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  Uber Modder Uber ModderMember since: 10.02.2008, 13:12Posts: 1447Location: Germany Likes: 0
 

 Post Topic: Exteriorbox presents: 4.D
PostPosted 09.05.2010, 21:40 
ExteriorBox presents:

Image





Aim of the project
The aim of the project is to deliver a novel, heavily story driven, single player experience
set in a fictional reality more than a millennium in the future.


Outline of the plot
The remains of humankind is scattered around the galaxy, lead by few of the finest and
at the same time worst possible individuals imaginable. The protagonist is one of these
individuals. Elevated to the status of demigod, he wrecklessly pursues his agenda with
reasoning and sanity left behind.


Gameplay
The story is conveyed through the first person perspective and offers a multitude of
environments ranging from foreign planets, surface layers of gas giants and most notably
human made space colonies.

The core gameplays idea is to provide a two layer combat system: the soldier level and
the hero level(the player exists on the hero level). The soldiers are mostly concentrated
on their level, while the heroes aim is to defeat the other heroes to win the battle, the
soldiers can engage the heroes but that would require heavy machinery or substantial
outnumbering. The player has at his/her disposal a large variety of weapons and vehicles.

In addition to the core gameplay there are various other scenarios that have a very
different approach and may not contain any regular foes or combat at all.


Platform
The project is designed from ground up to utilize Cryengine3.


Origin
The idea is actually quite old: I came about it sometime in 2006-2007, though
technology was not mature enough to turn it into reality. Well it is not quite there today
either, but I believe that a lot of can be achieved with hard work and clever trickery. The
bounds are there to be pushed further.

Here is one of the first drafts from the very beginning, just as a proof of concept:
Image


Current status
The project is in the phase of pre-production: the writing of the design document.


Can I help?
Yes, if you are interested in joining the cause then contact me through these boards or
via email: atsest@gmail.com

Currently the biggest need is for a writer who would help to put the story on paper and
concept artists to properly visualize the ideas.


Additional note
I know that there are a mountain of problems to be climbed(coding, content creation you
name it) and the idea is not to achieve all of it in one go, but rather take it step by step:
proper design document->core gameplay mechanics and some assets/art-> (trailer->)
demo/playable build that incorporating one of the environments, then expand on that...



/Ats


Image


Last edited by atsest on 10.05.2010, 11:58, edited 4 times in total.

User avatar   Uber Modder Uber ModderMember since: 06.10.2008, 23:11Posts: 1586Location: Virginia, USA Likes: 0
 

 Post Topic:
PostPosted 09.05.2010, 21:42 
This looks like it could be really kick ass.


Quote:
Originally posted by Hmmm:
/Closed
Because some things never deserved to be open....
User avatar   Uber Modder Uber ModderMember since: 18.05.2008, 23:54Posts: 1906Location: Los Angeles, CA Likes: 0
 

 Post Topic:
PostPosted 09.05.2010, 21:47 
Now that is a 1000th post!

This sounds like a brilliant idea for a Mod. I've been waiting for a story driven Sci-Fi total conversion.

The universe you've thought of so far sounds fascinating. I'd love to see it realized in CE2.

Best of luck on this project! :D


User avatar   Uber Modder Uber ModderMember since: 18.10.2008, 18:54Posts: 1870 Likes: 0
 

 Post Topic:
PostPosted 09.05.2010, 21:51 
Sounds awesome, I hope you can get some work posted so we can see your idea visualized.


Image
User avatar   24/7 Modder 24/7 ModderMember since: 16.06.2008, 22:11Posts: 4306Location: Oulu, Finland Likes: 2
 

 Post Topic:
PostPosted 09.05.2010, 22:00 
I can just wonder how ambitious mods like this are.

Good luck!


Zip-line release 2012-04-24 (for CE2 & CE3) · C1 mod project: A mod called Entry
Assets · Blender: Destroyable object tutorial for CryBlend

- currently lost in New Eden -
User avatar   Media Support Media SupportMember since: 30.07.2008, 00:36Posts: 3756Location: Sthlm, Sweden Likes: 2
 

 Post Topic:
PostPosted 09.05.2010, 22:50 
Hm, sounds very aspirational, especially so close to CE3. Or perhaps you're planning to port it? Anyway, looking forward to more. :)


- Aspiring Level / 3D Artist -
Portfolio | CryDev | Tumblr


Last edited by The Vulture on 09.05.2010, 23:00, edited 1 time in total.
  Trainee TraineeMember since: 23.03.2010, 17:50Posts: 102 Likes: 0
 

 Post Topic:
PostPosted 09.05.2010, 23:31 
Very nice idea, but I would definitely port to CE3, because by your description, you are going to use a lot of lights.
User avatar   Uber Modder Uber ModderMember since: 11.03.2009, 19:43Posts: 1695Location: in da hood Likes: 0
 

 Post Topic:
PostPosted 09.05.2010, 23:43 
CE3 ? I just wonder how ? Do you have a licence or what ?


"I gots to talk. I gotta tell what I feel."
User avatar   Trained Modder Trained ModderMember since: 07.10.2009, 23:07Posts: 365Location: AMERICA!! (Say like a jersey man!) Likes: 0
 

 Post Topic:
PostPosted 10.05.2010, 00:02 
Grrr- wait till crysis 2 comes out. SB3 will be a blast. (I hope...)
Hmmm- CE3? Well- if you got a license. Heck- make your own dev group! Be a game marketer. lol
But If this is a mod. Holy crap- I think game makers will get jealous... :p Basically- a whole new game.
Hope to see it someday! Good luck!


:evil: zombie mode enabled- ROAGHHHHRRR!!!! :evil:
User avatar   Uber Modder Uber ModderMember since: 18.05.2008, 23:54Posts: 1906Location: Los Angeles, CA Likes: 0
 

 Post Topic:
PostPosted 10.05.2010, 00:10 
I would recommend only creating content that you know can be ported. So if they give us SB3 with Crysis 2 you can easily port over the cry file without losing things. Any objects or particles should be custom made so that they don't depend on Crysis 1 content.

CE3 should be very friendly for a Sci-Fi mod with it's deferred lighting (especially in space stations, colonies, large space ships, etc.) Personally, I can't wait to put it to the test.


  Uber Modder Uber ModderMember since: 10.02.2008, 13:12Posts: 1447Location: Germany Likes: 0
 

 Post Topic:
PostPosted 10.05.2010, 07:28 
Thank you all for the positive feedback.

Regarding the engine choice, no we do not have access to CE3, as the project will run for a
long period(~2 years until some kind of release hopefully), the logical choice was to look
forward to the next generation. And as there is so much to do, before even touching the in
engine stuff I wouldn't worry about porting content.

As you all probably know there have been rumors about the CE3 equivalent of UDK. That
would be the target: a stand alone product/total conversion. But first things first, ideas
into bits
and only then it is time to start thinking about the release.


Image


Last edited by atsest on 10.05.2010, 10:43, edited 1 time in total.
User avatar   Uber Modder Uber ModderMember since: 01.02.2008, 03:16Posts: 1253Location: JUNKER HQ Likes: 0
 

 Post Topic:
PostPosted 15.05.2010, 00:41 
No offense... ;)

But why not make some "proof of concepts" on the SB2/CE2?
Because knowing how the SB2/CE2 works will only benefit you when it comes to the CE3 :D

I guess I just don't understand the point in making a thread for a project that has nothing to show for itself, and at this rate won't for at least the next 7 months.