Campaign idea

Campaign idea

Postby AxE » 09 Jul 2012, 21:03

Since the Ides version of RE I was working (for fun) on a campaign idea:

You are a soldier of Alpha fighting against Omega. You are a new recruit who must show his true potential to become a full fledged member, you complete a training coarse then get sent to a map (one of the pre made maps of RE) and have to win the matches (either dm, ctf, dtf bomber-ball etc.) the story would be kinda crappy from there but at least you can get a single player challenge before starting online matches.

I recently decided to download (update) RE again and saw the work that I have done and wondered if I should finish it, would it be worth it to add to the game at all?
the reason why I even started making this was because I'm not much of an online player and wanted more out of the offline experience.

Edit:
Just to be sure, I may use pre made maps for this, right? (I won't edit them at all, I will only use custom .cfg for extra settings)
maps I would like to use are:
Linear ; Mist ; Deli ; Deadsimple ; Forge ; Futuresport ; Colony ; Echo ; etc.
If not I will start creating some of my own, it's just this will make it easier.
Last edited by AxE on 10 Jul 2012, 10:05, edited 2 times in total.
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Re: Campaign idea

Postby Fallen » 09 Jul 2012, 21:45

yeah I have a lot of campaing ideas too, and I shared some with community, but RE doesn't have only few enemy types, and there's no easy way to do some thins such as controling player camera...
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Re: Campaign idea

Postby Snipe » 09 Jul 2012, 22:48

Fallen {l Wrote}:yeah I have a lot of campaing ideas too, and I shared some with community, but RE doesn't have only few enemy types, and there's no easy way to do some thins such as controling player camera...


I agree about the lack of enemy types. Perhaps a step in the right direction would be to incorporate the "oldplayer"
(found in data\models\actors) as an active enemy in the game, like an advanced grunt both in AI and movement(grunt with bot AI) and rename it trooper or something. Maybe this subject needs its own post. Yes?
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Re: Campaign idea

Postby AxE » 10 Jul 2012, 08:05

Yeah, the lack of enemies is the reason why I decided to use premade maps with deathmatch, capture the flag, etc.
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Re: Campaign idea

Postby Ulukai » 11 Jul 2012, 09:27

I believe that we could differentiate various kind of offline playmodes.

1) The one that we have now: Free offline play. Play whatever gametype you want on whatever map you like.
2) The one you suggest (but I would even skip the basic story): an easy training level that explains the movement and game mechanics, followed by a series of predefined levels and different gametypes to practice a bit of everything.
3) Campaign. There are so many suggestions on this one already - heck there are even complete storylines on the forum - but no one has stepped up to code or map anything for this. Like said before: it will be a massive amount of work (you'll need a real team for this) and replay value is rather limited.

Maybe in a couple of years we'll have all three of 'em in RE, but I think if we could get 1 and 2 already in a very polished way in the game, it will be really nice. We should focus on fun online play and not encourage people to spend a lot of time playing offline. IMO it's a fun way to learn to know the game, but the online playing is so much more fun!
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Re: Campaign idea

Postby Fallen » 11 Jul 2012, 10:12

I think that 3) Campaing will do more to let whole world hear about RE. In this days ppl are looking for co-op games, so I think that may help to get more players for default multiplayer too.
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Re: Campaign idea

Postby Ulukai » 11 Jul 2012, 10:47

Fallen {l Wrote}:I think that 3) Campaing will do more to let whole world hear about RE. In this days ppl are looking for co-op games, so I think that may help to get more players for default multiplayer too.

Co-op online play is fun indeed, but still this needs a whole lot of work. Player models, scripting, maps, a way to tell the story, ...
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Re: Campaign idea

Postby Fallen » 11 Jul 2012, 11:48

a way to tell the story... yeah... I thing that RE is a game wich can have a lot of stories - one shorter, one longer, and everyone should be able to contribute, or make part of story. For example I make first map wich tells about that who you are and who are you fighting against, next few persons just continue that story as just fighting and doin' objectives on few maps, then someone make finish-objective map wich ends this story.
I think that maybe those 'teams' should looks like 'Story owner + contributors' -> for example I create story for campaing, I do first map, then anyone can make continuations, then I choose in wich order maps will be played and/or it will be included or not (or maybe sometimes included as 'bonus secret map' like in Quake?), then I will make last map, and just moderate story to fit it to that what I wanted - and ta-dam ! We have got campaing complete, not only by one person but by 'team'. I think that first campaing will take a lot of time, because there still is needed to add enemies, a lot of additional models (maybe for some campaings change player/s model to diffrent 'race' from space?), yeah a lot of scripts - just like ability to control players camera (to show view on smth important etc etc etc).
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