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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Feb 01, 2009 20:48 Post subject: Dark XL Community Project - Rogue Stormtrooper |
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Klasodeth's Rogue Stormtrooper idea has the majority vote and is therefor the basis of the DXL community project.
Klasodeth, if you could post an outline of the project including plot and level details (possibly a timeline of sorts) we can get the ball rolling. Everyone else, start thinking of what roll you want to have in this project. We of course need level designers and such, feel free to work on them as a group or individually. We also need a writer for mission briefings (approved by Klasodeth of course), texture artists, and whatever else we need.
Also to help Klasodeth along, go ahead and post ideas for levels using the premise he has given. And while the editor is not finished yet, we could probably get a head start on this by doing a little of the basic work in WDFUSE before moving on to the heavy detail.
EDIT:
Here is a list of people who are signed on for the project.
- Burning Gundam
- Lucius
- Klasodeth
- Taton
- Marley
- Blazing Phoenix
- Tsophika
If I've missed anyone or if you'd like to join in please post in the thread and I will add you.
_________________ I don't think outside the box... I customize it.
Last edited by Burning Gundam on Feb 24, 2009 18:15; edited 2 times in total |
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: Feb 01, 2009 22:07 Post subject: |
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I assume the first level or two will be the event that turns our stormtrooper against the Empire . . . will we start out with some kind of Imperial attack on the Rebellion? That would make way for some major atrocity that the stormtrooper's unit is ordered to commit, such as attacking civilians or destroying an entire planet. That way, the rebels have a reason to dislike him, and he has to work harder to gain their trust.
Simply killing civilians seems like a weak plot point though . . . maybe we should think up something more evil and destructive. What do you guys think? Any ideas? Obviously it's up to Klasodeth in the end, but I'm sure he'd appreciate the help
As far as what I can do . . . depending on time constraints, I should be able to make one of the levels. Klasodeth and lucius, roughly how long will we have to work on these projects until you guys expect finished results?
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Taton Trandoshan
Joined: 25 Sep 2003
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Posted: Feb 02, 2009 00:15 Post subject: |
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All I know is that I want to make a level in space.
If there are any space levels, let me know.
_________________ "A fight should be clean and elegant, without waste"
-Asuka Langley Sohryu, Evangelion |
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Feb 02, 2009 01:20 Post subject: |
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I suspect we shouldn't jump right into making levels immediately. People seem to have limited time for these sorts of things so I think we should take a more structured approach.
The first think I think we should do is flesh out the story (as Burning Gundam mentioned) and then figure out a series of missions that fit in that story arc. Then we can outline each mission, answering the following questions:
1) What is the mission? What are the objectives?
2) What is the story that this mission conveys - mission briefing/intro cutscene (if we do one), in-game dialog, epilog mission cutscene (if we do one).
3) Where does the mission take place? What is the environment generally like?
4) What major landmarks or special sights and/or events will make this mission special?
5) What is the general layout of the mission? Obviously the level designer will have to fill in the details here when he/she makes the level, but a broad-strokes layout should be constructed.
6) And finally how does each mission flow into the next one? For example: Do you get in ship at the end of mission 1 and fly to mission 2? If so how do you acquire the ship (sneak in/stowaway, take it over, etc.) and how does this affect the opening of the next level?
And then, finally, we can start building levels knowing that they'll mesh together into a cohesive whole while still giving the level authors enough room to be creative and unique. 
_________________ DarkXL....http://darkxl.wordpress.com |
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klasodeth Trandoshan
Joined: 03 Mar 2008
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Posted: Feb 02, 2009 03:01 Post subject: |
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--Sheepandshepherd, I do like the idea of having the first mission detail the reason the player's character goes rogue. I agree that simply slaughtering some civilians doesn't make for a very good plot point, and it sounds gratuitously evil. Perhaps the Empire is rounding up the whole population as suspected Rebels, to be sent to a prison that's known for its high mortality rate. If the Empire has blockaded the planet in the process, that can explain some of the tension planetside and can influence the player's efforts to escape the planet. I'm open to any other ideas as to why the Empire may be conducting operations on the planet.
