Anon989 Posted April 11, 2013 Author Posted April 11, 2013 Campaign Reveal What is it? A sandbox style campaign with support for up to 2 players. Co-Op is completely optional if you don't want anything to do with that. Who will we be playing as? You will be playing as one (or two) of Dr. Isis's twin daughters (not identical twins though). The game officially begins on their 18th birthday. So what will their personalities be like? Nearly mute save for basic dialogue, just to avoid anything that might take you out of character. Where does it take place? On board the Icarus and then the rest takes place within the city of Korhal. What groups will we be dealing with? Infected people, Cultists/Zealots, Rogue AI + Defenses, and numerous Survivor's. So there will there be story elements + characters to find? Yup, unlike the Multiplayer, there will also be both good and bad ends depending on who you choose to help/not help. How will you be handling progression? Once in the city players will be able to explore each section at their own pace. As they move about each area, they may come across npc's in need of help which players can help in return for rewards such as XP, Credits, food/drink, and equipment. It should be noted that the player can move about the city as they see fit, so returning to earlier levels is possible if you so choose. Wait there's XP now? Yes, killing enemies will now result in gaining XP. Once enough is gained you then can upgrade the following: Max Stamina, Max Health, and Max Lust. What will the credits be for? Vending machine style shops will be scattered around levels for players to use. How will infection work if there's a story now? If you find yourself getting infected when playing by yourself, you'll be shown a bad end of you turning and such. If there's two players however, your partner can save you with an antivirus, if they have one. You could also try infecting them as well however lol, and if you do both turn then you get a bad end too. Will you still be able to board up walls/insert anything from the original multiplayer idea here? Yup, there will be moments set up to mimic those exact mechanics. So why do all this? Shouldn't the original multiplayer idea take focus? My buddy came on board with his own unique views/ideas for the project, and as a result of this certain priorities have shifted and new ideas have taken hold. This campaign is the result of that, and before you ask, no this is not the death of the original Multiplayer, just an extension of the overall lore/universe for you to play around in I'll make sure to add to this later in case I missed anything. So for now enjoy, and I hope this clears things up a bit.
Kagarus Posted April 11, 2013 Posted April 11, 2013 Sounds great - a campaign like that with decisions, side-quests, multiple endings etc. will mean a lot of work, but would definitely be fun to play. One question, though - how quickly will one get infected and get the bad ending? One time and you're done? Several times, with the possibility to recover sustained 'infection damage' it via the antivirus? P.S.: RoL means Rape-on-Lose - basically, when you get defeated, your character gets raped (The term orinigated in the Game Over Rape thread on Hongfire - a lot of the games discussed there didn't actually feature a Game Over (you could continue to play after your character was raped due to losing a battle etc.), so RoL was coined for those). And with the revelation of the Protagonist(s) that worry is now deader than dead
Anon989 Posted April 11, 2013 Author Posted April 11, 2013 Sounds great - a campaign like that with decisions, side-quests, multiple endings etc. will mean a lot of work, but would definitely be fun to play. One question, though - how quickly will one get infected and get the bad ending? One time and you're done? Several times, with the possibility to recover sustained 'infection damage' it via the antivirus? P.S.: RoL means Rape-on-Lose - basically, when you get defeated, your character gets raped (The term orinigated in the Game Over Rape thread on Hongfire - a lot of the games discussed there didn't actually feature a Game Over (you could continue to play after your character was raped due to losing a battle etc.), so RoL was coined for those). And with the revelation of the Protagonist(s) that worry is now deader than dead Yeah, I've been testing things out in the UDK and I've been surprised at how easy some things are turning out to be. So it's definitely not going to be too hard for us to get going. Well apart from making all the assets and such lol. I'm assuming you mean one rape and your done, but if that's what you mean, then no it's not one and done. I believe I mentioned how this would work on the front page for this: Infection - Every time an enemy is able to "finish" with you sexually your infection level will increase. Infections can be cured with antivirus injections, but should your infection reach certain progress milestones then the infection will only be cured to that milestone. There will be three mile stones for infection: 1) Player is now among the infected, lust will now raise automatically 2) Player now gains red eyes signifying that she is infected. Now when lust is filled, the player will go feral and try to rape enemies/allies for a time 3) Player is now on the side of the infected, and must now obey their new instincts Now as to how many times it will take to move between these levels? I would say 1-2 (full uninterrupted) rapes per level. The exact number will need some testing before I can give you something more accurate. Sorry about that. Also thanks for explaining that RoL term for me, http://www.youtube.com/watch?v=pele5vptVgc
