Author Topic: Old FS FPS project  (Read 7385 times)

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Offline Mawhrin

  • 26
Before we can decide on an engine, we need to know what we will be asking of it.

I strongly recommend focusing on multiplayer. There is much less mapping needed, and its MP that (usually) gives a game longevity (FS being an apparent exception). Each map can have a stand alone plot, so we could have maps from the T-V War and the Shivan boarding of the Iceni.

The obvious thing to go for is an asymmetric team based game, with Terran, Vasudan, and Shivan teams, and allowing for TvT and VvV. Think Alien versus Predator (1/2) or Enemy Territory: Quake Wars. In AvP2, the Predators were the most individually powerful as the Shivans would be here. Terrans would have familiar weapons (assault rifle, machine gun, sniper, rocket launcher). Vasudans would be awkward to do, as we would want to differentiate them from Terrans despite having similar technology and capability. Fish eye lens effect anyone? AvP2 had different view modes available for each race.

One thing I'd like to see, but haven't, is an SF game with pseudo-realistic weapons mixed with weird alien critters. By pseudo-realistic I mean projectile weapons simulating barrel climb and accuracy dropping on autofire. Possibly also simulating real world ballistics. Counterstrike is the obvious example, also Day of Defeat, Red Orchestra and probably a few others. Doing this would make the Terrans feel more realistic, which in turn would make the aliens fell more, well, alien. It would also make mastering the weapons more of a challenge.

 
Quite obviously, there needs to be lotsa subtile balancing, because I'd bet Shivans can kick the butts of five marines with quita... let's say, no work at all.
And this ain't no ****. But don't quote me for that one. - Mika

I shall rrreach worrrld domination!

 
Titan you need to play duke nukem 3d.

not allowed to play FPS games unless they're...


I'm not allowed to play FPS games unless its like an action-adventure that has a story as opposed to mindless shooting people until your char is up to his eyeballs in blood.
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Offline Galemp

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This mod is as dead as a mod can be. What you want to do is make an entire game based around one cutscene.

You will fail.

Your best bet is probably to attempt to make a Vasudan as a player model for Unreal Tournament or Quake or something. When that's done you can think about bigger things.
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

Members I've personally met: RedStreblo, Goober5000, Sandwich, Splinter, Su-tehp, Hippo, CP5670, Terran Emperor, Karajorma, Dekker, McCall, Admiral Wolf, mxlm, RedSniper, Stealth, Black Wolf...

 

Offline S-99

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  • A one hit wonder, you still want to touch this.
I take it no one here checked out the heavily modified opensource quake3 engine based game nexuiz. It has shaders and everything else modern found in games. If you go q3 using nexuiz is the way to go.

But, yeah, this mod is so dead.
Every pilot's goal is to rise up in the ranks and go beyond their purpose to a place of command on a very big ship. Like the colossus; to baseball bat everyone.

SMBFD

I won't use google for you.

An0n sucks my Jesus ring.

  

Offline Mars

  • I have no originality
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  • Attempting unreasonable levels of reasonable
Honestly I don't think Hard-Light has the skilled modder man power to take on a project of the size that seems to be suggested here.

A first person shooter wouldn't be a little side project; unlike a FreeSpace RTS it would require new models, a different engine, and new creative design.

I take it no one here checked out the heavily modified opensource quake3 engine based game nexuiz. It has shaders and everything else modern found in games. If you go q3 using nexuiz is the way to go.

But, yeah, this mod is so dead.
Nexuiz is built on an engine called Darkplaces. It's been mentioned on here before, and it definitely would have my vote IF (and it's a very big if) a FreeSpace FPS were to come to be.

On a side note Darkplaces is based on Quake 1 not Quake 3, but I believe dp is compatible with the same formats Q3 uses.






 

Offline Mawhrin

  • 26
Honestly I don't think Hard-Light has the skilled modder man power to take on a project of the size that seems to be suggested here.

A first person shooter wouldn't be a little side project; unlike a FreeSpace RTS it would require new models, a different engine, and new creative design.
I'm not seeing many animators or CSG mappers putting their hands up here.

I feel the need to again state that Sauerbraten does not use CSG for maps, and even supports simultaneous co-operative mapping. Tutorial videos here. Ease of level editing was one of the main objectives in Sauer and Cube, it has succeeded. It uses Quake 2/3s md2 and md3 model formats. Also supports shaders.

Edit: Sauerbraten is also capable of huge maps. See here.

An excellent link from the Sauer wiki, relevant to any project:
How not to start a mod

Quote
I take it no one here checked out the heavily modified opensource quake3 engine based game nexuiz. It has shaders and everything else modern found in games. If you go q3 using nexuiz is the way to go.

But, yeah, this mod is so dead.
Nexuiz is built on an engine called Darkplaces. It's been mentioned on here before, and it definitely would have my vote IF (and it's a very big if) a FreeSpace FPS were to come to be.