Depending on game limitations though, it may be necessary to handle all the initial story as an intro cutscene and mission briefing. Since the player has no choice but to ultimately betray the Empire, it may be difficult to arrange a turning point where the player can't help but turn against his squad. I have some ideas on how to handle that, but I don't know if the necessary functionality will exist. If it turns out it's not possible to do in-game, the player can either start the game already hostile to the Empire, or the turning point can happen during a cinematic between the first and second levels. Doing it as an intro or level transition has an advantage in that it makes mission briefings a lot easier to make. It's not easy to write a sensible mission briefing that involves switching sides midway through the level.
--Taton, it did occur to me that the original story was land-locked, so I've been thinking about how to introduce some space levels to the story. Without making significant changes, I think it should be feasible to work in three, maybe four space levels. I'm thinking that it will be possible to incorporate an Imperial starship, an orbital space station, and possibly a prison ship as individual levels. There will be some separation between them, so it won't be a series of space levels back-to-back. I think 3-4 space levels can be worked in to keep the variety up without requiring contrived plot points.
--Burning Gundam, I'm working out the first draft of the story, broken down into possible missions. I'll get that posted as soon as possible so that it can be critiqued and modified as necessary.
I think lucius has a good plan. Getting a lot of details worked out before jumping into editors will probably maximize the odds of getting good results on the first attempt. Besides, as difficult as WDFUSE is to use compared to what I've seen of the DarkXL editor, I don't think much time will be lost by waiting for the DarkXL editor preview. I suspect we'll be able to make level geometry a lot faster than we ever could in WDFUSE. If INF editing doesn't make it into DarkXL in time for the building of levels, I can see using WDFUSE for that purpose.
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Feb 02, 2009 05:25 Post subject: |
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I agree. If I could put in my two cents about the opening betrayal;
The trooper overhears an underhanded plot by a cruel commander that after the inhabitants agree to the Empire's demands, they will gas/poison/bomb/blast/etc. the populace.
Obviously, this does not sit well with our hero and decides to sabotage the operation, but not without getting caught after thwarting it successfully.
Within the prison complex he's sent to, he meets a captured rebel agent that finds his acts interesting and recruits him to help break out.
Just an idea to open with.
Space levels could include an overtake and capture of a Star Destroyer in a vengence act against said evil commander, or in a test of loyalty to the rebellion a surprise attack on an Imperial starship dock or something, in favor of Taton's request.
As far as mission briefings go, I suggest making them autobiographical, explaining the guy's plans and thoughts of the things he's witnessed and what he's about to see and endure. This will make it easier to segway into the next mission without it being too abrubt.
For example:
Mission 1: Awakening
Our descent to the planet (name here) went as planned and in a mild show of force were able to occupy the planet in a matter of hours. The inhabitants didn't even bother to fight back and quickly surrendered after one of the smaller metropolis's was leveled to the soil. Their weapons were somewhat primitive compared to our advanced technology, our occupation was swift and without much loss on our behalf.
However, the last couple of days, during negotiations to secure the mining of rare minerals, the commander has been acting odd. I haven't served with him long enough to know his motives, but I know when something doesn't seem right. He's been talking strangely, suggesting that after the negotiations have ended that we should kill the population to prevent any uprisings in the future. I don't see how that could be considered sane, they have no weapons to fight back with. I don't know if it'll happen, but it doesn't sit well with me. I may be a soldier of the Empire, but I'm an individual first.
Tomorrow my mission is to assist in the drop-off of supplies. I should keep myself alert, I feel something bad is going to happen.
Objectives:
- Assist in the drop-off of supplies
- Standby for further instructions
Mission 2: Allegiance
I don't know how long I was out, could have been hours, maybe even days. I don't even know what happened back there, maybe it's best I don't know. The only thing I have now is the comfort of knowing that as futile as it was, I did the right thing.
