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3 Guests are here.
 

Topic: New Fan Mission
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674036ea89529voodoo47

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that's actually not a bad way of starting a diary.

674036ea899bfcallum13117

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Love the developer diary! I also love the focus on NPC infighting. Hacking turrets to take out enemies is one of my favourite ways to play SS2, and I also enjoyed the section of Ponterbee Station you were talking about. Your concept sounds a lot like the sections in Half-Life where you stumble upon Vortigaunts fighting the HECU. I definitely think that could work in the Shock universe - SHODAN's robots/cyborgs vs. The Many?

In regards to your original post, I don't want to distract you from the smaller mission you're working on, but I have some story ideas that I'd love to throw your way, either for the larger mission or the smaller one. I've taken the liberty of adding you as a friend on Steam (my ID is knight13117: http://steamcommunity.com/profiles/76561198065414122). I'd love to chat with you about a possible plot if you have time!
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Phew, you have big plans. Looking forward to seeing what comes out of this.

674036ea89c86icemann

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I would VERY MUCH recommending aiming small to start with, then going big later.

Aim too high and you'll never be able to reach the heavens in which you seek.

That said I've seen 1 person pull it off (xdiesp with System Shock Infinite), so anythings possible.
Acknowledged by: Kolya
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I have updated the diary and just ten minutes ago began visualising the general structure with boxes denoting the approximate size and connections.

This will become something heavily inspired by Dune and HR Giger, mixed with the Gulf War, with cyborgs, in an unspecified year in the future. Maybe the Iranians and Israelis dug themselves underground to survival a perpetual state of war with each other, to the point where they became closer to Skynet and WOPR playing a game of chess than two nations fighting... or something like that.



Nothing visually impressive to show off as I have not began drawing concept art nor doing the mapping and texture art yet.
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I'll leave you an idea, just in case the iranian\israeli story is still being worked on.

A colony is visited by the revolutionary guard. They wipe out the colony's emissaries, entrusting you with a mission. "Soon this territory will be lost, as the frontier is moved: none of it must fall into enemy hands, even human resources. Our machines will help you separating the few good men from the traitors: you gather them accordingly and wait for our return."

Soon someone will find out about the extermination plan, and the ones showing up in the end might not be the revolutionary army.
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I'll leave you an idea, just in case the iranian\israeli story is still being worked on.

A colony is visited by the revolutionary guard. They wipe out the colony's emissaries, entrusting you with a mission. "Soon this territory will be lost, as the frontier is moved: none of it must fall into enemy hands, even human resources. Our machines will help you separating the few good men from the traitors: you gather them accordingly and wait for our return."

Soon someone will find out about the extermination plan, and the ones showing up in the end might not be the revolutionary army.

By colony do you mean an Iranian base that is about to be captured by Israelis? Why would the revolutionary guard kill the colony's emissaries, assuming they are both representing the same government?

The box sketches are coming along slowly.
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Acknowledged by: Colonel SFF
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Any settlement from proper israeli colonies, to Fallout style vaults or outright space colonies. The guards would kill the emissaries, including the leaders of the colony, because they're displeased with their lack of results\loyalty.

This backstory could be unveiled halfway through, so that the usual traitor twist is actually about you. That's a bit darker, as it implies all the fights were an orchestrated ruse. But it's still open to a positive ending, with or without the player living.
Acknowledged by: Aurora
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Any settlement from proper israeli colonies, to Fallout style vaults or outright space colonies. The guards would kill the emissaries, including the leaders of the colony, because they're displeased with their lack of results\loyalty.

This backstory could be unveiled halfway through, so that the usual traitor twist is actually about you. That's a bit darker, as it implies all the fights were an orchestrated ruse. But it's still open to a positive ending, with or without the player living.
I am considering this idea. If I use it, I will not use it exactly as you described. I like not having the player character play a pivotal role in any story, more so prefer having them as a witness and victim to larger events beyond their control.
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Sketching things out in 3D.
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Acknowledged by: callum13117
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Reminded me so much...
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Acknowledged by: callum13117
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Thanks for that picture, that's inspiring. Didn't know how I'd have made a hangar with an otherworldly look to it.

674036ea8aafdicemann

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If you look into 70-90s sci-fi flicks, there is an absolute WEALTH of stuff for hangers.
Acknowledged by: Aurora
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They all seem quite NASA architecture though.

Here's what I drew on the side today while I was posting.
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Acknowledged by: Colonel SFF
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I like that paper a lot!
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Acknowledged by: Aurora
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I know that the Nazis once occupied an old brewery in my city to build plane (-parts). As soon as I have time I'm gonna search for some pics for you. Might be interesting. The ones I remember had quite huge underground halls with plane parts and workers.

Edit PS: Seems I have remembered this incorrectly. What I was talking about was most likely KZ Gusen II. It is really ugly searching for pictures with the name of the camp, but I can't seem to find the photos I was talking about. I'll attach photos from the tunnels instead.
From gusen.org:
With more than 50.000 m2 (some 8,5 km tunnnel length) one of the biggest german underground installations that reached production status in late 1944. According to Allied intelligence reports, it was “one of the most modern and most complete underground plants in Germany”.

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« Last Edit: 25. June 2016, 13:33:57 by Colonel SFF »
Acknowledged by: Aurora
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Excited for this project! We haven't even finished writing down ours yet. :)

And if you're looking for a final twist to the story, here's one Screamers style. After you're done with your dark project and it's time for the revolutionary guard to return, they don't. War wiped everyone out at the same time as the colony struggled, and now you're the last one.
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I got carried away planning the other FM again, that is, the much bigger, more ambitious one I intend to create after this. Although it helps me maintain motivation and interest to hop between two projects, I should get back to Earth's surface and get this out of the door within 2016. Someone knock me down from the skies.
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Maybe release the project in phases, like bringing the intro areas to a playable state first.
Acknowledged by: Aurora

674036ea8b275callum13117

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Hey Aurora! Any news on the FM? I'm really excited about this project.
Acknowledged by: Colonel SFF
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This is no longer an FM, as I found System Shock 2's engine too restrictive. It has evolved into a standalone game on the Unreal 4 engine - however, the game-play mechanics are still heavily modeled after SS1 and SS2 - and a bit on Deus Ex and Resident Evil 4 as well. I am not giving out much information so as to avoid having pressure on myself, showcasing unfinished work, and hyping up too many expectations until it is actually near completion.

674036ea8b4bfcallum13117

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Sounds good! I patiently await the game's completion :)
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