Kagarus Posted April 11, 2013 Posted April 11, 2013 I'm assuming you mean one rape and your done, but if that's what you mean, then no it's not one and done. I believe I mentioned how this would work on the front page for this: Infection - Every time an enemy is able to "finish" with you sexually your infection level will increase. Infections can be cured with antivirus injections, but should your infection reach certain progress milestones then the infection will only be cured to that milestone. There will be three mile stones for infection: 1) Player is now among the infected, lust will now raise automatically 2) Player now gains red eyes signifying that she is infected. Now when lust is filled, the player will go feral and try to rape enemies/allies for a time 3) Player is now on the side of the infected, and must now obey their new instincts Yeah, read that... wasn't sure if that would still apply, as milestone 2 might interfere rather badly with NPC interactions, and milestone 1 isn't a doozy either, especially if you can never recover from it - get into a bad situation on the Icarus and you're crippled for the entire rest of the game. IMHO, while that "can't be cured beyond the milestone" would work well in multi-player (after all, you want some of the players to fail and become infected), in a campaign it would become an annoyance rather quickly (maybe make "can't recover beyond a milestone" an optional challenge setting?)
Anon989 Posted April 11, 2013 Author Posted April 11, 2013 I'm assuming you mean one rape and your done, but if that's what you mean, then no it's not one and done. I believe I mentioned how this would work on the front page for this: Infection - Every time an enemy is able to "finish" with you sexually your infection level will increase. Infections can be cured with antivirus injections, but should your infection reach certain progress milestones then the infection will only be cured to that milestone. There will be three mile stones for infection: 1) Player is now among the infected, lust will now raise automatically 2) Player now gains red eyes signifying that she is infected. Now when lust is filled, the player will go feral and try to rape enemies/allies for a time 3) Player is now on the side of the infected, and must now obey their new instincts Yeah, read that... wasn't sure if that would still apply, as milestone 2 might interfere rather badly with NPC interactions, and milestone 1 isn't a doozy either, especially if you can never recover from it - get into a bad situation on the Icarus and you're crippled for the entire rest of the game.IMHO, while that "can't be cured beyond the milestone" would work well in multi-player (after all, you want some of the players to fail and become infected), in a campaign it would become an annoyance rather quickly (maybe make "can't recover beyond a milestone" an optional challenge setting?) There will be places/items to fully cure yourself for a price, but it will be costly/rare. We want a more hardcore vibe for this campaign (and this game in general), and this part goes along with that ideal. Survival was always a big focus for this game, and if we resist the urge to punish you then that would take away from that goal. Surviving this should be tough, and later this would give you that sense of triumph that games like Dark/Demon Souls give when you finally win/get past certain parts. I hope I worded this in a way that made sense, but if not please feel free to ask me anything else As for the optional setting idea, idk we'd have to look into it later and get back to you on that
Nonsense667 Posted April 11, 2013 Posted April 11, 2013 Yeah... I'm still a little confused. >.< But less due to what you've said, and more in the fact that honestly, I really am not sure where to expect the project to be going. Like you said, it's shifting a round a lot. :\ Question about the campaign characters. So, are we stuck with them? Is there any chance for customization with their looks/appearance? You said that there would be multiple scenarios. Is that still the plan? Or is it one, big thing. If it is multiples, will it be those same characters for every scenario? Or different ones? Still didn't think it was going to be so rpg-like. Expecting it to be very day-z like, focused on the savaging, simply staying alive, and as was talked about earlier, activation of events, and finding stuff by exploring around. Unless I'm reading the recent posts wrong and it is still going to be like that. But it sounds a bit more of a focused journey now, based on interaction with characters and a laid out story line and all sorts of things. As opposed to the "Make your character, make your story" sound of the earlier description. To be honest, all of the changes, and shifting around, and flip flopping, has me simply uncertain. I mean, it's hard to be enthusiastic about a project, when you aren't even sure what the project is, you know? But that said, I still very much support all this, and hope for the best, and hope you kick your friends ass when he tries to overwrite your vision for the game.
