If you've read my "Perfecting the Jedi Craft" post the this one won't seem much of a step up.
Effectively its been a week with no word from Lucasarts about if we can or cannot do the mod. So i've taken it as red that they're not likely to approve
Also it was being planned to use Half-Life2 as a mod engine, however quite frankly with everything thats been going on with it ... we won't get it until next year and the SDK is well off now, and to be honest it is becomming far more bother than is worth.
(i'm actually about one step away from not giving a damn about HL2 at all modded or not)
.. .. ..
However I do have myself, Quake2 3.21 GPL, my coding buddy Marc, Karma 1.3, EAX 2.0 and the Qoole/GTK Radiant Sources.
Add to this both of us have 3D Studio Max 5 ... and well its not hard to see how my lil mind is working
Although we can't do Jedi now, that doesn't mean we can't play on the whole 'jedi' theme.
I spent like the 20mins before work crafting up some kinda story and overview ... this is what i came up with:
Quote: "
T-Minus 48:00:00 Operation Alien Overlord. TCM Flagship Phobo recieved an Alliance distress call from the Derii System.
A science team including the Cheif Technology Researcher Dr. Abrash, had been investigating an abandoned Strogg outpost on the furthermost reach of Alliance territory.
The distress signal was marked Alpha-Red priority, Flag Admiral Crockett's eyes only... Something had gone south, very quickly and very badly.
Arco's Angels, better known as the 'Angels of Death' were summoned and dispatched to ascertain what the hell has happened and make sure that Dr. Abrash is retrieved alive and well along with a special cargo package.
Arco's Angels led by Commander David Arco, are the TCM's version of the SaS or Delta Force - best of the best, and total physco's to boot... relying less on highgrade military weaponry and specialising in hand-to-hand combat using personalied Energy Swords, which are Swords built from a special material which allows them to resonate when charged with electricity producing a form of force field around the blade which can melt bullet projectiles on contact and rebounds laser based attacks.
Their suits are also modified with short range jumppacks, essentially giving them the ability to fly for short distances.
"
Hopefully this gives a good indication that a SP experience for a world in which I'd love to base this... give it a far darker and more sinister tone than Jedi Knights. The Quake2 world itself although metallic isn't particularly dark, but hopefully the changes made to the Quake2 engine will allow us to truely add some very very deep and dark atmosphere.
The single player will be more of a Dino Crisis style mystery survival, making it more of a tactical mission requiring the player to take more heed of his/her surroundings and what the story requires them to achieve.
It'll also be set almost exclusively around this single Strogg base, there will also be the Alliance temp base ... some outdoor areas but mostly a very enclosed clostrophobic and dark world.
Multiple will really be just Quake2, however with all of the bell and whistle enhacements like new weaponry, abilities, dueling, etc...
Combat will require more of a hands-on touch as opposed to the ranged weapons and camping that Quake2 originally boasted
So alot more melee style royal rumble fighting hopefully
-- -- --
well once again, any ideas your guys want to add are welcome