I'm in a prison of some sort, don't know if it's on a backwater system or a prison ship. I don't know why they even bothered keeping me alive acts like that merit immediate capital punishment. I've met a peculiar man though, a person locked in the same cell as me. he calls himself (insert name here) and apparently he's some spy for the rebellion.
He has a plan to breakout, but he needs my help. I'm still not sure whether or not to trust him, but going along with his plan is a lot better than sitting around waiting to be executed for treason.
Objectives:
- Assist the Rebel Spy in your mutual escape
_________________ I don't think outside the box... I customize it. |
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klasodeth Trandoshan
Joined: 03 Mar 2008
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Posted: Feb 02, 2009 06:20 Post subject: |
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I've never been a fan of heroes who find themselves at the mercy of their captors. However, I do like the idea of the autobiography approach. It might be possible to have the best of both worlds, where the first part of the briefing is an actual briefing from whomever is likely to give it, followed by the main character's personal notes. This could allow the opportunity to see a cast of characters in the briefings, much as we see Mon Mothma in the first Dark Forces briefing, followed by Jan Ors for most of the rest. If that's too much of a problem artistically, we can just go strictly with the autobiography approach, and have a portrait of the main character for all the briefings. Either that or some relevant imagery for the upcoming level can be placed there instead.
I had kind of imagined the Empire to be something of a faceless villain this time around, but having a villain to focus aggressions on sounds like a good idea. Perhaps someone with a reputation for butchery? I think it would be important though to establish that such a villain is representative of the Empire's policies, and not some exception. It's important that the player realize the Empire as a whole is corrupt, not just a few high-level officers.
Fortunately, the precise nature of Imperial villainy isn't important to flesh out the story, so we can continue to debate that as needed. It probably would be a good idea to determine if there should be a specific character as a villain, because that will have a bearing on how the plot might unfold.
Edited to add: It looks like it will be possible to allow for the possibility of a villain without difficulty. Having a villainous Imperial commander will give the player an early goal to strive for when turning on the Empire, and will allow the villain to have a personal grudge against the player, so I'm trying to work that in right now.
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Feb 02, 2009 09:32 Post subject: |
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My gripe is that without some knowledge of a specific task in the future, it'll make this seem like there should be more to it once the end is reached. In other words, it lacks a climax. A villain would definitely add more depth to a climax rather than a story that builds momentum but goes nowhere without a visible resolution.
I don't hate this plot, but I must admit this was the idea I was least fond of so I may be a bit biased in my views and I really don't have much more to offer. It may have interested 8 other people, but I just don't find it very interesting. Then again, I haven't seen your first draft so I really can't pass any judgement yet.
No offense meant BTW.
_________________ I don't think outside the box... I customize it. |
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klasodeth Trandoshan
Joined: 03 Mar 2008
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Posted: Feb 02, 2009 09:36 Post subject: |
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I have about 2/3 of the story outlined so far. If all goes well I'll have it complete by this time tomorrow so it can be critiqued.
Edited to add:
Burning Gundam wrote:
My gripe is that without some knowledge of a specific task in the future, it'll make this seem like there should be more to it once the end is reached. In other words, it lacks a climax. A villain would definitely add more depth to a climax rather than a story that builds momentum but goes nowhere without a visible resolution.
I don't hate this plot, but I must admit this was the idea I was least fond of so I may be a bit biased in my views and I really don't have much more to offer. It may have interested 8 other people, but I just don't find it very interesting. Then again, I haven't seen your first draft so I really can't pass any judgement yet.
No offense meant BTW.
No offense taken. Anyway, I've already started incorporating the villain. While the initial draft will be very sparse when it comes to specific story details, I'm incorporating an Imperial commander with a reputation for butchery. Once the player comes to see this commander for what he really is, he makes an assassination attempt, which fails. The player escapes, but now the commander has a personal grudge against the player. This can explain unusual levels of Imperial activity as the commander makes it his personal goal to get revenge against the player. Eventually, once the player makes contact with the Rebellion and agrees to perform a major mission for them, it will be clear that the player and the Imperial commander will cross paths again. In the course of completing the mission, the player and the Imperial commander meet for a final showdown.
