Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: HAZARDLEADER on January 01, 2012, 12:46:52 pm

Title: Freespace legacy
Post by: HAZARDLEADER on January 01, 2012, 12:46:52 pm
This is an idea for a very epic mod/continuation of freespace. if the mod is created it will need-
       new ships (fighters,  bombers, corvettes ect)
       new weapons
       EPIC music (i can handle that)
       lots of missions
       a story line just as engaging as blue planet
   
Title: Re: Freespace legacy
Post by: Qent on January 01, 2012, 12:49:39 pm
We already have FreeSpace 3 (http://www.hard-light.net/forums/index.php?topic=76933.0).
Title: Re: Freespace legacy
Post by: HAZARDLEADER on January 01, 2012, 12:53:30 pm
ok, but i am still going through with my own continuation.
Title: Re: Freespace legacy
Post by: Jeff Vader on January 01, 2012, 12:58:12 pm
Have you... tried doing stuff yourself? It would probably produce more results. And be quicker.
Title: Re: Freespace legacy
Post by: Dragon on January 01, 2012, 01:07:32 pm
Analysis: New ships can be found on FSMods, or you can make them yourself. You've already got a lot of new features implemented by SCP. Music you can handle, as you said. Darius has written and FREDed BP1 by himself. Conclusion: you don't need lots of people.
Statement: Looking forward to your campaign.
Spoiler:
Yes, I've finished KoTOR recently :).
Title: Re: Freespace legacy
Post by: Rodo on January 01, 2012, 01:08:09 pm
Sorry man, I'm just gonna recommend you to do what I recommend everyone else asking for the same.
Don't start your own mod, join an already in progress one.
Title: Re: Freespace legacy
Post by: HAZARDLEADER on January 01, 2012, 01:14:24 pm
Analysis: New ships can be found on FSMods, or you can make them yourself. You've already got a lot of new features implemented by SCP. Music you can handle, as you said. Darius has written and FREDed BP1 by himself. Conclusion: you don't need lots of people.
Statement: Looking forward to your campaign.
Spoiler:
Yes, I've finished KoTOR recently :).


well some will be used, but this is going to be a full mod. Thanks for the advice!!!
Title: Re: Freespace legacy
Post by: The E on January 01, 2012, 01:30:27 pm
Define "a full mod". If you want to make a new standalone game, my advice would be not to do that. Building a total conversion is hard and tedious work; the fact that only one has been released so far, with two others still being work-in-progress, all of them made by rather large and competent teams should be a testament to the amount of work required.

And honestly, given that your initial post seems to indicate that you have none of the required skills to adequately lead such an effort (Because a rudimentary understanding of all the basics of FSO modding is required, not to mention knowledge of storytelling and mission and campaign design), the question would be what exactly you can bring to the table. "Epic Music" can be lots of stuff, from self-composed music to being a very capable searcher on youtube.

EDIT: The problem is, you are very new. You have no reputation here, we have no idea what your skills are. Before starting off on a venture that will take months or years to get to a playable state, you should maybe try to complete a smaller-scale project, like a simple campaign or something like that. As far as we are concerned, you are trying to sprint before you have demonstrated your ability to crawl; showing that there you can provide some substance to your plans is a necessary first step.
Title: Re: Freespace legacy
Post by: HAZARDLEADER on January 06, 2012, 03:33:35 pm
It will be as involved as blue planet, for example, a new menu will be used.
Title: Re: Freespace legacy
Post by: mjn.mixael on January 06, 2012, 04:30:53 pm
Of all the things from BP that you could have picked to show how involved a mod it is... the menu is not one. Make a menu like one of these (http://www.hard-light.net/forums/index.php?topic=71036.msg1558485#msg1558485) and THEN I'll consider it "involved"...
Title: Re: Freespace legacy
Post by: Droid803 on January 06, 2012, 05:17:51 pm
       and lots of people (modlers, programers, ect)
Would anyone like to help?

No. Learn to do everything yourself.
You do not need Lots of People.

ONE MAN ARMY. ARMY OF ONE.

If you're not willing to become such a thing, don't even bother trying to do this. BP's first release was created entirely by a single person.

Asking for help before you start is a good way of telling everyone you're going to fail. Everyone and their mom has "the most epic campaign ever" in their heads. get off your ass and make it happen yourself, or give up.

My two cents.

Teams are overrated. They do stupid things.
All you need is yourself, and a bunch of dedicated Mind Slaves Beta Testers. Do not, under any circumstance, ask the Beta Testers for suggestions. Just tell them to find bugs. They will suggest things like MORE BEAMS, and LETS BE FRIENDS.
Title: Re: Freespace legacy
Post by: LordPomposity on January 06, 2012, 05:27:38 pm
Teams are overrated. They do stupid things.
If you're lucky, it's like herding cats. If you're not lucky, it's still like herding cats, except nobody has any idea who the cats are and who the herder is.

If you still want a team, try PMing QueenHolley and xX_LORD_ULTRA_DEATH_Xx. Neither of them post often these days, but they've both shown interest in making a campaign like this and they've demonstrated that they can get missions out the door.
Title: Re: Freespace legacy
Post by: BrotherBryon on January 06, 2012, 05:54:14 pm
Teams are overrated. They do stupid things.

Says the guy with 5 team badges :lol:
Title: Re: Freespace legacy
Post by: Droid803 on January 06, 2012, 10:31:39 pm
Teams are overrated. They do stupid things.

