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Dark XL Community Project - Rogue Stormtrooper
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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Feb 09, 2009 18:20    Post subject: View user's profile Send private message Send e-mail Reply with quote

[Off-topic] I'm glad you got a new job Burning Gundam, I know you were worried about losing your job before. I hope it goes well for you.

[On-topic] I'm considering working on a level myself, in order to help test the new editor (with a "real world" test case). As for a sign up sheet with general roles for now, that's a good idea. When all the levels are mored fleshed out we should probably have sign-ups for specific levels levels and other specific aspects of the project... I'll be sure to sign up to work on the level editor Razz

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Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Feb 10, 2009 01:20    Post subject: View user's profile Send private message Send e-mail Reply with quote

What I think I'll do instead of creating a new thread is just adding an update to the first page of this thread.

I will update as people sign up for their roles and levels.

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Tsophika
Gamorrean

Joined: 14 Jan 2008

PostPosted: Feb 16, 2009 04:22    Post subject: View user's profile Send private message Reply with quote

Count me in. I'm up for level design and/or 3D cutscenes.

If the story is going to be 'bad guy gets fed up being bad and turns good', here's a suggestion. While the stormtroopers are sent on their mission, the Empire has always been intent on creating wider damage. They bombard the planet from their Star Destroyer in orbit, the stormtrooper squad gets blown up, and the protagonist is left barely alive and feeling betrayed and isolated. Might be a little less cliched than a turn-of-conscience. Smile

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Feb 16, 2009 07:33    Post subject: View user's profile Send private message Send e-mail Reply with quote

We could probably use some 3d cutscenes of some sort. We'll see where we can fit that in.

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klasodeth
Trandoshan

Joined: 03 Mar 2008

PostPosted: Feb 16, 2009 11:46    Post subject: View user's profile Send private message Reply with quote

Taton wrote:
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. Wink


I like the idea of the dam, and I like the idea of the player volunteering to "help" destroy the dam. I'm not sold on stealth gameplay, at least not for the entire mission. One possibility might be that at some point the player finds a way to disguise himself as one of the insurgents, so that he can fight the stormtroopers without necessarily being revealed as a traitor. This would help shift blame to the insurgency, so the player can operate undetected for a little while longer.

Marley
Gamorrean

Joined: 30 Sep 2003

PostPosted: Feb 16, 2009 11:50    Post subject: View user's profile Send private message Send e-mail Reply with quote

I'd like to be on board level design wise. End of Empire will get priority (though I'm waiting for a viable DarkXL editor before I start meaningful work on it). I won't have tonnes of time to donate to this so maybe one of the smaller levels would be best.

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klasodeth
Trandoshan

Joined: 03 Mar 2008

PostPosted: Feb 16, 2009 11:56    Post subject: View user's profile Send private message Reply with quote

Taton wrote:
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.

||
||
||
<> < ---- Power Booster, ringed around tether. Fall down go boom.
||
||

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.


This is an interesting idea, and could make for a unique level if the updated engine allows for it. This one might be tough to pull off though as a level, though. Also, it doesn't seem to allow for an initial encounter between the player and the villain. I'd like the villain to have a personal grudge against the player, so that there's some justification for an unusually intensive manhunt.

Depending on what DarkXL allows, it might be possible to have some mission goals for the player that he attempts to complete before sabotaging the skyhook tether on his way off planet.

Edited to add: Thinking about it, with as routine as space travel is in Star Wars, I'm not sure a skyhook tether really fits the universe.


Last edited by klasodeth on Feb 17, 2009 01:42; edited 1 time in total

klasodeth
Trandoshan

Joined: 03 Mar 2008

PostPosted: Feb 16, 2009 12:19    Post subject: View user's profile Send private message Reply with quote

Tsophika wrote:
Count me in. I'm up for level design and/or 3D cutscenes.

If the story is going to be 'bad guy gets fed up being bad and turns good', here's a suggestion. While the stormtroopers are sent on their mission, the Empire has always been intent on creating wider damage. They bombard the planet from their Star Destroyer in orbit, the stormtrooper squad gets blown up, and the protagonist is left barely alive and feeling betrayed and isolated. Might be a little less cliched than a turn-of-conscience. Smile


I like this idea. I'll have to give it some thought, since something like that might not be easy to work into the story without serious changes. Maybe something on a smaller scale would work, such as the squad getting overwhelmed and the Empire refusing to send reinforcements or a rescue team. It would be important to make it clear that what happened wasn't an accident. Maybe the Empire decides to do the bombardment after refusing to evacuate the player and any survivors in his squad. That should dehumanize the Empire enough that the player begins to understand why the Rebellion exists.

