjugates could send their most elite examples of technological and martial prowess, to try out for the position of Auxiliaries. In return, all who achieved this status and continued to fulfill its duties would be given back control of their local space and have their tribute requirements minimized. Of all those that fought and were tested in the Arena, only three species achieved the rank- the Hallurchin, Cephadarian and Arthrolid.

    With their new Auxiliaries, the strength of the Exosilex was more than doubled. But as time went on and even more subjugates were acquired the problem reemerged. This time instead of creating a solution to counter the problem, they attacked the problem directly. They gathered up their Auxiliaries and systematically crushed each of their other subjugates into pre-civilized bands of primitives. The issue was solved.
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Tue Jul 28, 2009 11:30 pm

  • And here is a greatly simplified outline of the backstory for those who had trouble with the language and complex and packed details of the original full version (which you should still refer back to it if you want more information though).

    Nexuiz Plot Outline wrote:PRIMORDIAL ERA

    Ancient aliens called Primordials build Nexuiz 2.5 million years ago.
    Nexuiz is a huge Dyson sphere that completely surrounds a star in another part of the galaxy far way.
    Nexuiz can create wormholes that can instantly teleport travelers anywhere in the universe.
    A Nexuiz wormhole brings in a hostile alien force called the “Intruder”.
    The Intruder takes over an important section of Nexuiz and the Primodials seal it in there permanently.
    Without that section Nexuiz can no longer make new wormholes or keep old ones working forever.
    Primordials launch Beacons into space which will help Nexuiz create and maintain wormholes when these Beacons are activated.
    But the Primordial’s civilization dies before the Beacons arrive at their destinations become active.

    REDISCOVERY ERA

    Millions of years later a new alien species called the Exosilex evolve on a world enclosed within Nexuiz.
    They discover a species called Hallurchin that seems to be somewhat intelligent and that live in the most habitable parts of Nexuiz.
    Then the Exosilex discover and take over an uninhabited section of Nexuiz that controls the entire place.
    They learn how to control some of Nexuiz using this section and that makes them become powerful.

    ENCOUNTER ERA

    New alien species discover Beacons around the galaxy and use them to open the wormholes that can take them to Nexuiz.
    These wormholes open up all around Nexuiz and many species come through them into Nexuiz..
    The new species cannot get back home through the wormholes they came through so they end up getting into fights with the Exosilex and Hallurchin.
    One of these new species called the Cephadarian is more powerful than all the rest and they attack the Exosilex.
    But the Exosilex win and because they have some control of Nexuiz and its wormholes they are able to go through it to where the Cephidarian came from.
    So the Exosilex take over almost all of the Cephidarian’s home and then return to Nexuiz.
    The Exosilex then do the same to the other new species and continue to do so to every new species that later comes out of a new wormhole.

    TRIAL ERA

    Over a long time the Exosilex end up taking over so many species that they can’t manage them much longer and so they need help.
    They create an Arena where they can test the other species to find which few are the strongest and allow those to help them control the many weaker species.
    Three species become their helpers- Hallurchin, Cephidarian and Arthrolid.
    But later even more new species get conquered and again there are too many to be controlled by the Exosilex even with their three new helpers.
    So the Exosilex and their helpers attack and bomb all the other weaker species back into their stone ages so that they won’t be a problem for the Exosilex anymore.
    But then the Cephidarian and Arthrolid betray the Exosilex and try to take over Nexuiz for themselves.
    They try to take over the control section of Nexuiz but the Exosilex stop them.
    Then even more new species come through the wormholes and the Exosilex try to find them to make them new helpers to fight the Cephidarian and Arthrolid.
    But to stop the Exosilex from getting anymore helpers, the Cephidarian and Arthrolid kill any new species that comes through a new wormhole and then hide the fact the new wormhole is even open.
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Tue Jul 28, 2009 11:35 pm

  • wait a second. should we be discussing this for Zymotic which is planed as SP radther than nexuiz?
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Tue Jul 28, 2009 11:50 pm

  • Mizu Kitsune wrote:wait a second. should we be discussing this for Zymotic which is planed as SP radther than nexuiz?


