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User avatar   Beginner BeginnerMember since: 03.02.2010, 09:29Posts: 99Location: Germany Likes: 1
 

 Post Topic: [SP] open Outcast - Merry Christmas! Plans for 2011
PostPosted 01.04.2010, 12:38 
Image


About

The goal of this total conversion is the creation of a freely available sequel to the action-adventure game Outcast. In order to achieve this we are planning to extend Crysis Wars with RPG elements like nonlinear dialogues, an improved quest system, a proper 3rd person camera, additional UI elements and so on.

As a special feature it will be possible to travel between different levels freely without losing quest progress - when you return to a previously visited level your modifications to it will be remembered. This way we can get the Outcast-typical nonlinear gameplay experience with an open world you can explore freely.

News

[24.12.2010] Merry Christmas! Plans for 2011 (FRESH!)
[19.09.2010] Oasis 1.1 released(Techdemo release)
[13.09.2010] Kicking off the Oasis 1.1 release countdown
[27.07.2010] Okasankaar Artbook released
[29.05.2010] Free travelling, improved quest system and custom UI
[04.05.2010] Backpack 3000
[01.04.2010] Dialogue System
[10.02.2010] First tech demo(Techdemo release)

Links

official page

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To avoid any confusion: In spite of the date this posting is (fortunately) no joke at all :)

As everyone knows Crysis has a feature rich Dialogue System including support for all kinds of facial expressions and lipsync. The trouble starts though as soon as you try to make dialogues nonlinear: the integrated system only allows Dialogues which run straight from top to bottom.

Since interactive dialogues will play an important role in open Outcast we had to find a better solution. Together with our Game Designers we set up following feature list for our own implementation:
  • Dialogue flow is nonlinear (influenced by chosen options and logic / Lua scripts)
  • Dialogues are defined in XML files
  • Translation support
  • Different camera modes that are configured over a config file
  • Triggering actions that can be defined using the Flow Graph System of Crysis
  • Starting sequences and optionally resuming the Dialogue again after they finished
  • Support for Lipsync and facial expressions
  • Providing simple Flow Nodes so Leveldesigners can integrate Dialogues easily
  • Skipping lines of the dialogue

Now all of these features have been implemented, but see for yourself:

[videoext=660,396]http://www.youtube.com/v/eDGZnj6azWo&hd=1[/videoext]


If you are interested in the technical details or ask yourself how your mod could benefit from our system, read along in the corresponding feature on ModDB (http://www.moddb.com/mods/open-outcast/features/extending-crysis-with-a-custom-dialogue-system).

Successfully adding a modification of this magnitude to Crysis Wars confirmed us that we chose the right platform for our project.

A Highlight of the system are the camera modes you can see in the video below.

[videoext=660,396]http://www.youtube.com/v/ZbTeawGikTI&hd=1[/videoext]


The next challenge is the extension of the Quest system and support for persistence - you heard right - that would enable travelling between different regions (levels) freely without losing quest progress!

More on this to come after we implemented it. ;)


Project Lead, Lead Programmer @ open Outcast


Last edited by s87 on 25.12.2010, 00:40, edited 28 times in total.

User avatar   Superstar Dolphin Superstar DolphinMember since: 16.08.2004, 10:46Posts: 9828Location: Finland Likes: 161
 

 Post Topic:
PostPosted 01.04.2010, 12:47 
Awesome! The dialogue selection system is better than I expected. :) Good job with the lipsync as well! Cutter still needs a voice though...

Quest progress can be stored via flow graph using the GameToken system. Scripting every possible state of every quest with this method may be very tedious though... A hardcoded or LUA-based solution would probably be better.



Keep up the good work! You're doing great progress, and yet you still have time to implement funny "outtakes" like the soda machine... :P
User avatar   Beginner BeginnerMember since: 03.02.2010, 09:29Posts: 99Location: Germany Likes: 1
 

 Post Topic:
PostPosted 01.04.2010, 13:00 
Yeah we will include GameTokens in the design of our quest system but we will definetly need to do some extensions. Since our quests will have more Jorunal entries then the standard missions in Crysis and more conditions for suceess or failure we will consider Lua for that or creating some XML spec for quests - or do a mix of both as we already did in the Dialogue System.

