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SP Storyline Concepts

by geartrooper2 on 05/11/2009 05:31, 65 messages, last message: 05/25/2009 07:15, 34902 views, last view: 05/18/2024 21:46

Here is the place to post ideas for the storyline of the SP Campaign. I have a few of my own;


Castle Defense; Fixit and/or Snout are subject to waves of attack and must defend a mapmodel which the ai have been programmed to attack. The mapmodel has a fixed amount of hitpoints and once destroyed, the game is lost. This concept can closely be attributed to tower defense, where the waves of attack increase in difficulty. Perhaps there even could be barriers with hitpoints which the ai must fight through until reaching the final area. Winning might be impossible, the ultimate end being to post high scores of just how far along you withheld the attacking waves.


Trap Dungeon;
Player must navigate through increasingly difficult levels of traps while fending off attacking monsters, a la Indiana Jones.

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#36: Hull breach

by Megagun_ on 05/14/2009 14:16

You're a security/communications officer aboard a starship carrying hundreds of colonists in suspended animation. The ship is travelling at .85 times the speed of light, and is currently staffed by about 50 people. As soon as you departed your homeland, the staff made the decision that whenever they were to land on the planet they were going for, they would rule the lands and the colonists would be their slaves. You originally were against this plan, but eventually agreed with it, but at gunpoint.

It was any regular normal day without much hiccup, when suddenly an unknown starship of an unknown alien race (your race hadn't met any other aliens yet!) was spotted far behind you, travelling at speeds a bit higher than your own ship, matching course with your ship..

Immediately, a few xenobiologists are waked from suspended animation, to see if they have any valuable insight, but as soon as they figure out the 'plan' of the people staffing the ship, they refuse to cooperate any further.

Hours later, the alien ship is still getting closer and closer, and suddenly it deploys a grappling hook style of device, and begins 'reeling in' your ship!

About an hour later, the aliens begin cutting open the hull of your ship, and start enetering the ship, killing people. What follows is a large standoff between the staff and the aliens. The staff mostly uses improvised weapons, such as blunt objects and modified message/drilling lasers, as originally there weren't any weapons on board.

To you, it is rather clear from the beginning of the hull breach that the staff is fighting a losing battle, and that the colonists should be awoken to fight alongside with the staff, yet a large part of the staff -including the captain- do not agree (they might refuse! look at the xenobiologists!) and prevent you from doing so.

After an especially large battle where a large part of the staff is killed, you and a few likeminded folk manage to make it to the freezer units, awaken the colonists, and regain control over the starship.

After control has been regained, and you try to make the ship break free from the alien ship, you find yourself inable to do so (grappling hook!), and it is decided that the alien ship is to be attacked. From then on, it is an all-out assault against the aliens.

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#37: Re: ..

by Captain_Ahab on 05/14/2009 18:27, refers to #35

I suppose they are more like game modes... oh well.
Then the sp would be something that is to be made with ordinary Sauerbraten + cubescript? If so, then a continuing storyline and matching art assets end up being the defining characteristics. Otherwise it'll just end up looking and playing like any other sp map.
Grunge sci-fi and heavy metal is getting tiresome.

I like the Indiana Jones type game... puzzles and platforming along with shooting things... not one or the other.

hmmmmmmm ... French
Foreign Legion
Indiana Jones
Temple of Doom and Gunga Din and 'The Man Who Would Be King"
King Solomon's Mines and She
Mummy's Curse
John Carter of Mars and Barsoom

please not more dirty greebled metal panels

----

I'd love to be part of this, but I have so little time and I'm working on maps with Sandbox
I'd do what I could, but I'm not in a position to be counted on keeping any deadlines or having lots/great things to contribute on a regular basis

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#38: Re: ..

by Captain_Ahab on 05/14/2009 18:28, refers to #37

oh yeah
forgot

Spaghetti Westerns!

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#39: Message censored by administrator

by unstablemind on 05/14/2009 18:37

#40: ..

by marvin2k on 05/14/2009 19:43

Goods ideas here, i like castle defense.

in storyline, you can use humor, is not usual in games, but very usual in 70, 80´s Science fiction comics. Humor with mosters, stupid super heros, and other rare things, for example: Richard Corbens comics.

it,s only an idea.

other good idea is upgrade, guns, shields, guns capacity etc...

good idea too price at end of few maps, animation, story in images....somethink like that.

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#41: ..

by geartrooper2 on 05/14/2009 21:10

so jump in the mix marvin2k, and help out with ideas and models. what do you say?

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#42: how about. . . .

by |ice|sub-zero|L on 05/15/2009 02:16

you were messing with the creaturs of earth in a bio-lab (medevil type) and you added the wrong thing, suddenly a new creature was made (the hellpig) and you kept him in the dungeon. meanwhille you kept on experimneting untill you made all monsters, not relizing the fact that they are both mail and femail, so they reproudce. you had to go to the dungeon to grab some tools, and inside of the dungeon you set a "just in case of emergency" butten to give you weps in hidden areas, so that you could defend yourself.

