Ok hello folks, long time no see.
You know I see so many threads about single player and whatnot but really no action or actual planning. So I decided to share something with you guys to open up some eyes on what it really takes to do such a feat.
I'm going to get down and dirty and spill the beans about a single player for Xonotic. I'm gonna start off saying that to some degree the community WILL be out of the loop and not even asked for advice and opinions. And in some cases even blatantly ignored.
It will also need a SET team which works on it. But as always, of course contributors would be much welcomed and appreciated.
I'm now gonna try to explain this.
---------------
Project Manager/Coordinator:
There are many roles to fill and many hats to wear in such a production.
The most important thing is organization, without it don't even think of starting anything, it WILL fail.
You will need one or two project managers. Their roles would be to drive the project forward, give advice, make decisions if in a stale situation, look after the team, know what they are working on, give out directions and tasks for the team, looking for more talent/contributors to pitch in, basically make sure the project isn't dead or standing still.
Story teller(s):
Basically have one or a few story tellers which can work in tandom with each other and the community. Make them whip something up, something good as well, not just the first story go. Don't underestimate this part and also don't overestimate it. It's an important step but not all can actually come up with a good plausible and entising story.
Coders/Programmers:
Then of course you need coders which is very hard to come by, and not just one coder either. Not many are too eager on working on a single player story campaign.
Concept artists:
People who can visualize the world for the next step of people. They'll draw out the world, characters, weapons, different environments, props and whatnot. It's almost never a good idea to start doing anything until you have a clear idea of what you're trying to accomplish.
Modelers/Texturers/Riggers/Animators:
I took these for major roles in one go cause I don't want to type too much. But basically you know what these guys do. Also, more than one would be very good to have.
Music and Sound effects:
From all to folly sound effects to kickass music playing in the background giving an even deeper feel to the game and storyline.
Community Relations A.K.A Relaytor(s):
Not PR as you would think but basically some people who live with the community and mingle around them. These people know the status of the teams progress and relay that information to the community. This way if the community has any suggestions and ideas, these people will sort between all the mass of suggestions and take the good parts back to the team and integrate them. Of course discussing said ideas to see if they are feasible to begin with.
In laymens terms, this is the doorway between the team behind the scene who works on the project and the community and their suggestions.
That said, this doesn't mean the community won't be able to talk to the team directly, but if they are busy and whatnot it's the job of these Relaytors to make sure they get heard.
---------------
Now with that said. Be certain of that some of the community members will get angry, discouraged and just leave never to be heard of because of a bunch of reasons.
This setup is almost a must if you want single player. There's just too many suggestions on how this campaign should look like and turn into. Some wants UT3 style thing with various game modes like assault, ctf, deathmatch etc. for each stage. Others wants a clone of Q1, no story just a bunch of mindless killing bots in a linear fashion.
I for one am NOT happy with either of those suggestions. When I think Single Player I think awesome story, some nice action and other goodies like perhaps cutscenes and whatnot. I do NOT think "offline multiplayer with bots instead of real players". That is NOT a single player in my mind, it's usually called 'Skirmish'.
So, already there I bet I made a few people cringe. When making a single player for Xonotic remember, it is impossible to make everyone happy, someone will get pissed complaining "You don't listen to the community at all you stupid liars! You don't care about us!oneeleven!!211!!".
Sure we would listen to the community and their feedback as much as possible, but just know not all ideas would be accepted. Feelings will be hurt.
This is why we need to stop beating around the bush and actually start planning. I am completely happy with a Half-Life kinda style, and remember that's pretty much all we can do at this point anyway. We cannot have cool awesome next-gen single player campaigns with thousands enemies at once with hovering vehicles spewing lava melting the entire map.
If you get together a good and serious team, I would be happy to offer my services as a modeler, texturer, rigger and animator. I can do all those parts however, I prefer not to be alone though.
---------------
EDIT updated: 2011-02-07:
These are the offers currently. Maybe, just maybe, there could be light at the end of the tunnel. I wonder how many story tellers it takes before it gets messy. In any way, if you could coordinate your work efforts I don't see why it shouldn't work:
N/A
You know I see so many threads about single player and whatnot but really no action or actual planning. So I decided to share something with you guys to open up some eyes on what it really takes to do such a feat.