If that approach is taken, the player could survive and find a way to return to base, furious and plotting revenge. Thinking about it, the first mission could probably be made to incorporate this idea without requiring significant changes to subsequent missions.

Burning Gundam, for the record I do plan to make levels for the mod.

Gez
Gamorrean

Joined: 05 May 2008

PostPosted: Feb 16, 2009 13:35    Post subject: View user's profile Send private message Reply with quote

"It was a trap! They're far too many! Need backup or evac!"
"Negative, it'd be just a waste of time. We estimate you wouldn't survive long enough to see the shuttles land anyway. Just keep drawing them out in the open, we're going to wrap this up with orbital fire."

It does seem like a tactic the Empire would use.

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Feb 16, 2009 14:37    Post subject: View user's profile Send private message Send e-mail Reply with quote

klasodeth wrote:
Burning Gundam, for the record I do plan to make levels for the mod.


But of course Smile

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darktrooper27
Dianoga

Joined: 11 Feb 2009

PostPosted: Feb 24, 2009 04:25    Post subject: View user's profile Send private message Reply with quote

When is the next build going to be ready? I'm sorry I had to ask but I have been excited about this for some time. I know Luscious has been busy and everything, but still.

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Feb 24, 2009 05:34    Post subject: View user's profile Send private message Send e-mail Reply with quote

Kinda the wrong topic to ask in, not meaning to micro-moderate or anything. You can read various updates as they come about in the forum, with the next build on it's way soon according to Lucius.

Best place to start would be here for the most current build and info, and here for answers to basic questions.

Since Lucius has been busy with life and work, new builds have been fewer as of late, but speculation is that the next build will be massive. But as the timeframe, the only one who really knows anything is Lucius. About the only thing you can do is be patient and wait like the rest of us and show your support Smile

If you want to show further support, you can take part in our community project.

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I don't think outside the box... I customize it.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Feb 24, 2009 07:26    Post subject: View user's profile Send private message Send e-mail Reply with quote

Thanks Burning Gundam. Smile
Please keep posts in this thread on topic, about the Community project, thanks.

As for DarkXL, while there has been a delay there should be a new build in the near future. For further questions, refer to Burning Gundam's links.

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DarkXL....http://darkxl.wordpress.com

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Feb 24, 2009 18:02    Post subject: View user's profile Send private message Send e-mail Reply with quote

Your welcome.

Back on topic, I think now would be a good time to start signing up for which level(s) each of us would like to work on. If more than one wants to work on a level cooperatively that's fine, but lets keep it limited to at most 3 people. There are plenty of levels to choose from and we can't have too many people working on just a select few levels.

That being said, I volunteer (for the moment, I will pick another 1 or 2 later) to do level 4.

I'm also going to compile a list of people who are on board for the project so far. If there is anyone I missed or anyone who would still like to volunteer, please post it in this thread and I will add you.

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klasodeth
Trandoshan

Joined: 03 Mar 2008

PostPosted: Feb 25, 2009 02:30    Post subject: View user's profile Send private message Reply with quote

Since there haven't been any additional comments about the story, I'll see about incorporating some of the newest ideas into the early part of the story, and maybe see about fleshing out the concept for each level.

darktrooper27
Dianoga

Joined: 11 Feb 2009

PostPosted: Feb 27, 2009 04:52    Post subject: View user's profile Send private message Reply with quote

Yeah I would like to help you guys but I believe I have no skill whatsoever in modding and making maps. The only thing I can do is critique your guys' ideas on story and stuff. So far it's sounding awesome though.

Pumpkinetics
Ree-Yees

Joined: 16 Oct 2007

PostPosted: Mar 01, 2009 09:01    Post subject: View user's profile Send private message Reply with quote

I have a ton of architectural ideas to use - at the rate they're going they'll need something like this to get out. Count me in for level design (also textures and -if we get that far- voice acting)

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darktrooper27
Dianoga

Joined: 11 Feb 2009

PostPosted: Mar 03, 2009 06:05    Post subject: View user's profile Send private message Reply with quote

I've always wanted to try out voice acting, mostly just for fun, but do you have any idea what some good microphones or programs are to do this? I'm wondering if you can buy a nice microphone and use some software to enhance the voice using my computer. If someone can point me in the right direction I might be able to support the project with some good vocals.

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Mar 03, 2009 19:49    Post subject: View user's profile Send private message Send e-mail Reply with quote

Logitech makes some nice microphones, but since this is meant for an older videogame I wouldn't worry too much over the quality. If this is all you're going to use it for it may be a good idea just to get a cheap one.

As far as programs go, I'm sure there are plenty of all-in-one programs that support microphone recording. I think Audacity supports microphone recording and it's freeware. Check that out. I just don't know if you can edit the waveform to create different effects.

Best bet is to just search around.