I might add that when I came up with the story idea, I was only concerned with plot details that would have a bearing on the kinds of levels involved. I could describe virtually the entire plot of Dark Forces without ever mentioning General Mohc. While he was a significant character, he only appeared in a couple of cutscenes and in-game as a final boss. He could have been pulled out of the game entirely without affecting the missions at all. I'm not suggesting that a villain should be incorporated as an afterthought. I'm just using Dark Forces to show that a basic story and complete set of levels can exist even without specific characters in mind.
That's pretty much what the initial proposal was intended to be. With Rogue Stormtrooper, the opportunity exists to have an antagonist with a personal grudge against the player. Just because a character isn't mentioned doesn't mean it's already too late to put one in. As mentioned earlier in the post, an early mission that had no specific villain in mind now has his assassination as a major mission objective. So the villain is already more integrated into the story than General Mohc was. I gave a lot more thought to the premise of the story than the resolution, so there is room to make any changes needed to later levels in order to accommodate the villain. When thinking up the idea originally, I had considered the idea of a traitor or non-Imperial foe, but it does appear that your idea of an Imperial villain has the most potential for integration into the plot, particularly since it makes it very easy for the villain to have a personal grudge against the player.
By the way, now might be a good time for people to start thinking of names that fit into the Star Wars universe. Three characters exist so far, and they all need names. It's a safe bet that there will be other characters as well, and they'll need names too. For some reason, "Commander Vrack" is popping into my head, but that could just as easily be the name of an alien as it could be the name of an officer. So far, the limited cast is as follows:
Rogue Stormtrooper - The player
Local Imperial Commander - Current villain of the campaign
Rebel Agent - The Rebel contact the player meets, who eventually introduces him to local Rebel command.
And of course, any and all suggestions are welcome.
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Feb 02, 2009 17:04 Post subject: |
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Valid points, my bad.
_________________ I don't think outside the box... I customize it. |
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klasodeth Trandoshan
Joined: 03 Mar 2008
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Posted: Feb 03, 2009 10:49 Post subject: |
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OK, the initial outline is ready. I'm going to submit it as three posts, with each post detailing one of the three Acts.
ACT I--Turning on the Empire
Level 1 – “Peacekeeping” mission
The player is an Imperial Stormtrooper who is sent on a mission to quell an uprising. The player battles local insurgents in order to restore peace to the city. The player is an experienced combat veteran, but this is the first time the player has been sent into battle against civilians. Soon it becomes clear that sinister plans are being set in motion under the command of the local Imperial commander.
Level 2 – Turning on the Empire
The player decides to defect to the Rebellion. The player cannot tolerate Imperial atrocities any longer. Innocent people are being rounded up for transfer to a notorious Imperial prison known for its high mortality rate, and the local Imperial commander has some brutal plans for dealing with uprisings in nearby cities. The player decides to turn on his squad and sabotage the upcoming operation by destroying resources critical to the Imperial war campaign. This may involve neutralizing WMD’s such as chemical weapons, depending on the plans of the local Imperial commander. It may also involve freeing prisoners from prisoner transport vessels.
Level 3 – Assassination
After turning on his squad, the player realizes that the atrocities will continue under the authority of the local Imperial commander. The player decides to assassinate the commander, causing as much damage to the local Imperial base as possible. The player also takes the opportunity to download data detailing Rebel operations in the region, as well as information regarding Imperial operations in the area. This information also details the fate of prisoners arrested by local Imperial forces. The player intends to pass this information on to the Rebellion in the hopes that they can do something to help the oppressed civilians.
Level 4 - Leaving the planet
Now a wanted man, the player must find a way to escape from the planet. A local spaceport has been seized for Imperial use, and supply freighters come and go regularly. The player will attempt to stow away on a freighter to get past the Imperial blockade surrounding the planet.