I'm going to get down and dirty and spill the beans about a single player for Xonotic. I'm gonna start off saying that to some degree the community WILL be out of the loop and not even asked for advice and opinions. And in some cases even blatantly ignored.
It will also need a SET team which works on it. But as always, of course contributors would be much welcomed and appreciated.
I'm now gonna try to explain this.
---------------
Project Manager/Coordinator:
There are many roles to fill and many hats to wear in such a production.
The most important thing is organization, without it don't even think of starting anything, it WILL fail.
You will need one or two project managers. Their roles would be to drive the project forward, give advice, make decisions if in a stale situation, look after the team, know what they are working on, give out directions and tasks for the team, looking for more talent/contributors to pitch in, basically make sure the project isn't dead or standing still.
Story teller(s):
Basically have one or a few story tellers which can work in tandom with each other and the community. Make them whip something up, something good as well, not just the first story go. Don't underestimate this part and also don't overestimate it. It's an important step but not all can actually come up with a good plausible and entising story.
Coders/Programmers:
Then of course you need coders which is very hard to come by, and not just one coder either. Not many are too eager on working on a single player story campaign.
Concept artists:
People who can visualize the world for the next step of people. They'll draw out the world, characters, weapons, different environments, props and whatnot. It's almost never a good idea to start doing anything until you have a clear idea of what you're trying to accomplish.
Modelers/Texturers/Riggers/Animators:
I took these for major roles in one go cause I don't want to type too much. But basically you know what these guys do. Also, more than one would be very good to have.
Music and Sound effects:
From all to folly sound effects to kickass music playing in the background giving an even deeper feel to the game and storyline.
Community Relations A.K.A Relaytor(s):
Not PR as you would think but basically some people who live with the community and mingle around them. These people know the status of the teams progress and relay that information to the community. This way if the community has any suggestions and ideas, these people will sort between all the mass of suggestions and take the good parts back to the team and integrate them. Of course discussing said ideas to see if they are feasible to begin with.
In laymens terms, this is the doorway between the team behind the scene who works on the project and the community and their suggestions.
That said, this doesn't mean the community won't be able to talk to the team directly, but if they are busy and whatnot it's the job of these Relaytors to make sure they get heard.
---------------
Now with that said. Be certain of that some of the community members will get angry, discouraged and just leave never to be heard of because of a bunch of reasons.
This setup is almost a must if you want single player. There's just too many suggestions on how this campaign should look like and turn into. Some wants UT3 style thing with various game modes like assault, ctf, deathmatch etc. for each stage. Others wants a clone of Q1, no story just a bunch of mindless killing bots in a linear fashion.
I for one am NOT happy with either of those suggestions. When I think Single Player I think awesome story, some nice action and other goodies like perhaps cutscenes and whatnot. I do NOT think "offline multiplayer with bots instead of real players". That is NOT a single player in my mind, it's usually called 'Skirmish'.
So, already there I bet I made a few people cringe. When making a single player for Xonotic remember, it is impossible to make everyone happy, someone will get pissed complaining "You don't listen to the community at all you stupid liars! You don't care about us!oneeleven!!211!!".
Sure we would listen to the community and their feedback as much as possible, but just know not all ideas would be accepted. Feelings will be hurt.
This is why we need to stop beating around the bush and actually start planning. I am completely happy with a Half-Life kinda style, and remember that's pretty much all we can do at this point anyway. We cannot have cool awesome next-gen single player campaigns with thousands enemies at once with hovering vehicles spewing lava melting the entire map.
If you get together a good and serious team, I would be happy to offer my services as a modeler, texturer, rigger and animator. I can do all those parts however, I prefer not to be alone though.
---------------
EDIT updated: 2011-02-07:
These are the offers currently. Maybe, just maybe, there could be light at the end of the tunnel. I wonder how many story tellers it takes before it gets messy. In any way, if you could coordinate your work efforts I don't see why it shouldn't work:
N/A
ai am ai.
Fix the avatar size limit please! I want my avatar gifs back! DISCRIMINATION!
Also, change my name to 'ai', these forums sucks which can't have 2 letters in the nick!