    Probably not, I'm thinking Zymotic's remaining innovations that haven't already been rolled into Nexuiz (think Jetpack) will be rolled into Nexuiz eventually.

    In the FOSS world it just makes more sense to make one game with all the features you want in one place, rather than spread out over different games. The later is commercial product model, designed to increase profits, IMO. So it just isn't really advantageous in the realm of FOSS.

    Besides, a focus on a strong campaign AND strong custom battles is almost certainly the most popular formula for anykind of game.


    So you might want to have a look at Zymotic's now FOSS code base and see if there is anything you might want to port over to Nexuiz (or possibly vice versa). Just an idea.
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Wed Jul 29, 2009 12:00 am

  • nexuiz has a jet pack, and zymotic has jet pack code already. i think it would be better to release seperate games over time. only development should have the Dev-Only-Tech-Demo that has all the code in one, and everyone else have the separate games. it's better marketing, and development.
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Wed Jul 29, 2009 12:12 am

  • Mizu Kitsune wrote:nexuiz has a jet pack, and zymotic has jet pack code already. i think it would be better to release seperate games over time. only development should have the Dev-Only-Tech-Demo that has all the code in one, and everyone else have the separate games. it's better marketing, and development.


    Nexuiz should eventually have a good campaign and a highly functional third-person-perspective option. There's no sense for us not to pursue features like these for Nexuiz simply because Zymotic aims to have them as well.
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Wed Jul 29, 2009 7:07 pm

  • i'm not saying some of zym's features shouldnt be added, just that would be better not to have every single feature in one, why buy game2, [Insert_Name_Here], maybe by Alientrap, when game one, has everything game2 has and more.
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Wed Jul 29, 2009 7:32 pm

  • Mizu Kitsune wrote:i'm not saying some of zym's features shouldnt be added, just that would be better not to have every single feature in one, why buy game2, [Insert_Name_Here], maybe by Alientrap, when game one, has everything game2 has and more.


    for a different storyline and new gameplay, maybe? besides, its not like anyones losing money..this is all free anyway..
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Wed Jul 29, 2009 7:41 pm

Wed Jul 29, 2009 7:49 pm

  • Mizu Kitsune wrote:i'm not saying some of zym's features shouldnt be added, just that would be better not to have every single feature in one, why buy game2, [Insert_Name_Here], maybe by Alientrap, when game one, has everything game2 has and more.


    That's a business mindset, which serves no purpose here in the world of free open source games.

    Here it is better give everything away in one package, because we aren't trying to maintain a revenue stream, just make the best game we can.
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Wed Jul 29, 2009 7:53 pm

  • Flying Steel wrote:
    Mizu Kitsune wrote:i'm not saying some of zym's features shouldnt be added, just that would be better not to have every single feature in one, why buy game2, [Insert_Name_Here], maybe by Alientrap, when game one, has everything game2 has and more.


    That's a business mindset, which serves no purpose here in the world of free open source games.

    Here it is better give everything away in one package, because we aren't trying to maintain a revenue stream, just make the best game we can.


    Agreed. Lets just make the best damn singleplayer we can :P
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Fri Jul 31, 2009 9:49 am

  • IMHO, this is not the correct way to structure a Single Player Game Idea Thread. Fist of all, before the story and machinima or whatever, we should vote for a common game style and start from it. If really the nexuiz community wants to make a SP game that could at least compare with early 2000's games (like return to castle wolfestein, doom3, prey and so on) the PROGRAMMERS have to gather together and say :"OK, we miss this feature, this feature is very important, this not" ,etc. I dont' want to seem pessimistic but I tried many times to realize something decent with other guys over the net and ALWAYS failed. This is the reason because on the net all the open source games are multiplayer. Because, once I've created a bot class,a map and weapons, players kill other players and the game is done. In single player, instead, you have to create a robust structure that consists in:
    1a graphic engine that shows eyecandies like realtime soft shadows, at least 1.000.000 tris to show per frame (darkplaces has limits in this case)and many more
    2a physics engine that uses ragdoll system for a realistic feedback(so no md3 no mdl but a more poweful version of zym, that I think it's possible ro realize)
    3a new level engine, maybe integrated with blender, that can create non-orthogonal maps and can "paint" over the the poligons to create dust, blood, and filthness (like painkiller one)
    4a cinematic event, or a half-life like script that permits artists to ideate a scene in real time, where actors speak with a morpheme scheme (like half life 2 or better).
    5a "story" event, something visual that artists can use to create in game events, like doom3 or better far cry (see sdk on crymod.com for a clarification): I walk in a corridor, and then, a crate fall down and a monster jump up, etc