Level 5 – New destination
The freighter carrying the player docks at a large spaceport for refueling. Now past the blockade, the player is free to steal a small craft without fear of being shot down by a fleet of Imperial warships. Security forces will attack the player if he enters secure areas. Of course it will be necessary to enter secure areas to steal a ship. To produce a more constant threat, the player’s first attempt to steal a craft should result in failure, causing the spaceport security to mobilize in search of the player. The security force should not consist of Imperial troops.
Last edited by klasodeth on Feb 03, 2009 10:53; edited 1 time in total |
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klasodeth Trandoshan
Joined: 03 Mar 2008
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Posted: Feb 03, 2009 10:51 Post subject: |
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ACT II--Contacting the Rebellion
Level 6 - Seeking the Rebels
Once past the Imperial blockade, the player travels to a planetary system with known Rebel activity in order to attempt to contact the Rebellion. Due to a recent uprising, the city the player arrives in is on lockdown. The player must wait until cover of night to sneak through the city to locate the Rebel Agent. To add a little variety to the enemies, a local police force possibly augmented by mercenaries is enforcing a curfew.
Level 7 – Proving Grounds I – Preparing to escape
Having located the Rebel Agent, the player is given an initial task to prove his trustworthiness. The Rebel Agent has a hyperdrive-capable craft, but the craft was heavily damaged during a failed Rebel operation. The player must acquire parts to repair the craft. The Rebel Agent does not yet trust the player, and does not provide much information at this point.
Level 8 – Proving Grounds II – Salvaging a failed mission
Now that the Rebel Agent’s craft is operational, he reveals that he was part of an attempt to rescue Rebel POW’s from a nearby Imperial facility. Unfortunately the mission was a failure. While the Agent was able to escape, his craft was heavily damaged in the process. The player must infiltrate a nearby Imperial facility, and retrieve information pertaining to the transfer of the prisoners. With the Agent’s craft repaired, the Rebel Agent and player can flee the planet before the Empire has time to respond to the attack.
Level 9 - Overtaken by Imperial vessel
During the escape, the Rebel Agent’s craft is overtaken by an Imperial patrol vessel, and is captured by tractor beam. The player must repel the Imperial boarding party and find a way to disable the vessel's tractor beam and weapons systems so that his ship can escape. This will likely involve destroying a main power coupling, or perhaps sabotaging the ship's main reactor. To avoid being too cliché, this could alternately involve destroying the tractor beam machinery and sabotaging any turbolaser batteries that could fire upon the escaping craft.
Last edited by klasodeth on Feb 03, 2009 10:53; edited 1 time in total |
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klasodeth Trandoshan
Joined: 03 Mar 2008
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Posted: Feb 03, 2009 10:52 Post subject: |
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ACT III--Becoming a Rebel operative
Level 10 – Rescue Mission, Take 2
The player and the Rebel agent meet with Rebel leadership. Based on information acquired by the player, the Rebels determine where the prisoners will be transported. A rescue operation is planned. The player is to neutralize outer defenses in preparation for the main assault. Once in-mission, the player notices that perimeter security is unusually light. Suspecting something is wrong, the player takes to high ground. The player sees the prisoner transport is late and that no preparations have been made to receive the prisoners. The player radios the other Rebels to warn them of a potential ambush, but it is too late. The squad is attacked by Imperial troops. The player does his best to help, but there are too many troops. He is unable to help the squad, which is subsequently captured. After a heated battle the player manages to escape.
Level 11 – Hated by both sides
The Rebels suspect that the player lured the squad into an ambush. Not certain of the player’s true loyalties, the Rebels are unwilling to risk additional troops. On his own again, the player considers his options. On the outer perimeter of the prison compound, the player locates the prison’s administration/maintenance complex. The player is able to intercept information that reveals the prison vessel is still in orbit around the planet. The captured Rebel squad is scheduled to be transported to the prison vessel for interrogation by the local Imperial commander’s staff. The player locates the transport craft before it can leave for the prison. The player kills the security escort and forces the pilot to fly into the prison to pick up the Rebel prisoners.