And don't worry: we always look first what can be reused from Crysis and plan what needs to be added afterwards :)

EDIT: You already can change gametokens out of the dialogue definitions ... se the feature on ModDB


Project Lead, Lead Programmer @ open Outcast


Last edited by s87 on 01.04.2010, 13:01, edited 1 time in total.
User avatar   Uber Modder Uber ModderMember since: 01.02.2008, 03:16Posts: 1284Location: JUNKER HQ Likes: 2
 

 Post Topic:
PostPosted 10.04.2010, 09:11 
GREAT work guys...Keep it coming!
I'm looking forward to giving this MOD a play when it is completed.


User avatar   Beginner BeginnerMember since: 03.02.2010, 09:29Posts: 99Location: Germany Likes: 1
 

 Post Topic: Introducing the incredible Backpack 3000!
PostPosted 05.05.2010, 08:55 
Image


Who doesn’t know the charming [b]“Inventory is fullâ€


Project Lead, Lead Programmer @ open Outcast


Last edited by s87 on 05.05.2010, 09:19, edited 1 time in total.
User avatar   24/7 Modder 24/7 ModderMember since: 02.02.2007, 07:25Posts: 4954 Likes: 127
 

 Post Topic:
PostPosted 05.05.2010, 14:58 
Haha, nice guy! :P


My Crytek News Blog - http://bit.ly/aFSbnP
My Massive Crysis Maps Guide - http://bit.ly/f5ifhe
My CryEngine Screens - http://bit.ly/wIDNDJ
My Youtube - http://bit.ly/xIg1l1
My Twitter - http://bit.ly/yZtaoH0
User avatar   Staff Lead Staff LeadMember since: 16.11.2008, 14:21Posts: 5551Location: Wolfsburg, Germany Likes: 19
 

 Post Topic:
PostPosted 05.05.2010, 16:23 
I love how much work you put into publishing this. Nice work. :)


  Beginner BeginnerMember since: 03.05.2010, 17:57Posts: 10Location: Germany Likes: 0
 

 Post Topic:
PostPosted 10.05.2010, 14:25 
Your project is looking impressive, keep up the great work!


I'm currently working on a RPG-sort-of-thing myself (well, not a real project actually, I'm just trying to get comfortable with CryEngine) and I do know how extremely hard it is to modify Crysis' code in a way like that. It has taken me around a week to get the very basics of a simple 3rd person melee combat system going and there's still a lot left to be done. Dialogue and quest systems would most likely be the next thing on my list.. oh gosh :)

Thanks for your ideas concerning the dialogue system, though.. yours seems to be worked out really really well and I think lots of people (including me) can defenitely profit from your descriptions.

Any idea yet whether you'll implement dynamic daily routines of your NPCs? I think that'd be really interesting to implement, too, although most likely a lot of work..
User avatar   Superstar Dolphin Superstar DolphinMember since: 16.08.2004, 10:46Posts: 9828Location: Finland Likes: 161
 

 Post Topic:
PostPosted 10.05.2010, 14:31 
That thing about quest system etc with a video in mid-May is sounding really good! :) You surely haven't been slacking since the last update! :P
User avatar   Beginner BeginnerMember since: 03.02.2010, 09:29Posts: 99Location: Germany Likes: 1
 

 Post Topic:
PostPosted 10.05.2010, 15:22 
Quote:
Any idea yet whether you'll implement dynamic daily routines of your NPCs?

We are going to implement some improved system for neutral NPC AI, since we will have many non-hostile NPCs, and daily routines are in this plan for sure. Guess that will be after summer this year since the priorities lie elsewhere from a programmers point of view.

Quote:
You surely haven't been slacking since the last update!

Righto ;)


Project Lead, Lead Programmer @ open Outcast


Last edited by s87 on 10.05.2010, 21:57, edited 4 times in total.
  Beginner BeginnerMember since: 03.05.2010, 17:57Posts: 10Location: Germany Likes: 0
 

 Post Topic:
PostPosted 10.05.2010, 15:54 
Quote:
Originally posted by s87
Guess that will be after summer this year since the priorities lie elsewhere from a programmers point of view.


