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Posted (edited)

If you guys decide to go L4D2, i have some experience on that area and be very interested to dig in at that point. There just is too many L4D2 campaigns with ridiculous ideas and difficulty that divert off from base game too much and with a group of people who know what they are doing, it would be much much more interesting to brainstorm with.

 

L4D2 campaign of 2 or 3 maps length that doesn't support versus mode at all so we can focus more on the story. ( Crazy crescendo events that splits party in  2 x 2, controlled semi-random special infected spawns to spice up intensity, cut scenes midway into campaign?, controlled equipment progression, some multi-path in between events). 

 

I would see no harm including versus mode, it doesn't take much to incorporate it to the map itself. You end up doing most of the work in coop campaign anyway and it's easy to implement in at the same time or even afterwards. Versus is something that also brings players into it more than just coop but that's another story.

 

2-3 maps (or 2 maps and finale third) would be a good task, not too long and not too short. Story is very important. Cutscenes mid campaign haven't been done much, would be interesting to dig in to that area. There are intro's and outro's but not "midtro's" seen in any campaign that i know of.

 

 

**EDIT**

 

Also interested participating in whatever the group decided to go with. Not just L4D2.

Edited by ics
Posted (edited)

level design (and gameplay) for l4d2 is vastly more interesting for versus, imo, but you pretty much have to have a dedicated steam group with serious enthusiasm to play it, since custom versus doesn't really work in the wild.

 

if anybody could turn that around, you guys could.

Edited by cincinnati
Posted

I'm more into a prototype than into a source-mod. Whatever it is, I'd recommend starting small with a white idea and see how it's going : brainstorming a refreshing gameplay, then adding elements to it like setting and story (wich is IMO not as important when starting a project as the key features).

 

So maybe we should update the original post with infos such as who wants to participate, what can i bring and what i want to do.

 

Em'
- can participate mainly as environment art, props and character art + can help on some basic fx /animation / sounds / technical things

- interested on working on UE4 (I'm a total newbie, even if i paid that subscription for +3 months)

- interested on a "arty" game with a refreshing yet simple gameplay

Posted

When I posted this I would never have guessed that there would be so much interest. The shared doc already has a list of people and their skills. It's great to see so many jump aboard and share their ideas but you can't steer a ship with that many captains. I'm unsure on how to proceed. Suggestions would be appreciated.

 

Thoughts I had:

  • Pick one of the suggestions, post that as the mod we are going to develop and see who wants to join that.
  • Come up with something on my own and hope people are interested in that.
  • Going the other way around. Pick an engine and a genre, see who wants to work on that, form a team and discuss with them what we are going to make.
  • Drop the whole 'test' mini mod idea and directly start with what we want to make.
  • Open a poll asking the Core what mod they would like the see. Listing genres, engines and games and pick to most favorite as the Core's pet project and take it from there.
Posted

 

When I posted this I would never have guessed that there would be so much interest. The shared doc already has a list of people and their skills. It's great to see so many jump aboard and share their ideas but you can't steer a ship with that many captains. I'm unsure on how to proceed. Suggestions would be appreciated.

 

Thoughts I had:

  • Pick one of the suggestions, post that as the mod we are going to develop and see who wants to join that.
  • Come up with something on my own and hope people are interested in that.
  • Going the other way around. Pick an engine and a genre, see who wants to work on that, form a team and discuss with them what we are going to make.
  • Drop the whole 'test' mini mod idea and directly start with what we want to make.
  • Open a poll asking the Core what mod they would like the see. Listing genres, engines and games and pick to most favorite as the Core's pet project and take it from there.

 

 

 

I'd say pick engine see who is interested that far. Then put up a meeting and discuss what everyone is expecting/wants to do. General vivi said it the best, do something simple first before going too far. It doesn't have to be a HL2 level but doing something that all agree on would be nice and keeping that goal. You can always do a remake or part2 after that. Internet is full of projects that never finish and i would hate to see people @ here pull out another. After people have seen how others work, how easily or hard they are to work with and can collaborate with others, then you see if this ever takes on or not.

Posted

 

When I posted this I would never have guessed that there would be so much interest. The shared doc already has a list of people and their skills. It's great to see so many jump aboard and share their ideas but you can't steer a ship with that many captains. I'm unsure on how to proceed. Suggestions would be appreciated.

 

Thoughts I had:

  • Pick one of the suggestions, post that as the mod we are going to develop and see who wants to join that.
  • Come up with something on my own and hope people are interested in that.
  • Going the other way around. Pick an engine and a genre, see who wants to work on that, form a team and discuss with them what we are going to make.
  • Drop the whole 'test' mini mod idea and directly start with what we want to make.
  • Open a poll asking the Core what mod they would like the see. Listing genres, engines and games and pick to most favorite as the Core's pet project and take it from there.

 

 

I would say:

 

  • Brainstorm all the idea, stuff, moodboard and then...
  • Make a poll
Posted

I'm in for an exploration game, Ala Dear Esther. With some puzzle like Vivis was doing on Source few years ago !

Imagine a game, mixing Mirror Edge for the climbing part and Dear Esther/Last of Us for the nature environment : you have to make your way throught a ruined city (designed as a corridor, idc that much :D)

 

Agree with Em', imo we should make something different, something without weapons like portal 2, like that since we are a mapping community, we will take way less time to try to tweak the AI and gameplay, and just focus on the level design and art.

 

I want something in space though, don't know why :D

 

We could do something into a civilized center of the Earth, with a spheric world, looking up and see big cities and great monuments. We could travel with giant lifts or cableway right to the other side of the planet

Posted (edited)

Like some already said, i think that to start it's best to do it with a very small and tight project, eg: first chapter of Minerva or Gone Home (in the sense that it's a limited environment).

Scrap the idea "we can always make it bigger": think something small and ship it.

Also, I don't think you necessarily need to create a team trying to get all hands on deck, it can even be that 8 people work on a couple of maps on Source and a few others on a UE4 prototype.

Don't make a monolithic team, but a space where people can collaborate in smaller groups. Pitch ideas like at a game jam and let people even start different projects if they like.

Personally I would like to see HL2 pushed to the limits, before Valve comes with Source 2. Or some small (explorative) game if you go by using a multi-purpose tech (ue4, unity).

I'd leave posting plots to the collaborative gdocs, makes the topic confusing.

I'm sure everyone has an SP project or something in the drawer. I worked on Riot Act: the project was more ambitious so i always dreamed to get it to completion, I can talk to Germano to get permission to do so if people is interested.

I always dreamt to see a next-gen Cannon Fodder, think that can offer an occasion for beautiful eye-candy and a game easy to pick up. Alternatively, I'd like to see a revisitation of Commandos. These sort of projects would allow independence for creators, like Minos suggested.

As per contribution, I don't have a workstation atm and have been inactive for ages. It's my intention to get back in the business though, gonna shop for a computer soon.

Have to sort out my life a bit first, as a few things are changing in my workplace.

Edited by blackdog

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