This is something I started putting together a little while ago. I don't know if anyone else has really attempted something this crazy yet (hopefully I'm not stepping on anyone's toes), but my own development of this basically fell off due to other priorities and my own typical inability to stay focused on single large projects for long periods of time. I'm starting to get annoyed however because I actually put a ton of development time into getting what content I have so far together - content which is now just basically sitting around unreleased and under-developed - so I feel compelled to share at least what I have. Hopefully someone won't mind indulging my selfish urges:
Command Briefing 1:
https://www.youtube.com/watch?v=aM0RVhF78sECommand Briefing 2:
https://www.youtube.com/watch?v=awQ8q97FaLECommand Briefing 3:
https://www.youtube.com/watch?v=suryN2w75ucYou're probably asking - why in the name of Bosch did I feel something like this was even necessary? It's simple; I've always wanted to try to milk a little bit more out of the Freespace 2 campaign co-op experience. I have friends who have never played FS2, but would be open to trying it out (read: peer pressure) in the middle of a LAN party. The problem is that the existing co-op conversion of FS2's main campaign have never really struck me as something that would "grab" players in a multiplayer setting, for two reasons:
1) Command briefings don't work in multiplayer (not sure if this has been addressed yet - last time I inquired via Mantis though I don't think this was an easy fix).
2) Even if they did, having that much text to wade through might not work well in a multiplayer setting (even with the cbanims). It's great for singleplayer when you can relax and it's just you getting immersed in the game's story, but if there are other players around who aren't as die-hard fans of the series, something a bit more... visual and direct is needed to keep their attention. The existing workaround of just putting all of the command briefing text into the actual mission briefing stage for each level "functionally" works, but results in my player base just sort of awkwardly sitting there listening to the dialogue and waiting for it to finish before we can get on with the gaming, since there's nothing to correlate the text with visually on the screen.
So, I decided to dust off my super-old FRED skills and set to work basically doing a "re-imagining" of the Freespace 2 campaign to make it more co-op friendly. However, the standard mission balancing changes and general scripting adjustments would not be enough - I wanted to also re-create the command briefings in a way that would make the game's backstory a bit more engaging to newcomers, as I feel with the existing co-op campaign conversions that a lot of the "magic" can be lost if players don't have a way to rapidly assimilate how the game's backstory develops in a co-op setting.
My goal to this end was to basically to redo all of the command briefings as in-engine cutscenes. This obviously would be a rather large project since the entire basis for how the command briefings are presented would be totally different, and require major creative leaps and judgement calls which the player base at large would either enjoy, or hate outright and bathe in controversy. Hell with it, I was willing to take the risk
Fortunately I decided to start on this right around the time work was going on to fix up the cutscene SEXPs to work in multiplayer (my adoring thanks for the effort put into this by the SCP developers), as otherwise my plan to make this work in a co-op setting would've been impossible.
I'm unhappy with how a few of the scenes turned out as it's difficult coming up with engine-rendered scenes that adequately match the described dialogue (you might notice where it goes a bit awkward in places), but I was also really satisfied with how some of the action-oriented scenes turned out, especially when the AI can be so bloody unpredictable sometimes. You'll either like or hate what I have, but I welcome any feedback in case I do decide to pick this up again at some point. Just treat it all with a grain of salt and consider this based on pre-release content.
Some general comments:
What's with the weird camera focus on the Aten at the end of the first briefing?One of my major vices has always been capital ship combat. I started development on this around the same time the BP2 multiplayer open beta testing was picking up steam, and when I saw how cool the multiplayer rendition of The Blade Itself was (despite the bugs), I immediately decided I wanted to incorporate some kind of player-capital-ship component into my co-op campaign - the pretext being that one of the players would get access to increasingly-powerful experimental cruisers, with the missions balanced out with additional bombers to contend with, and fighter-players having to work tightly with cruiser-players to complete their objective. The first of such ships would be an Aten cruiser refit.
I also wholeheartedly acknowledge this makes little plausible sense in terms of a "realistic" Freespace 2 campaign adaptation. Hell with that, I wanted to have some fun with my friends.
Your <camera work/backgrounds/event management> is bad and you should feel bad!Yup. I pick up steam quick once I get started FREDding (until something shiny distracts me), but making ships behave the way you want them to when the camera is rolling is a task that can easily consume an entire day just for a few seconds of good footage. Obviously more extensive work would've gone into improving things prior to actually releasing this to the community at large.
Will you ever finish developing this?One day, maybe. The massive flood of FS2-related modding traffic over the last year has given me cause to get excited about being part of the FS2 community again. I'd love to develop this further (if only so that I finally have an excuse to get my local LAN buddies into the game's campaign properly), but need to find the time and drive to do so. Classic sob story.