On a side note Darkplaces is based on Quake 1 not Quake 3, but I believe dp is compatible with the same formats Q3 uses.
AFAICS Darkplaces does not have a terrain system, or a Q3-style patches system.
« Last Edit: April 30, 2008, 03:05:24 am by Mawhrin »

 
new idea: Tracking down a terrorist group. first mission takes place as you board a disabled freighter that tried to run a blockade.
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Offline Galemp

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*takes note of Titan's title*
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

Members I've personally met: RedStreblo, Goober5000, Sandwich, Splinter, Su-tehp, Hippo, CP5670, Terran Emperor, Karajorma, Dekker, McCall, Admiral Wolf, mxlm, RedSniper, Stealth, Black Wolf...

 
We can dream...

 

Offline Unknown Target

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new idea: Tracking down a terrorist group. first mission takes place as you board a disabled freighter that tried to run a blockade.

Originality strikes again. :doubt:

 
I cannot be blamed, as that came right off the top of my head.
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Offline Galemp

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So why are they running the blockade? Did they steal plans for a top-secret superweapon?

Hey, maybe they can give the plans to some robots and jettison them in an escape pod. Then, in the next mission, you can go down to the planet and search for them!
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

Members I've personally met: RedStreblo, Goober5000, Sandwich, Splinter, Su-tehp, Hippo, CP5670, Terran Emperor, Karajorma, Dekker, McCall, Admiral Wolf, mxlm, RedSniper, Stealth, Black Wolf...

 

Offline BloodEagle

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Star Wars.  :lol:  :nervous:  :lol:


-----------------

I have a suggestion. Make the missions objective based, not 'King of the Hill/Flag/Prostitute' based.

 
Make it sorta like Republic commando, as far as mission design goes.
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Offline Mars

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No offense or anything...

but Sauerbraten is fugly... and the ability to have multiple levels in that engine is basically a hack

 

Offline Mawhrin

  • 26
Titan, you sound like you are proposing a complex, story driven single player game. Not going to happen. The work required for even a single SP level is huge, plus it would need a wide variety of character and scenery models, plus AI, plus the writing and event scripting.

The project needs to get to a useable state as quickly as possible, and then evolve from one usable state to a better usable state in jumps as small and simple as possible. This keeps interest alive, and maximises the chance that at least something useful would be left when the project dies a premature death. Remember that the failure rate on mods is huge. Most never really start. Of those that do, 90% or more die before they're complete. It could conceivably move up to a full single player game, but this is exceptionally unlikely even if it gets off the ground at all.

Suggested plan:
  • Start with Vasudan and Terran Marine player models for an existing FPS, as suggested by Galemp.
  • We need to make decisions about the behaviour of weapons and the movement of players. Do we want Quake World or Day of Defeat? We can refine later.
  • Then we commit to an engine. Player models need to be rigged and animated for this engine. Other models, including weapons, can be represented by place holders. A single test map. A simple classless FFA game mode. If we can't get running around killing things to be fun, the game will suck.
  • Shivans! Animating these is going to be fun. Mapping.
  • Team FFA. Shivans need to be outnumbered. Mapping.
  • Proper weapon models. Mapping.
  • Then implement a class system. Also, mapping.
  • Then more interesting game modes. Alien versus Predator 2 had some fun modes that had one side as the aggressor, and the other fighting for their lives, precisely the atmosphere we would want. Maps need to support these modes.
  • Objective based game play (e.g. the Enemy Territory games, Jedi Knight: Jedi Academy siege mode) would be excellent, but would be harder to achieve than any other MP game type. It would require more code for the game type plus more mapping and more event scripting for each map compared to other modes.
  • If we get this far, with a good selection of highly polished objective maps, then we can think about SP.

Some of these can be done concurrently, with mappers, modellers and coders working on different bits.

We just need committed and competent mappers, modellers, animators and coders. FSO does not teach people to map, and the animation it may need is very simple.

I can code, and I have experience modding the Quake 3 engined JK:JA (unreleased mod  ;) ). Whether I would wish to commit to this project is a different matter, "real life" and all that. Certainly there would need to be a team that looked capable.

No offense or anything...

but Sauerbraten is fugly
Is that fugliness inherent to the engine, or a product of the artwork? The models are almost all very crude, and the textures are often not very good.

 

Offline Mars

  • I have no originality
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I don't know. But presumably the game should be a showcase of what it's namesake engine is capable of.

 

Offline S-99

  • MC Hammer
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  • A one hit wonder, you still want to touch this.
Start with simplicity. Use the original wolfenstein engine and make a lot of mazes. :yes:
Every pilot's goal is to rise up in the ranks and go beyond their purpose to a place of command on a very big ship. Like the colossus; to baseball bat everyone.

SMBFD

I won't use google for you.

An0n sucks my Jesus ring.

 

Offline Mars

  • I have no originality
  • 211
  • Attempting unreasonable levels of reasonable
That was a slightly modified Quake 3 engine