    If programmers really think that this is possible, THAN artists could start to define something. REALLY, I don't want to seem pessimistic, but I think that this is the basis to make something decent. However I'll support every idea for that game mode because I really want to see an Open Source SP game in the net :D !
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Fri Jul 31, 2009 1:28 pm

  • I thought the point was just to create a singleplayer with the resources we have pretty much. We don't need to match it up exactly with every modern game. That many engine changes would turn it into a significantly more arduous task than just making an applicable singleplayer campaign.
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Fri Jul 31, 2009 1:52 pm

  • Sepelio wrote:I thought the point was just to create a singleplayer with the resources we have pretty much. We don't need to match it up exactly with every modern game. That many engine changes would turn it into a significantly more arduous task than just making an applicable singleplayer campaign.

    Yes,you'right, but at least scripting events and cinematic are the minimum for a game. If we don't use scripting the game structure is , start - kill enemies - end, it's too linear
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Fri Jul 31, 2009 2:33 pm

  • I don't think it's really fair to assume that campaigns need bleeding edge graphics and physics while only crap is expected out of custom bot matches and multiplayer. I for one have always held both to the same standards, I don't see a great difference between the two.

    Also let's not confuse Nexuiz Developers with being the only available coders. There are folks out there like Psychcf, Mitzu Kitsune and Mand1nga who improve the game even though they don't have trunk commit access or whatever.

    And the reason we're working on some content for this instead of saying-

    "How do we know there's ever going to be any code for single player?"

    Is because if we don't the coders will just say-

    "How do we know there's ever going to be any content for single player?"
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Fri Jul 31, 2009 8:23 pm

  • Flying Steel wrote:
    Also let's not confuse Nexuiz Developers with being the only available coders. There are folks out there like Psychcf, Mitzu Kitsune and Mand1nga who improve the game even though they don't have trunk commit access or whatever.


    I'm not confusing them and, instead, I've always admired them! :D

    Flying Steel wrote:And the reason we're working on some content for this instead of saying-

    "How do we know there's ever going to be any code for single player?"

    Is because if we don't the coders will just say-

    "How do we know there's ever going to be any content for single player?"

    Ok, I agree with you, if there's not cooperation between developers and artists never happens, but, what I want to say, and I hope not to be misunderstood, is that without a robust basis for single player we can't realize a great game. Let's analize the reality: nexuiz has a multiplayer "skeleton", so all the single player parts were removed. It used DarkPlaces, that is derived from Quake, a game released in 1996 (13 years old!), time period for games like duke 3d and shadow warrior, where the basic structure was: kill monsters, get the key, open the door, exit. No routines for scripted events, no ai (except a very basic target search). So what kind of game we can create with this structure?Just today I was thinking that the only game that I (it's only a MY opinion) could imagine is a Seriuos Sam clone, where hordes of monster come and player has super weapons to destroy them. This would be very funny, but here's another problem: DarkPlaces engine (and quake of course) don't manage open spaces and multitudes of tris very well. So, am I in error?
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Fri Jul 31, 2009 8:34 pm

  • Open spaces you say? See http://forums.alientrap.local/viewtopic.php?t=5159 even if it only renders so far, its still a big ass open space.

    Either way we can just design the campaign to not have a huge amount of open space. I mean its taking place on a frickin' dyson sphere. I see lots of dark evil tunnels in the style of the MDK games.
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Fri Jul 31, 2009 9:59 pm

  • toneddu2000 wrote:Ok, I agree with you, if there's not cooperation between developers and artists never happens, but, what I want to say, and I hope not to be misunderstood, is that without a robust basis for single player we can't realize a great game. Let's analize the reality: nexuiz has a multiplayer "skeleton", so all the single player parts were removed. It used DarkPlaces, that is derived from Quake, a game released in 1996 (13 years old!), time period for games like duke 3d and shadow warrior, where the basic structure was: kill monsters, get the key, open the door, exit. No routines for scripted events, no ai (except a very basic target search).