Level 12 – Redemption
With the Rebel prisoners safely out of the prison, the player chooses to fly to the prison vessel. The Rebel prisoners may or may not still be on the transport, depending on whether they were dropped off outside the prison perimeter, or they chose to stay and help the player. The pilot chooses to crash the ship into the hangar of the prison vessel, forcing the player into an immediate firefight with the troops who rush to the scene. The player fights his way to the prison deck, only to find that the cells are all empty and that a group of prisoners had been lined up and executed. Over the loudspeaker the local Imperial commander demands the player’s immediate surrender. The commander threatens to promptly execute the prisoners if the player does not comply. The player’s options seem very limited at this point.
Level 13 – Duel of deceit
Realizing that the commander will execute the prisoners anyway, the player chooses not to surrender. Instead, the player locates the prisoners, and finds that they have been lined up for execution. Realizing the player cannot engage the Imperial forces without the prisoners being executed in the process, the player attempts to negotiate with the local Imperial commander. He agrees to turn himself in, in exchange for the freedom of the prisoners. As part of the agreement the prisoners are to be placed in a transport and allowed to fly away once the player has surrendered. Even though the local Imperial commander has agreed to the terms, the player realizes the commander has no intention of allowing the prisoners to escape. However, with the prisoners inside the transport, the player can now attack the Imperial forces without the guaranteed deaths of the prisoners. The local Imperial commander realizes he has been tricked, and escapes in his personal vessel. After killing the last of the Imperial troops, the player pursues him in the prisoner transport.
Level 14 – Final showdown
The local Imperial commander flees to the prison with the player in hot pursuit. The prison’s turbolaser batteries cannot fire on the player without serious risk of hitting the local Imperial commander’s craft, so the player is able to chase the commander to the prison. Troops are awaiting the arrival of the local Imperial commander, forcing the player to land elsewhere in the facility. The local Imperial commander has called for emergency reinforcements and has placed the prison on high alert. The commander is determined to prevent the escape of the prisoners. The former prisoners in the transport help secure the impromptu landing zone and begin to free prisoners from their cells. Nothing about the rescue operation has gone according to plan, so now the player must neutralize the prison’s turbolaser batteries from inside the prison. Unable to attack the turbolasers directly, the player finds the main power trunk for the turbolaser defenses. The player severs the trunk, enabling the Rebel rescue craft to fly in and begin the evacuation. On the way back to the landing zone, the player encounters the local Imperial commander and his security detail. The commander is furious and looking for blood. The player has no choice but to fight the commander. Upon victory, the player manages to reach the landing zone and escape. The local Imperial commander is dead along with many of his troops, many innocents have been rescued, and the Rebels have valuable data that will enable them to conduct effective operations in the area. It’s a great day for the Rebellion and its newest member.
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klasodeth Trandoshan
Joined: 03 Mar 2008
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Posted: Feb 03, 2009 11:12 Post subject: |
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OK, that's all three parts. I figure we should allow some time for people to read the story and suggest any potential changes or refinements. Once the story is refined, we can work our way through the level list, refining the level concepts as per lucius' list of design questions.
If anyone has concerns about the story being too long or ambitious, remember that each level doesn't need to be particularly long. If it looks like we can't pull off 14 levels, it should be possible to cut or consolidate missions without needing a major rewrite. But I don't think we should worry too much about paring things down until we have a good idea of what we can and can't accomplish with DarkXL. Considering there's still quite a bit of development to be done on DarkXL, I don't think we'll be racing against a ticking clock.
On the other hand, if this seems way too sparse and lacking in plot, throw those suggestions out there so we can flesh it out!
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Feb 03, 2009 18:16 Post subject: |
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NOW this has my attention. Good job.
