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Author Topic: Who might be interested in helping to make a GG2 singleplayer campaign?  (Read 2854 times)

Orpheon

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Basically searching an artist (for portraits and stuff), a mapper, and maybe someone for story and level design and/or programming as well.

PS: If with
Quote from: Elkondo
Use THIS board to ask for help
you (Haxton) meant this, sorry. I can move it.
« Last Edit: July 16, 2012, 04:15:09 pm by Orpheon »
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Haxton Sale

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It's fine for now, I'll actually add to the rules that you can look for teams for entries here too.
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Chicken Soup

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Would the campaign be more online simulator with story and difficulty ramp or more action hero against everyone? Also would there be teammates?

I might be able to help with conceptual stuff and perhaps level design, though I color maps in very slowly.

Orpheon

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Would the campaign be more online simulator with story and difficulty ramp or more action hero against everyone? Also would there be teammates?

I might be able to help with conceptual stuff and perhaps level design, though I color maps in very slowly.
I thought the former, and if I can get bots back working teammates wouldn't be any harder than enemies would be.
Like, one medic or so accompanying you at the beginning.

I already got sort of a general idea for the story. Maybe come in IRC or skype or something?
« Last Edit: July 16, 2012, 04:19:38 pm by Orpheon »
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Saniblues

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Or instead of bots emulating human inputs you could like

Follow trends set by the millions of other singleplayer sidescrollers in the industry. Which I imagine would also be much easier in so many ways.
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Quote from: mop
Quote from: MR MAGN3TIC
I don't like it.  :nah:
Oh, well, you might as well pack up and stop now, because he doesn't like it
I'm bored out of my skull, Lets play a different game!
Lets take a visit down below And cast the world in flames!

NAGN

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  • Yeah so now I have an idea

if you're going to make a GG2 single player campaign, you're going to need to radically expand the gameplay depth in the game

or else you're just a heavy walking around, not even jumping, pointing and clicking at things
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Dusty

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Mm, this sounds like fun.
Lemme know if there's anything I can do.

Orpheon

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Alright, lets see if we can already gather some ideas.

What kind of gameplay should be in it? I thought maybe simulate ctf by making you have to attack a base with say 5 different intels at different places, and then having to defend your base in the next mission (as another character, of course) for that amount of time. A/D and payload or some form of it is obvious ("Destroy the defended cart"). Small missions, like for example as a sniper you are stuck on a bullet-transparent ledge high up and have to help your (inferior) team win by killing the right people. "Get out safely" standard platformer thing, where you have to escape from a base infested with enemies. Escort and save missions are also maybe possible.

Also, I want the blue team to be the good guys, and the red team the bad guys. Basta.
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Vyers[LORD]

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well i would like to help but im not good at anything :D
art : a bit         coding : 0% skillnes
« Last Edit: July 17, 2012, 11:08:05 am by Vyers »
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maciej01

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I think i may be a mapper for this thingy.
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RebelINS

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PUZZLES LIKE THE LOST VIKINGS WHERE ROCKETMAN SHOOTS A ROCKET AT A SWITCH WHICH ACTIVATES A PLATFORM THAT THE RUNNER JUMPS ON OVER TO OPEN A DOOR AND THEN CONSTRUCTOR BUILDS A TRAMPOLINE SO EVERYONE CAN FINISH.

Orpheon

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PUZZLES LIKE THE LOST VIKINGS WHERE ROCKETMAN SHOOTS A ROCKET AT A SWITCH WHICH ACTIVATES A PLATFORM THAT THE RUNNER JUMPS ON OVER TO OPEN A DOOR AND THEN CONSTRUCTOR BUILDS A TRAMPOLINE SO EVERYONE CAN FINISH.
^ More or less what I was thinking.
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RebelINS

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We could start by prototyping more interactive environments.

Context sensitive zones that trigger events that are tied to them; for example, you're moving forward, touch an invisible zone, and then enemies spawn/turrets come out of the ground. Or that same zone could be connected to a different object, like a trigger that stops player control and then the camera pans over for a cutscene.

Other things that should be vital would be moving platforms, switches that do things (similar to context sensitive zone except it's visible and you have to activate it by jumping on it, or pressing a button), and different kinds of environmental hazards.

a/d

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hey that's the shit i did in my rocketman training mod like eight years ago
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go canada or whatever, maybe your country is cool too

Orpheon

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We could start by prototyping more interactive environments.

Context sensitive zones that trigger events that are tied to them; for example, you're moving forward, touch an invisible zone, and then enemies spawn/turrets come out of the ground. Or that same zone could be connected to a different object, like a trigger that stops player control and then the camera pans over for a cutscene.

Other things that should be vital would be moving platforms, switches that do things (similar to context sensitive zone except it's visible and you have to activate it by jumping on it, or pressing a button), and different kinds of environmental hazards.
Moving platforms entail collision mechanics I don't want to enter, so for that, no. For everything else, yes.
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