G’day, friends and copper-stickers.
Long time no post. I’m here to change that.
There was a bit of family drama that required my attention recently, and that accounted for a few exhausted weeks. But I’m getting back in the groove.
The major attention right now is STILL on scriptwriting. I’m in the third revision. The plot condensed even more. Still fewer cinematics, more interactive scenes (a little like the Half-Life 2 ones, but not so static), tightened-up introduction and end. The player is inserted into the game after a relatively short, action filled cutscene, followed by a bunch of interactive scripted things, Scout is still more emotional, you’re being watched wherever you step, nowhere is safe, and the world is a big grab bag of stuff to be explored.
Player initiative is the guiding principle. You get lots of choice.
There is a middle sequence that’s especially difficult to get across because the protagonist does an absolutely crazy thing there. I’m still working on making the player understand Scout’s motivation and getting the player on board with the crazy decision. It’s a lot of fine-tuning to set this major event up and prepare the player for what’s coming without shoving it down their throat.
Gameplay is in the script now instead of separate. High integration.
I’ve gotten a ton of feedback on the script and implemented 90% of it. I hope to get still more feedback. This thing is being road tested like crazy. I’m getting brick-in-the-face type feedback and learning from it.
One of my exchanges unfortunately failed, I didn’t hear back from the other author. That kind of thing is a setback but we’ll just have to plow on. I’m in contact with another beta reader to offset this.
On another note, the old RMQ project website is online again. Supa is going to do something with putting the stuff on Quaketastic. And I added the old Quake Radiant mapping tutorial to the menu up there on this page together with the CSQC stuff.