Says the guy with 5 team badges :lol:

I don't lead any of them.
I'm part of the problem, not part of the people worrying about it.  ;)
Title: Re: Freespace legacy
Post by: Nuke on January 07, 2012, 04:30:07 am
i had this idea back in '99.
im still working on it
Title: Re: Freespace legacy
Post by: Dragon on January 07, 2012, 07:55:15 am
Actually, making a standalone game is pretty possible with assets that are already available. I've made several modpacks which could be used as standalone.
In fact, I'm kind of working on a TC, though might have picked up a wrong franchise to base it on. It'll most likely never see the light of the day, but the modpack is pretty much working.
Title: Re: Freespace legacy
Post by: HAZARDLEADER on January 07, 2012, 09:20:33 am
i had this idea back in '99.
im still working on it

If i finish mine before you do (I probably won't because your one of THE best modders on hardlight) don't say i stole your idea, because i just was thinking about mods one day and a name and a story line came to me.
Title: Re: Freespace legacy
Post by: HAZARDLEADER on January 07, 2012, 09:41:24 am
Not exactly a total conversion, but just lots of new stuff, weapons, ships ect
Title: Re: Freespace legacy
Post by: Nuke on January 07, 2012, 09:52:41 am
i had this idea back in '99.
im still working on it

If i finish mine before you do (I probably won't because your one of THE best modders on hardlight) don't say i stole your idea, because i just was thinking about mods one day and a name and a story line came to me.

what i meant to say is that almost every modder gets such an idea. come up with an epic plan of action, but fail to realize how much work it entails. many of them find a place on some mod team or whore out their talents to whoever can use them. im one of those obsessive compulsive types that has to have it perfect and wont trust the job to anyone but me. tried forming a team, but the "does not play well with others" stamp in my psyche profile seems to get in the way. just do a lot of cocaine and meth and im sure you will have it done just before you die of a heart attack. :D

start small and work your way up. a ship and some weapons, release, get some critique in. make a few more, and so on. pretty soon you will be up to your eyeballs in art assets.
Title: Re: Freespace legacy
Post by: Rampage on January 07, 2012, 11:14:25 am
Not exactly a total conversion, but just lots of new stuff, weapons, ships ect

There is such a mod; it's called Inferno. :p

       and anyone who wants to be on the team (modlers, programers, ect)
Would anyone like to help?

The Inferno team is made up of ~5 core members and ~250 magical lemmings.  I can lend you some of the latter if you need help. ;)

R
Title: Re: Freespace legacy
Post by: HAZARDLEADER on January 07, 2012, 01:46:15 pm

[/quote]

The Inferno team is made up of ~5 core members and ~250 magical lemmings.  I can lend you some of the latter if you need help. ;)

R
[/quote]

Thanks :D
Title: Re: Freespace legacy
Post by: HAZARDLEADER on January 07, 2012, 01:47:42 pm
Have you... tried doing stuff yourself? It would probably produce more results. And be quicker.

Yes actually
Title: Re: Freespace legacy
Post by: yuezhi on January 07, 2012, 04:56:52 pm
what kind of music do you have in mind?
Title: Re: Freespace legacy
Post by: Nuke on January 07, 2012, 07:45:16 pm
metal!

still working on that nukemod soundtrack, i can now play the blues, so i just need to work on my speed then i can call it metal. it will probibly suck. i still need to learn to play the drums. probably just fake it like sarcofago.
Title: Re: Freespace legacy
Post by: HAZARDLEADER on January 07, 2012, 09:15:00 pm
Thanks for the advice, i am persistent so i guess i will get it done.
Title: Re: Freespace legacy
Post by: HAZARDLEADER on January 07, 2012, 09:27:07 pm
Hmmm, if you are willing, maybe a master modeler, and a cut scene maker.
Title: Re: Freespace legacy
Post by: IronBeer on January 08, 2012, 01:19:09 am
master modeler
(emphasis added)

Um. Perhaps you should prepare something along the lines of a plot and/or campaign script and investigate currently available assets. Give us a game plan with some specific bullet points, or you will have serious difficulty in being taken seriously. I don't mean to be cruel, but I don't think you fully appreciate the depth of what you intend to do.

Quote from: HAZARDLEADER
new ships (fighters,  bombers, corvettes ect)
What new ships do you need? Broken down by class, role, DESIGN, etc. Without a thought-through setting for this ....proposed campaign, from-scratch assets risk being out-of-place or outright pointless. And it's a lot of work to make stuff from scratch- you better have a really good idea of what you want (read: NEED) before you enlist anybody else.

Quote from: HAZARDLEADER
new weapons
I'll grant that new weapons aren't that hard. However, you have the same issues facing new ships. Why do you need new weapons? What tactical roles do they fill? Are they actually going to add something to the experience, or are they going to be Just Another Flashy Laser Cannon (TM)?

Quote from: HAZARDLEADER
EPIC music (i can handle that)
Music is tough, as a piece can evoke a wide variety of responses in different individuals.... assuming that the piece in question isn't a horribly overplayed masterpiece (Lux Aeterna, I'm looking at you). Music needs a lot of consideration, as a good soundtrack will really drive home memorable moments and leave an impression on your players, but a ****ty soundtrack can irritate people.

Quote from: HAZARDLEADER
lots of missions
O lawd. Again, perhaps you should sit down and map out what you intend to accomplish with this project. A campaign with too many missions in the plot will wind up with some missions being pointless filler, the player simply killing enemies for the sake of killing; on the other hand, too few missions may result in the campaign feeling rushed. This requires serious consideration if you actually want to make something good, and the best advice I can offer here is to plan out your project's plotline before you even think about individual missions. Which brings us to...

Quote from: HAZARDLEADER
a story line just as engaging as blue planet
...perhaps the most difficult point mentioned here. A good plot is... sorry. I don't really have advice here.

It's entirely possible you have a masterpiece bouncing around in your head. But without cluing us in at least a little bit, most people simply won't be willing to take a blind leap.