_________________ I don't think outside the box... I customize it. |
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BlazingPhoenix Ree-Yees
Joined: 22 Mar 2008
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Posted: Feb 03, 2009 22:26 Post subject: |
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Sounds **** awesome. I would love to map for this, but I have no skill in Dark Forces editing.
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Feb 04, 2009 00:51 Post subject: |
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What better time to learn 
_________________ I don't think outside the box... I customize it. |
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BlazingPhoenix Ree-Yees
Joined: 22 Mar 2008
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Posted: Feb 04, 2009 11:57 Post subject: |
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Yeah, I'll say.
Is there any tutorials or tools you could point me to?
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Taton Trandoshan
Joined: 25 Sep 2003
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klasodeth Trandoshan
Joined: 03 Mar 2008
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Posted: Feb 05, 2009 01:28 Post subject: |
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Don't be daunted if you have trouble with WDFUSE. Odds are that WDFUSE's days are numbered. The DarkXL editor looks like it will be much easier to use. The preview build is supposed to be released soon, so we'll know for sure soon enough.
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Feb 05, 2009 02:31 Post subject: |
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But at least we have a starting point. If we end up getting started on this before the editor is ready, we can at least build a basic skeleton and add the details later.
I may very well do that once everything gets ironed out.
_________________ I don't think outside the box... I customize it. |
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Taton Trandoshan
Joined: 25 Sep 2003
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Posted: Feb 07, 2009 05:41 Post subject: |
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Well, this project is really jumpin I can see...
Here our some suggestions to give a little more defintion to the story:
ACT I --Turning on the Empire
Level 1 - "Peacekeeping Mission"
The Planet Commenor is one of the colony Planets of the Old Republic, located just outside of the Core worlds. The planet has been in open protest of the New Order since it inception. With news of the Ghorman Massacre http://starwars.wikia.com/wiki/Ghorman_Massacre, Conservative members of the planets militia seize control of the planet in a coup. The regional Governor sends in the nearby Star Destroyer Conflagration, to quell the uprising.
Your squad is assigned with neutralizing the command center and capturing the coups leaders. After they are captured, your commanding officer, under orders from the Governor, executes the coup leaders without trial. The governor then declares that the planets citizens must be punished for allowing such a rebellion to occur. Plans are made to demolish a dam crucial to keeping the capital safe, while blaming it on the Rebels.
I think it would be a good idea to make the Imperial Governor the antagonist. I also agree with an earlier statement suggesting that it should be shown that there is corruption at all levels of the Empire. Even your squadmates should be cruel and unusual in their treatment of enemies and civilians.
Feedback would be appreciated. I would like to know if I'm thinking in the right direction before working out the next level.
_________________ "A fight should be clean and elegant, without waste"
-Asuka Langley Sohryu, Evangelion |
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klasodeth Trandoshan
Joined: 03 Mar 2008
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Posted: Feb 07, 2009 07:32 Post subject: |
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I really like that. I think it does a great job of setting the stage for the opening mission. Some of what you wrote could even be used in the intro text crawl. The ideas really add a sense of scale. The events feel like part of a great conflict, and not some mini-crisis of the week.
Some questions:
Is the Imperial Governor essentially a direct replacement for what I've been calling the local Imperial commander? If so, I think the change is a good idea since it sounds like the Imperial Governor has more control and thus responsibility for the military activities on the planet. Do you envision major plot changes to fit the Imperial Governor in, or would events play out largely the same as with the local Imperial commander?
Is the planet Commenor an actual planet from Star Wars fiction, or was it something you made up? It doesn't matter either way, but I was curious.
I think you're definitely on the right track and I must say I am eager to see what you have in store for Level 2. 
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Taton Trandoshan
Joined: 25 Sep 2003
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Posted: Feb 07, 2009 09:19 Post subject: |
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Commenor http://starwars.wikia.com/wiki/Commenor
The reason I chose Commenor was it has little written about it in Star Wars Canon, but it is presented as being anti-Imperial.
