[SUGGESTION] Singleplayer ideas thread - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Creating & Contributing (https://forums.xonotic.org/forumdisplay.php?fid=10) +--- Forum: Xonotic - Suggestion Box (https://forums.xonotic.org/forumdisplay.php?fid=20) +--- Thread: [SUGGESTION] Singleplayer ideas thread (/showthread.php?tid=188) |
Singleplayer ideas thread - ThePWTULN - 03-29-2010 Note: This thread is very out of date. With all the different singleplayer idea threads out there, I thought I'd make an index thread with all the relevant stuff put neatly in one place Artstyle Development (VERY IMPORTANT) by Oblivion Ideas for singleplayer gameplay by me Singleplayer Storymode by rainerzufalldererste Story or Book? by EvilSpaceHamster story concept by theShadow Story by AllegedlyDead Reboot by EvilSpaceHamster If you've got an idea for a story, you can write a 1000 words summary and post it in this thread: Singleplayer Story Mode On! I'll just keep adding to this list as people make more idea threads (If I've left something out, tell me and I'll add it to the list) RE: Singleplayer idea index - EvilSpaceHamster - 03-29-2010 awesome idea dude, may i also suggest Reboot by EvilSpaceHamster :p, it has a load of suggestions in there RE: Singleplayer ideas index - Sepelio - 03-29-2010 Eh I suggest you also add the art development thread in. Its got a lot of relevant ideas too. Mostly concerning factions. Setting then story guys. Here: http://forums.xonotic.org/showthread.php?tid=81&page=1 RE: Singleplayer ideas index - DiaboliK - 03-29-2010 Thanks for this. Stickied RE: Singleplayer ideas index - ThePWTULN - 03-29-2010 Added those threads. RE: Singleplayer ideas index - vaan - 03-30-2010 singleplayer storymode GO! (reboot thread has some ace ideas) RE: Singleplayer ideas index - rainerzufalldererste - 03-30-2010 THX for putting that in a new thread! RE: Singleplayer ideas thread - Lee_Stricklin - 09-27-2010 Got a couple of ideas actually balance and physics file changing ------------- This can be done to make the character more powerful or weaker through-out the game. For example we can start the player off at a normal slowish speed and not have bunny hopping do much, but at the end or just before levels have him/her evolve a little bit more into a bad ass. Like just before all hell breaks loose in the story line something could just "click" (similar to somebody instantly getting good at something during a stressful situation) and the next thing you know their body count is increasing. Items I would touch are movement speed/jumping and the firing rates of semi-automatic weapons and the spread and recoil of all the weapons. Health and maybe armor would be another one to mess with to represent them getting tougher and more chaotic. Simple text between levels --------------- If there's one thing I like about text, it's the fact that it goes a long way in story telling and gives a game a really awesome retro (and often times nostalgic) feeling. If we can grab somebody who's really skilled at artwork as well, that would greatly help because then we could probably get some retro-style "cut-scenes" thrown in where pictures instead of animations are used. RE: Singleplayer ideas thread - ThePWTULN - 09-27-2010 I'd rather not turn this into a discussion thread, but I'd be happy to put a link in the first post. You might want to check out the external singleplayer forums as well. RE: Singleplayer ideas thread - Minkovsky - 09-29-2010 (09-27-2010, 02:40 PM)ThePWTULN Wrote: You might want to check out the external singleplayer forums as well. Does anybody actually go there? I posted a story a week ago and no one checked it out... :/ RE: Singleplayer ideas thread - anartist - 03-06-2013 My 2 cents. The people who want to make a whole sp mod are going to slow all dev. We don't need that. They can do that. We just need the framework to work with not a whole campaign look at the SP framework for UT2k4 Its just a code framework of the base things most people would need to advance a story The art will come from all the modders who use the framework later if we just focus on a small core framework then each sp developer can work on their art and skins for ui etc. So what does a single player need that isn't in deathmatch? triggers message triggers for consoles a pda\notes function playing audio/video logs or reading terminals a basic inventory combinable/researchable items in inventory a la System Shock *which uses TINY flatfiles persistent inventory between levels an ability tree/tech tree/upgrade character system credit/purchase upgrade/weapons system vehicles that can carry shit {it used to be called a trunk} Perhaps 4 player co-op adventure and inventory trading like in Project Eden {which was 400 megs!} I like being able to switch between 4 party members and use the talents of each If we look closely at some old school games like deus ex and system shock and even crusader no regret they get all this functionality from very small fast files and flat databases or delimited text These are small C files. Not a 1 G mod. That is what we need if you could build your objectives/quest sequences/item tables in excel and save them in a folder with a particular naming then you could adjust whole game sets with a spreadsheet, not even opening the editor! Anyways. If we wait for someone/team to make a whole mod it will be forever we just need a small code framework and a way to make bots do some scripted funtions a la quake one patrol here, see someone run to alarm button then shoot if hurt too much run and get help down the hall and come back. A code framework would be small, like 30 megs. If we have that a thousand designers who are NOT coders will suddenly look at this like a feasible tool or skeleton ISn't xonotic based on Q3? So its objective C which means that playability code is separate from the engine code So why can't we use entities and features in Q1 and Q2? Adjusted of course, but the framework is there I think we could add everything that is in deus ex and system shock at under 30 megs with example files and if we separate this from the artwork and just give a base framework the community will make it rock because believe it or not the developers of games are tired of commercial fragfests we have been waiting for a strong sp framework that doesn't require 200 node ai constructs in kismet I can just open files in my system shock folder and edit them, fire it up and the changes are there That's the kind of dev system we need that kind of structure that you can package wads or whatever bu while you are working on it the files should be separate so they can be edited separately without export import until final baking down. Anyway. That's more than 2 cents I just read I was supposed to summarize and put it in the other thread RE: Singleplayer ideas thread - Lee_Stricklin - 03-09-2013 ^ This guy has the right idea. btw, Xonotic is built off of DarkPlaces which is essentially a HEAVILY modified Quake 1 engine. RE: Singleplayer ideas thread - aa - 03-12-2013 (09-29-2010, 12:59 PM)Minkovsky Wrote:(09-27-2010, 02:40 PM)ThePWTULN Wrote: You might want to check out the external singleplayer forums as well. What/where is it? i have not heard of it. RE: Singleplayer ideas thread - aa - 04-30-2013 If we are to make a tutorial campaign, there should be a level teaching the player to use combos. It should feature enemies that have to be killed (almost) instantly(but cant be killed instantly with one weapon) - overwise thew will kill you i n a blink of an eye. There should be a tutor or somebody else explaining that, actually showing it and then hesitating and dieing from the second enemy. |