One of them being writing great development blogs like the one about your dialogue system as I hope, hehe :D
User avatar   Beginner BeginnerMember since: 03.02.2010, 09:29Posts: 99Location: Germany Likes: 1
 

 Post Topic: Free travelling, improved quest system and custom UI
PostPosted 29.05.2010, 08:25 
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A feature that no game calling itself sequel to Outcast should be missing is the ability to travel between different regions freely (the game world Adelpha was connected through portals - the so called Daokas).

Is it possible to transform a merely linear First-Person-Shooter like Crysis Wars into an adventure game that supports this kind of free travelling?

See for yourself:

[videoext=660,396]http://www.youtube.com/v/n4p0GhtS_Q4&hd=1[/videoext]


NOTE: The morph targets for the Cutter model weren't finished, so his lines aren't lipsynched. What do you think about his voice? Should it be changed - maybe YOU can do it better?

When introducing free travelling we also had to think about following issues:
  • Will the inventory/questlog of the player be kept when travelling to another level?
  • Will modifications performed to the current level be remembered when travelling elsewhere?
Our solution for both of them was the development of a persistence system (check the corresponding feature on ModDB for more). We were pretty much relieved when it worked out the way we imagined, since it wasn't clear whether the Crysis Wars SDK would permit such sort of modification altogether.

[videoext=660,396]http://www.youtube.com/v/1O2y0jt6kQk&hd=1[/videoext]


This and the dialogue system (presented in an earlier news post) were features not clear to be doable with the SDK - so we decided to implement them first to make sure we chose the right engine for our project.

Again we were confirmed in our choice ... while it is still a long way to go until we’ve finished the programming work (not to mention asset creation) we are at least certain now that the remaining things we want to alter are definetly possible.

You also may have noticed that some custom UI elements for the questlog were added. Under the hood we further created a Lua-driven quest system that fits our needs better than the stock mission system of Crysis Wars.

And finally we added some screenshots of the new marketplace, city walls and the tweaked Cutter model with the incredible Backpack 3000:

ImageImageImage

ImageImageImage


The next step in terms of programming will be the implementation of an improved 3rd person camera with support for proper aiming (in combat mode) and collision detection (everyone who tried Oasis surely noticed that navigating in buildings was pretty annoying).

More on that soon...

And finally some advertisment for vacant jobs:

We are always searching for motivated and talented people who want to help us release open Outcast some day and improve their portfolio along with getting experience working in a team with a professional claim at the same time. Currently we have a considerable shortage of 3D artists (modelers and the like) and besides we could need some tool programmers (C# knowledge required) and community managers (who can translate news postings and "spread the word").

Take a look at the official job announcement on ModDB to learn how to apply and what the detailed requirements are.

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Image Image ImageImageImageImage


Project Lead, Lead Programmer @ open Outcast


Last edited by s87 on 07.08.2010, 10:25, edited 6 times in total.
User avatar   24/7 Modder 24/7 ModderMember since: 02.02.2007, 07:25Posts: 4954 Likes: 127
 

 Post Topic:
PostPosted 29.05.2010, 10:35 
Great!!! We can keep weapon & event flag between multiple maps!? :D
So... we can make big adventure or RPG game? :P


My Crytek News Blog - http://bit.ly/aFSbnP
My Massive Crysis Maps Guide - http://bit.ly/f5ifhe
My CryEngine Screens - http://bit.ly/wIDNDJ
My Youtube - http://bit.ly/xIg1l1
My Twitter - http://bit.ly/yZtaoH0


Last edited by modsuki on 29.05.2010, 10:37, edited 1 time in total.
User avatar   Crytek Staff Member Crytek Staff MemberMember since: 11.07.2008, 20:25Posts: 11734Location: Nottingham, UK Likes: 71
 

 Post Topic:
PostPosted 29.05.2010, 11:35 
Awesome to see an RPG conversion, you clearly have some talented programmers and artists. :)


Out now! CryENGINE Game Programming with C++, C#, and Lua
Server programmer for Warface, Warface 360, and more
User avatar   Staff Lead Staff LeadMember since: 16.11.2008, 14:21Posts: 5551Location: Wolfsburg, Germany Likes: 19
 

 Post Topic:
PostPosted 29.05.2010, 11:54 
Magnificent! I love the voice acting and generally the atmossphere. You guys surely know to make updates. :)