Need some suggestions for mission editing requirements.
by Phil Carlisle · in Game Design and Creative Issues · 04/11/2003 (10:07 am) · 5 replies
Hi.
I'm looking at the tools needed for my space game (essentially Tie Fighter for the new millenium (no reference to falcons please!).
Can anyone help with the sort of scripting/editing requirements they'd like to see in any game of this type? also, think about modding, what would help?
I'm looking for stuff like:
What kind of events would you need to know about in game?
What kind of things would you like to control?
My current thinking is that I need to write a "mission editor" that will allow unit placement, waypoint placements, timelined events, event callbacks when certain things happen.
I'm thinking along the lines of FRED2 for Freespace2, but with a neater API, easier functionality etc.
Essentially the toolset is fundamental to the games success, Ideally this will be one of the most moddable space based games out there.
So please throw as many suggestions as possible, even way-out blue sky thinking kinda ones!
Thanks.
Phil.
I'm looking at the tools needed for my space game (essentially Tie Fighter for the new millenium (no reference to falcons please!).
Can anyone help with the sort of scripting/editing requirements they'd like to see in any game of this type? also, think about modding, what would help?
I'm looking for stuff like:
What kind of events would you need to know about in game?
What kind of things would you like to control?
My current thinking is that I need to write a "mission editor" that will allow unit placement, waypoint placements, timelined events, event callbacks when certain things happen.
I'm thinking along the lines of FRED2 for Freespace2, but with a neater API, easier functionality etc.
Essentially the toolset is fundamental to the games success, Ideally this will be one of the most moddable space based games out there.
So please throw as many suggestions as possible, even way-out blue sky thinking kinda ones!
Thanks.
Phil.
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#2
But it would be a good idea for you to keep in mind that you can have a "suite" of programs to put stuff in the game rather than just 1 program. I found that easier on the RPG I just started working on.
Also, make this program (or programs) simple. Otherwise, it will be take twice as long for you to get done with your game.
Even with more information, it's unlikely that I would be able to give you any other useful advice though.
04/11/2003 (10:47 pm)
For those of us who haven't played Tie Fighter, you should specifiy more what the genre is. I assume it's some sort of 3d shooter with spaceships.But it would be a good idea for you to keep in mind that you can have a "suite" of programs to put stuff in the game rather than just 1 program. I found that easier on the RPG I just started working on.
Also, make this program (or programs) simple. Otherwise, it will be take twice as long for you to get done with your game.
Even with more information, it's unlikely that I would be able to give you any other useful advice though.
#3
But i really do want it for later developments, because it will definitely help mod makers (especially ones that dont have any programmers).
Essentially the toolkit sits on top of the scripting language (it will output a script file which the game runs).
As for describing the genre, I'm guessing that anyone who is interested in using a tool like this will know the genre! :), but if you dont know Tie fighter, freelancer is a good example, or XWing Alliance. Basically a space dogfighting game.
Phil.
04/12/2003 (3:03 am)
Well, the toolset ISNT required by me, because I can script the underlying systems directly. So its not absolutely mission critical.But i really do want it for later developments, because it will definitely help mod makers (especially ones that dont have any programmers).
Essentially the toolkit sits on top of the scripting language (it will output a script file which the game runs).
As for describing the genre, I'm guessing that anyone who is interested in using a tool like this will know the genre! :), but if you dont know Tie fighter, freelancer is a good example, or XWing Alliance. Basically a space dogfighting game.
Phil.
#4
Let me know if I'm on the right track here and I'll start brainstorming ;)
- Chris
04/12/2003 (12:13 pm)
I haven't played those games either, but I'm guessing games I have played, Forsaken, Descent, maybe even Starfox, are similar examples, and if so, I could think of a ton of ways to add gameplay!Let me know if I'm on the right track here and I'll start brainstorming ;)
- Chris
#5
- Arbitrary object grouping
- Ability to group AI units under commanders
- Ability to flowchart commander behavior
- Ability to have units enter/leave the game based on triggers
- Ability to define arbitrary/dynamic objectives for mission completion
- Ability to craft complete campaigns that play as complete campaigns
But I guess what you really want to do is generalize the hell out of everything. For example, it should be possible to activate a trigger based on any combination of any values that exist for any objects within the game.
Those are my thoughts, anyway.
04/12/2003 (2:18 pm)
Well, right off the top of my head:- Arbitrary object grouping
- Ability to group AI units under commanders
- Ability to flowchart commander behavior
- Ability to have units enter/leave the game based on triggers
- Ability to define arbitrary/dynamic objectives for mission completion
- Ability to craft complete campaigns that play as complete campaigns
But I guess what you really want to do is generalize the hell out of everything. For example, it should be possible to activate a trigger based on any combination of any values that exist for any objects within the game.
Those are my thoughts, anyway.
Associate Adrian Wright
Max Gaming Technologies