    Nexuiz is not a game from 13 years ago, it is a game mostly from today with parts of a 13 year-old game, like how it handles character animation. But if you know of a better FOSS FPS engine, please feel free to share its name.

    So what kind of game we can create with this structure? Just today I was thinking that the only game that I (it's only a MY opinion) could imagine is a Seriuos Sam clone, where hordes of monster come and player has super weapons to destroy them.


    I don't understand what that has to do with Nexuiz, a game whose current single player consists of engaging bot enemies of equal physical qualities and a lethal AI.

    It seems like gameplay that revolves around killing hordes of weak monsters would be a greater departure from Nexuiz' current state and subsequently take more work to do.

    This would be very funny, but here's another problem: DarkPlaces engine (and quake of course) don't manage open spaces and multitudes of tris very well. So, am I in error?


    I believe so, I've seen a great many vast open maps of high visual quality and perfectly fine frame rates on my ancient 64mb graphics card.

    And divVerent confirmed to me that if there were new character models made with Levels of Detail, LoD code support in the Nexuiz engine would follow. Something similar might also follow for open maps, but that isn't required.
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Sat Aug 01, 2009 12:43 am

  • Sepelio wrote:Open spaces you say? See http://forums.alientrap.local/viewtopic.php?t=5159 even if it only renders so far, its still a big ass open space.
    You're right it's a very large map, but I didn't count a very huge amount of tris. Imagine that map full of angry soldiers/monsters/whatever and there could be the possibility of a frame rate slow-down. But this should be demonstrate so I could be wrong.

    Flying Steel wrote:But if you know of a better FOSS FPS engine, please feel free to share its name.

    I think Nexuiz IS the best FOSS FPS engine, but this has nothing to do with my motivations, if you didn't understand that, I can't do anything.

    Flying Steel wrote:I believe so, I've seen a great many vast open maps of high visual quality and perfectly fine frame rates on my ancient 64mb graphics card.

    And divVerent confirmed to me that if there were new character models made with Levels of Detail, LoD code support in the Nexuiz engine would follow. Something similar might also follow for open maps, but that isn't required.


    If you are so sure that we could realize a game today, I'll give to the future devs of this project my completely support for modeling issues. And now I want to close this useless debate on "who's right and who's not", because my only intent was only to define a concrete list of todo things first to create story, levels, monsters and so on!
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Sat Aug 01, 2009 2:08 am

  • toneddu2000 wrote:I think Nexuiz IS the best FOSS FPS engine, but this has nothing to do with my motivations, if you didn't understand that, I can't do anything.


    I'm not talking about your motivations, what I'm saying is two fold:

    1) Nexuiz is the best available and thus our starting point if we want to do anything remotely close to this.

    2) We have no real competition, so anyone who wants to make a quality FOSS FPS Campaign should help us (Nexuiz Project).

    If you are so sure that we could realize a game today, I'll give to the future devs of this project my completely support for modeling issues.


    I don't think this can be done today or tomorrow, but I believe this can be done by version 2.6 or 2.7 otherwise I wouldn't be devoting my time to this yet.

    And now I want to close this useless debate on "who's right and who's not", because my only intent was only to define a concrete list of todo things first to create story, levels, monsters and so on!


    If we want to accomplish more than a UT3 style campaign with only brief text level introductions to advance the plot, then these are the things we will need the engine to support:

    Advanced Campaign wrote:Story Features:

    1) Cutscenes (realtime or rendered) or textscenes.

    2) Triggered in-game special audio clips to advance the story.


    Gameplay Features:

    3) Quantity limitable, triggered bot spawns.

    4) A checkpoint or more advanced in-level save system.
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Sat Aug 01, 2009 2:19 am

  • DivVerent has said before (I think), Nexuiz will continually change. Thats what makes it open source. People come and go but the game continually gets added to. I think that is our aim in the end.

    Personally I think adding a singleplayer story will make the game far more 'full' than it currently is.
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