Anon989 Posted April 11, 2013 Author Posted April 11, 2013 Yeah... I'm still a little confused. >.< But less due to what you've said, and more in the fact that honestly, I really am not sure where to expect the project to be going. Like you said, it's shifting a round a lot. :\ Question about the campaign characters. So, are we stuck with them? Is there any chance for customization with their looks/appearance? You said that there would be multiple scenarios. Is that still the plan? Or is it one, big thing. If it is multiples, will it be those same characters for every scenario? Or different ones? Still didn't think it was going to be so rpg-like. Expecting it to be very day-z like, focused on the savaging, simply staying alive, and as was talked about earlier, activation of events, and finding stuff by exploring around. Unless I'm reading the recent posts wrong and it is still going to be like that. But it sounds a bit more of a focused journey now, based on interaction with characters and a laid out story line and all sorts of things. As opposed to the "Make your character, make your story" sound of the earlier description. To be honest, all of the changes, and shifting around, and flip flopping, has me simply uncertain. I mean, it's hard to be enthusiastic about a project, when you aren't even sure what the project is, you know? But that said, I still very much support all this, and hope for the best, and hope you kick your friends ass when he tries to overwrite your vision for the game. Yeah, this whole thing was minor setback for me too. A number problems came up from me simply misunderstanding what he was saying/vice versa. Still, I think the end result of this will still be good for the project in the long run, a bit more chaotic than I preferred, but I think things should settle down as we get back to normal + reorganize things over the next few days. The multiplayer bit will still be left unaffected from all this though, so I'm not compromising my original vision for that. And don't get me wrong, the Campaign will still have the survival style gameplay I wanted for this. Think of it more as an evolution of the objective ideas I had previously for the multiplayer parts. Now as for the characters, no one will be tagging along for the whole game besides your co-op buddy. Main characters will show up from time to time, but for the most part you're on your own. Oh btw the plan for your player character is to have them be customizable. Though I really need to finish the base models before I get any more into what degree of customizable-ness I'll be doing. Yeah, I gotta make sure to put my foot down every now and again, just to remind him who is in charge here lol.
Soap desu Posted April 12, 2013 Posted April 12, 2013 This seams interesting, following the topic and hoping for alpha/beta gameplay uploads sometime so we the people can playtest it .
Anon989 Posted April 13, 2013 Author Posted April 13, 2013 This seams interesting, following the topic and hoping for alpha/beta gameplay uploads sometime so we the people can playtest it . Glad to hear ya like it, but for now, especially with the recent restructuring, patience is key! Though If I had to guesstimate a time frame of something playable (tech demo), I'd say something around 2-3 months. Though that might get sped a up quite a bit when my coder finishes up with his school work in May. Update April 12: Busy day, just getting home now. Will get the rest of the prep work for the body + head model done today, and will probably spend a few hours tomorrow morning to get it all done. I'll keep you posted tomorrow.
Anon989 Posted April 13, 2013 Author Posted April 13, 2013 Update April 13th: Ok after going through about 4 hours worth of tutorials and such I THINK I have the base head mesh nearly done. Now as you guys remember, I'm not the "best" or the most experienced character modeler, I mean hell before this I usually was content just to do minor props and such lol. So all that said take special note of the "Note" below lol. Note* Remember it's a WIP and I'm still learning here (go easy one me pls lol). Oh btw before anyone asks, textures and such still need to be done, but I'm holding off on that until the body is finished. And with that I'm off lol, and I hope you like it -edit- Also if you didn't notice, I lol a lot more when I'm nervous.
