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New mission in the works.

Posted: Mon Mar 16, 2009 8:30 am
by Ben K
I have a few months to spare on this one. With some assistance from Sirius on the technical side of things I'm planning a 6-level set that makes a considerable departure from standard D2.

It's going to be XL-only: I need many of the features currently supported by XL and maybe a few more that aren't (yet). Will have to wait and see on those.
Visually, it'll be nearly a complete overhaul. The levels will be detailed to D3 standard. Robots will be fully custom and textured; I could use this set to showcase a 3D cockpit as well.
The gameplay is going to be significantly different. I'm opting for something brutal and unforgiving: there are no powerups. If possible, the player will be given a standard loadout at the beginning of each level; if not I'll have to work something out. Similarly, I'm hoping to ditch extra lives. Don't worry, I'm going to keep the robots sensible so you can complete it like this.
The missions will be varied but may not be particularly long. Might look at a multiplayer anarchy / flag / entropy set to support this, but it's not a priority at this stage.
Some scripting and voiceovers for objectives would be nice, but I'm aware these aren't currently supported by D2X-XL. I'll keep this realistic.
I'm setting timeframes for this project. Right now I'm building the level shells, with an ultimate goal of one a week. Hope to have that done by the end of April, and ultimately I'd like to release in around September. That's extremely subject to change, depending on the intricacies of the process.

I've currently got about 20% of the geometry for level 1 complete. That I'm looking to complete in the next week.

Posted: Mon Mar 16, 2009 8:32 am
by karx11erx

you will get every feature you need from me as long as it's feasible in a half way decent amount of time (have almost killing me with v1.14 and this beta - last two nights were the first with 7+ h sleep per night for quite a while).

Posted: Wed Mar 18, 2009 1:04 am
by Pumo
Very glad to know about a new D2X-XL mission on the works!

This may sound strange, but this reminds of a weird experience i had:

About a year ago, i had a dream of a final version of D2X-XL coming along with a new mind-blowing mission from Darkhorse!!

That's truly a weird coincidence! :shock:

Posted: Wed Mar 18, 2009 5:48 am
by Ben K
You dream about me? I'm... slightly worried.

That said, I have had the odd few dreams about talking to people I've never met before.

Anyway, Diedel, there are two features that immediately come to mind that I'd like to use.

The first is a trigger for a text or audio event. There's a few ways I could use it to get the desired result, but basically I'm looking at objectives and voice instructions as in Descent 3. Some of the things you'll have to do in these levels may not be very obvious on their own.

The second is static objects, possibly doors and levers. Static objects would be particularly nice because I'd like to have an area where you have to blow up a few pillars, and the only other way I can think of is making them all reactors. Furthermore, it'd be great for intricate little props that would be hard to build using cubes.
Doors... well, consider that a wishlist thing. I can work without them and I suspect it'd be a *lot* of work to make that happen.

It'll be a little while before I get to this phase, but I'm just discussing what I can think of in advance so I can get an idea of what can happen and what can't.

Posted: Wed Mar 18, 2009 9:03 am
by karx11erx
There are already sound and text triggers, and you can make an object completely passive - won't animate either though (though I could change that).

Posted: Wed Mar 18, 2009 11:01 am
by Ben K
Hehe. Cool.

Do the sound triggers work for music as well?

Posted: Wed Mar 18, 2009 12:49 pm
by karx11erx
Don't think so, but shouldn't be hard to add.

Posted: Thu Mar 19, 2009 4:39 am
by Sirius
You are limited to ~180 unique object models still, right?

Depending what DH has planned he may well be able to get away with it though. (I should note polygon-accurate collisions would be a necessity with certain, especially larger, static objects.)

Posted: Thu Mar 19, 2009 7:20 am
by Ben K
Won't need more than that. I don't plan to build entire levels out of statics, just some props like trees and levers.

Posted: Thu Mar 19, 2009 8:54 am
by -JoFFa-
i'm sorry that i interfere here. But its interesting of what you guys think about the SKY BOX idea. Or are you going to model your trees out of cubes insideout?

Posted: Thu Mar 19, 2009 9:02 am
by Sirius
High-res polymodels... like robots.

Posted: Thu Mar 19, 2009 9:25 am
by -JoFFa-
Sirius wrote:High-res polymodels... like robots.

yup but i figured he said trees as well..So i guess he will make them - but out of what - thats a question.

Posted: Thu Mar 19, 2009 9:34 am
by karx11erx
I could easily expand DLE-XP to allow an arbitrary number of objects. D2X-XL currently supports 500.

Posted: Thu Mar 19, 2009 12:14 pm
by Ben K
If I use trees, they will be objects. They won't be part of the level made from cubes.

Posted: Thu Mar 19, 2009 4:05 pm
by -JoFFa-
Ben K wrote:If I use trees, they will be objects. They won't be part of the level made from cubes.

aha. So like 1st - it means that we can await a certain ability(passive doodads) available in dleXp and d2x-xl??