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#43: ..

by JadeMatrix on 05/15/2009 05:53

Geartrooper, any activity on the Google group? The activation link didn't work for me.

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#44: Re: ..

by Megagun_ on 05/15/2009 12:58, refers to #43

You need to register a Google account on the e-mail address where you got sent the invite to the group, then login with that and hit the activation link again.

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#45: Re: ..

by JadeMatrix on 05/15/2009 19:59, refers to #44

I already have a gmail account (JadeMatrix.art), and was logged in at the time. It still didn't work.

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#46: Re: ..

by Megagun_ on 05/15/2009 20:06, refers to #45

The invite is directly attached to an e-mail address. Create a google account, attach it to your Verizon e-mail address, and then login using that and hit the link.

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#47: Re: Hull breach

by Maxime -Max of S2D- Lebled on 05/15/2009 20:25, refers to #36

Dead Space much?

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#48: Re: ..

by JadeMatrix on 05/15/2009 21:39, refers to #46

OK, I added my Verizon address to my Gmail account. I'll try it now.

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#49: Tactical

by MisanthropX- on 05/16/2009 12:01

I would like to do more tactical SP
so you can for example sneak in somewhere and kill monster from behind quietly,

uff i have enough ideas for sps
the problem is that monsters are too dumb or too intelligent for the things i want to use them..

the field of sight is often too big so you cant do tactical things.
(field of sight: fos - when you are near enough to a monster (even behind him) he notices that you are here)
also a walk or sneak command would be usefull so their fos is changed

Monsters should be changeable a lot
so you can determine:
fos
health
armor
weapon
patrol waypoints
reaction scriptable
(when they see you what happens:
A: when attacked from behind then>
B: when attacked from front then >
C: when touched trigger X before then >

etc you should be able to script monsters actions / reactions.

also:
jump height
walk speed
ability to hear noise like weapons, footsteps, etc

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#50: Re: Hull breach

by Megagun_ on 05/16/2009 17:39, refers to #47

Never played Dead Space (or really heard much about it) myself, so no.

And even if I 'blatantly stole' stuff, that'd be good, since most of the best games ever made are games that steal and improve... :)

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#51: Re: Tactical

by |ice|sub-zero|L on 05/16/2009 17:40, refers to #49

well, i am glad that you decided to make it, jk. but if you feel you should happen to do so you can learn how to script it. i may be able to give you a bit of help where to look for the scripting. if you modifie it and is works properly it may be put in the next release of sauer. although i do not have a say of what gets in sauer at all, i am sure that with such an important new mod may be added.

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#52: ..

by JadeMatrix on 05/17/2009 02:51

Eh, still can't join the group.

I just remembered, I have an old SP design, where you're on this giant ship that was overrun by a much smaller alien pirate craft. I have the beginnings of a map and some blueprints.

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#53: ..

by marvin2k on 05/18/2009 21:44

hi gear.

Yes it was a mix idea, jeje. I speak with you some time ago about my posibility of colaboration, i say the same thing today.

i like to do it. i will do for sauerbraten, not for other projects like blood frontier, einsestein, etc...

to work, we need 2 thing, little procejt (i work for free to big projects that always go down, so i like little projects). and a design leather, you. hehe.

I work in office from 8 to 8 but i like made thing for sauer, i try to do all the thing that i can, but i need time to do it, because i need my office work to eat, pay home, and other things...

contact me by mail. odongarcia(A)gmail dotcom.
i try to help you gear in all that i can do.

bye.

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#54: Crash

by fispaul on 05/21/2009 13:56

Here's my thought on the kind of level this game needs:
if you want something simple without story, or too much of it, this might as well be in the real release as a SP map, I dont know, but I think a level with a LOT of platforming and flaling platforms, and stuff like that like in crash bandicoot would be awesome. A remake of the egyptian temple levels in Crash 3: Warped something like that would be mega coo!
My two cents :P

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#55: chiding in

by deathguppie on 05/21/2009 15:45

how about "My Little Pony Island"?

.. kidding.. :p

I have a few thoughts but here is one of them...

A team of elite FBI SWAT team members are headed down into the old abandoned subway tunnels in some unnamed city. Rumors of a cannibalistic cult have emerged and several police officers were recently lost down there trying to dispel the rumors.

The crux here is team co-op online play. Where you deal with mutated canines, and other animals sometimes en-mass. Other times(or during battle) you deal with the special monsters. All mutated humans having been through, surgery after surgery mutated beyond anything recognizable as human.

The tunnels go from regular train tunnels to side rooms, boiler rooms, large train switch domed room, to hand dug caverns that lead to the "nest".

Anyway.. that is one concept.

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