Nonsense667 Posted April 13, 2013 Posted April 13, 2013 Wow, I'm impressed. Will have to see how it looks with hair, eyes, and on a body, but it looks really good to me! Realistic/believable, but also with a hint of being stylized, at least to me.
Anon989 Posted April 13, 2013 Author Posted April 13, 2013 Wow, I'm impressed. Will have to see how it looks with hair, eyes, and on a body, but it looks really good to me! Realistic/believable, but also with a hint of being stylized, at least to me. Hey thanks, glad ya like it. I thought it was pretty good for a first (mostly finished) attempt lol. Will try and work on the eyes later tonight. Then it's back to the body.
banshe Posted April 14, 2013 Posted April 14, 2013 For a starter you did a good job. Though it remains to be seen how it all goes in motion I guess. I've seen some weird stuff happen to models that weren't set quite right when they did the most basic animations.
Anon989 Posted April 14, 2013 Author Posted April 14, 2013 For a starter you did a good job. Though it remains to be seen how it all goes in motion I guess. I've seen some weird stuff happen to models that weren't set quite right when they did the most basic animations. Yeah the rigging and such is an important step, it can **** up a lot if you do a poor job. But that comes after I do the modeling lol. One step at a time
Anon989 Posted April 15, 2013 Author Posted April 15, 2013 Update April 15th: Slow week for me starting today. Going to be pretty busy until the weekend. I'll try to squeeze in some dev work every now and then, but don't expect too much from me lol. Sorry about that. That said, I have a few neat ideas for the HUD when I get some time off to test it out. I personally would like/prefer a less is more approach to the HUD for the sake of immersion and such, but I want to test some things out before I fully commit to that. So to keep things moving, here are some questions for you guys: So what kind of HUD do you guys prefer? What do you think would fit best for this? and remember as always, there are no stupid answers here, so feel free to suggest/say whatever comes to mind.
Anon989 Posted April 16, 2013 Author Posted April 16, 2013 Character Bio Part 02 Special Note* the question marks are there as the characters are never really referred to by a specific name (beyond their last name), and since their appearance will be customizable, I left them as question marks too. Name: ??? Isis + ??? Isis Nickname: ??? Ethnicity: ??? Age: 18 Occupation: Student(s) Physical Description: ??? Hair Style: ??? Facial Hair: None Clothing: ??? Family: Dr. Isis, Sara Isis Religion: ??? Pets: Ecco plant named Herb Personal Bio: The Isis twins aka the player character(s) for the campaign. They were raised aboard the research vessel "Icarus" by their mother Dr. Isis and caretaker/bodyguard Alex Conway. Both twins have been sheltered quite a bit by their mother, leaving them much less developed socially (They don't talk much). They have been privately educated by their mother, and both have a much higher level of intelligence to show of it. Outside of teaching however, Dr. Isis has a fairly distant relationship with her twins as she often puts her work before family. On top of their education, Conway has been teaching them the operation of numerous fire arms and weaponry. Their mother believes this is unnecessary, but they enjoy their time with him so she allowed him to train them in his free time. Sara Isis, their older sister, seems to hold a fair amount of resentment towards the duo and their bodyguard Conway. She has a habit of trying to provoke and at times toy with them, but she has never resorted to anything too serious. Skills: They have a limited knowledge of weaponry and combat courtesy of Conway. Also thanks in part to their mothers training, they are in excellent mental conditions with all the benefits that come with that. What other Characters have to say: Alex Conway: "These two mean the world to me." Dr. Isis: "One day my daughters will be running this facility, and I will ensure that they are ready for such a responsibility." Security Lt. Alexei: "They seem like nice enough kids, shame they can't get out more though." edit also no opinions on the hud stuff earlier? If not, that's ok, was just curious if anyone felt strongly one way or the other on the topic.
dmen77 Posted April 16, 2013 Posted April 16, 2013 Hmm, concerning HUDs, I do believe that less is good because many things can crowd the screen. My preference is something like Mass Effect's minimal HUD or something like Fallout or Skyrim (both with mods) where the HUD only comes in when necessary.
pimpedkilla Posted April 16, 2013 Posted April 16, 2013 This really looks interesting. Hope nobody minds if I just jump on in here . For HUD, I think a minimalist display will work best, with a single dot for a crosshair and a numerical display on a corner that displays ammo. If possible, it would be cool if the ammo can be displayed on the guns themselves, Tribes: Ascend style. Health, stamina, and lust can be displayed on the other corner from the ammo, and just be three bars with their respective colors. Just my personal preferences. Looking really great so far! Hope this gets to a playable state soon!
