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:
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.
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 weâ€™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
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.