I think that the governor would become the main antagonist. He would be who you have the final showdown with.
I'll have my take on Level 2 in a little. 
_________________ "A fight should be clean and elegant, without waste"
-Asuka Langley Sohryu, Evangelion |
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Taton Trandoshan
Joined: 25 Sep 2003
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Posted: Feb 07, 2009 09:39 Post subject: |
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Level 2 – Turning on the Empire
You have decided that what the Empire is doing is wrong. You don’t know what it is you are going to do, but you can’t allow the destruction of the dam. The main character volunteers to be a part of the mission to demolish the dam.
This mission I think would be more of a stealth type. During this mission you would have to somehow shutdown communications (taking out a command craft or something), defuse bombs, kill your squadmates, and somehow warn the citizens of the Governor’s plans. I say it’s a stealth mission, because if your squad mates notices to many things going amiss, you would be “caught” and the mission would be un-completable(in the spirit of Condition Red).
You in turn would blame the failure of the mission on rogue militia sabotaging the operation and revealing the plan to the public. The governor cancels the operation, deciding that forces would be better spent hunting down the remaining militia. You know that it won’t be long till the ruse is discovered and plans to demolish the dam will be reinstated. You decide that you need to make a large distraction...
On a side note, how does everyone feel with the story being posted in its entirety on the forum? Do you guys want to be surprised by the story? If that is the case we should probably take this to email.
Please criticize my work. 
_________________ "A fight should be clean and elegant, without waste"
-Asuka Langley Sohryu, Evangelion |
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Feb 07, 2009 19:34 Post subject: |
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I think we should post the story here. People making a game can't be surprised by their own game. People who play it later and are not involved in its construction will be surprised by the story.
_________________ DarkXL....http://darkxl.wordpress.com |
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Taton Trandoshan
Joined: 25 Sep 2003
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Posted: Feb 07, 2009 21:42 Post subject: |
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Level 3 – Assassination/Critical Strike
In order to prevent the destruction of the dam, you decide to create a big distraction. This means destroying the main Imperial base that has been hastily constructed around one of the largest skyhook tethers in the city. The Skyhook is the planets spaceport which is being used to ferry down supplies for the invasion. Your plan is to destroy the supports on one of the Power boosters and have it come crashing down on the Imperial base. After leaving the base in ruins, you continue up the tether to the spaceport to find a way off the planet.
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<> < ---- Power Booster, ringed around tether. Fall down go boom.
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I think this is a return to normal run and gunning. Near the beginning of the mission, you encounter an area where you do not have clearance, forcing you to blast storm troopers on the way up. This will probably being one of the more challenging level to create, since the majority of the level will have to be vertical.
_________________ "A fight should be clean and elegant, without waste"
-Asuka Langley Sohryu, Evangelion |
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Taton Trandoshan
Joined: 25 Sep 2003
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Posted: Feb 09, 2009 14:02 Post subject: |
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I realise that this is a mod for a 14 year old game, but everyone seemed so excited about the idea. Klasodeth is manager, Burning Gundam is giving his opinions, and lucius is busy plucking away at the engine. Are these the only people on the project right now?
Please don't take my post negatively. I want to find out who's actually workin on this crazy thing.
_________________ "A fight should be clean and elegant, without waste"
-Asuka Langley Sohryu, Evangelion |
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Lionel Fouillen Gamorrean
Joined: 27 Sep 2003
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Posted: Feb 09, 2009 15:13 Post subject: |
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Taton, you will be the inspirator...
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Feb 09, 2009 15:54 Post subject: |
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I'm a producer of sorts, Klasodeth is appointed director of the story, and uhhh good question...
This is how I understand it
BG (Me) - Producer/Level Designer
Klasodeth - Director/Writer/Level Designer(?)
Taton - Level Designer
Now that I think of it, it would be a good idea to make a sign-up sheet or something to see who really is on board with this. I'll have to make it when I get home from my new job (sorta).
_________________ I don't think outside the box... I customize it. |
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