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I don't think outside the box... I customize it.

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Mar 03, 2009 22:37    Post subject: View user's profile Send private message Reply with quote

Oh, Audacity can do quite a bit, it's pretty amazing. The most useful tool would probably be Pitch editing, which makes your voice higher or deeper without slowing down or speeding it up.

Don't forget that this project will eventually be a DarkXL project - don't let DF's limits dictate the quality Razz

darktrooper27
Dianoga

Joined: 11 Feb 2009

PostPosted: Mar 04, 2009 05:58    Post subject: View user's profile Send private message Reply with quote

I want to try and find a microphone that doesn't have that wind feedback when speaking into the microphone. Every microphone that I have used has that sound of wind hitting the microphone and screws up the whole sound.

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Mar 04, 2009 16:56    Post subject: View user's profile Send private message Send e-mail Reply with quote

Turn off your fan. Razz

Seriously, mics are going to pick up ambient sounds. If there is the sound of wind, then you need to reduce it in the environment.

Sometimes it will pick up your breathing (and it may sound like wind). That's not the mic's fault, you're breathing into it! Position the mic lower, where your chin juts out is a good spot. This also helps keep sharp sounds (like s and p) from sounding too jarring.

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darktrooper27
Dianoga

Joined: 11 Feb 2009

PostPosted: Apr 16, 2009 05:07    Post subject: View user's profile Send private message Reply with quote

As far as the story should go, I totally agree that a good cutscene or small level depicting the betrayal of the Empire on the rogue stormtrooper's squad would be awesome.

They get sent in to take prisoners or quell a riot/rebellion, and then everything goes to heck within the mission.

Everyone or almost everyone in the squad gets killed except for the rogue trooper.

Then I don't know what would be good as getting everyone killed though, either a bombardment, or ambush from rebels would be good, but I can also see a mission to take out an important rebel officer or general would work too.

Something strong needs to be there to want to make the rogue trooper want to betray the Empire.

The Empire always has strong benefits and promises to keep soldiers in the Empire, and a simple oh I don't like the Empire because my dad got shot, or my friend was killed just doesn't work.

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Apr 16, 2009 09:16    Post subject: View user's profile Send private message Send e-mail Reply with quote

I don't know what Klasodeth has been brewing as far as the story goes, and I'm fairly certain this has been discussed before. I have been much too busy lately to do much of anything (although I did do a little work on my project the other day).

I'm sure once the latest build comes out we can start the next phases of this project.

And on that note, we should probably start mapping things out on paper. Even if we don't have a concrete layout yet.

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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 16, 2009 20:42    Post subject: View user's profile Send private message Send e-mail Reply with quote

If you map stuff out to scale, then you can scan it in and use it as a background to trace against if you want. Smile

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DarkXL....http://darkxl.wordpress.com

Taton
Trandoshan

Joined: 25 Sep 2003

PostPosted: Jun 19, 2009 07:41    Post subject: View user's profile Send private message Send e-mail Reply with quote

*ZAP*

"Is it alive, or merely a reflex action?" the ruggedly handome doctor inquired dramatically.

***

Is anyone working on this project at the moment? I'm recently unemployed and have OODLEs of time on my hands to work on it.

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Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Sep 26, 2009 02:34    Post subject: View user's profile Send private message Reply with quote

I sorta like seeing how this is going so far. (or at least, was) If I may insert a suggestion, though, I'd actually recommend that most of the LFD-related work be actually completed BEFORE any actual level work is done. My experience with the secret-base remake and other editing work has shown that the more stuff that's laid out before you even begin the level, the more likely you are to stick to a concise plan and reach the end. (read: not one of my projects that I tried without this failed to spiral off course and wind up getting trashed)

By this, I even mean going as far as, say, writing out the mission's briefing, to the more or less final state, and including every objective. That way, the level editing part has a lot of focus: work on the objectives, and the path between them. I'd hazard a guess and say that this is also the best way to avoid unecessarily large (read: >1,500 sectors) levels.

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Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Sep 26, 2009 06:56    Post subject: View user's profile Send private message Send e-mail Reply with quote

I had actually suggested doing that from the start. Although, we really can't do much until Klasodeth gives us something to work with, and I haven't seen him around in a while (either that or I haven't been paying attention).

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Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Sep 27, 2009 01:47    Post subject: View user's profile Send private message Reply with quote

Funny how, with group editing projects, one person's absence can grind everything to a halt for months. I've never seen anything like that before, newp. Confused

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Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Sep 27, 2009 07:11    Post subject: View user's profile Send private message Send e-mail Reply with quote

We have a general idea of what's going on with the story, but we were hoping for something a bit more specific on his end. In any case, we can probably start working on certain aspects and if he decides to emerge from the nether regions he can get us up to speed.

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