Anon989 Posted April 16, 2013 Author Posted April 16, 2013 Hmm, concerning HUDs, I do believe that less is good because many things can crowd the screen. My preference is something like Mass Effect's minimal HUD or something like Fallout or Skyrim (both with mods) where the HUD only comes in when necessary. Will have to start up mass effect to remember what the hud looked like in that. But yeah, that sounds like what I like as well. This really looks interesting. Hope nobody minds if I just jump on in here . For HUD, I think a minimalist display will work best, with a single dot for a crosshair and a numerical display on a corner that displays ammo. If possible, it would be cool if the ammo can be displayed on the guns themselves, Tribes: Ascend style. Health, stamina, and lust can be displayed on the other corner from the ammo, and just be three bars with their respective colors. Just my personal preferences. Looking really great so far! Hope this gets to a playable state soon! lol Feel free to jump in when ever you want to And funny you should mention that, I was actually doing a bit of work to show all the relevant info on the guns lol. As for the HUD layout itself, I'm definitely going to try to keep it simple, it seems like the best way to go. Glad you guys think so as well.
Nonsense667 Posted April 17, 2013 Posted April 17, 2013 That character bio(s?) looks fine! And as for the hud, honestly, as long as it doesn't look terrible, it should be fine, hah. Whether minimalistic, or more detailed!
Anon989 Posted April 17, 2013 Author Posted April 17, 2013 Bonus Update April 16th/17th Got a bit more done on that logo splash. Still needs sound, but I think it's done for the most part. Here's a preview of it in action: http://www.youtube.com/watch?v=y28tE45Jar8&feature=youtu.be It's a bit blurry when not in HD so I recommend increasing the video quality to at least 720p. And now with that done, I need to get some sleep for tomorrow lol. edit Oh, and I hope you guys like/enjoy it.
Nonsense667 Posted April 17, 2013 Posted April 17, 2013 Oh~~~~~ sexy. If you can make the intro look that good, then I'm hopeful for the HUD. That being said... it feels like there is just a little too much going on. Maybe take out that "colored strobing" effect? It happens twice, around 0:02, and again around 0:03, the first time it breaks into red green and blue, and the second time into green and purple. Maybe if those effects were taken out? I know it's tempting to add as much shiny effects as possible, hah.
Anon989 Posted April 17, 2013 Author Posted April 17, 2013 Oh~~~~~ sexy. If you can make the intro look that good, then I'm hopeful for the HUD. That being said... it feels like there is just a little too much going on. Maybe take out that "colored strobing" effect? It happens twice, around 0:02, and again around 0:03, the first time it breaks into red green and blue, and the second time into green and purple. Maybe if those effects were taken out? I know it's tempting to add as much shiny effects as possible, hah. Yeah I can kinda get carried away sometimes lol. Plus it was late and I was getting tired...lol excuses. But yeah I can ditch the color effects and see if that's any better. Will try and get that done now really quick and I'll upload it when I'm done.
Nonsense667 Posted April 17, 2013 Posted April 17, 2013 Feel free to wait and see what others suggest! But sure, we can take a look-see. ^^
Anon989 Posted April 17, 2013 Author Posted April 17, 2013 Feel free to wait and see what others suggest! But sure, we can take a look-see. ^^ Uploading to youtube, so it'll be here in a few mins lol. That way people can compare the two and such. Bam! re-uploaded: http://www.youtube.com/watch?v=YfXLJa_2y4w&feature=youtu.be
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