Author Topic: Story/Campaign mode  (Read 5165 times)

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Offline R!K!MARU

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Story/Campaign mode
« on: April 02, 2007, 10:25:33 pm »
I assume someone had to think of this already. But I haven't seen it,so yea. A story mode would be nice. I dunno how far fetched  that sounds cuz i dont know much about game development, but if soldat had a storymode with maybe, some cool cheap little cutscenes. good idea?

Offline iDante

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Re: Story/Campaign mode
« Reply #1 on: April 02, 2007, 10:30:41 pm »
LOTS of poeple, and I personally think its kinda stupid cause the only way soldat is fun is online :P.

Offline Hiro

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Re: Story/Campaign mode
« Reply #2 on: April 02, 2007, 11:10:51 pm »
Thats not entirely true. I like soldat offline too. And Zombie matches (against bots) are fun too.

I had a similar idea but I never posted. I would support this.
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Offline iDante

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Re: Story/Campaign mode
« Reply #3 on: April 02, 2007, 11:12:28 pm »
Thats not entirely true. I like soldat offline too. And Zombie matches (against bots) are fun too.

I had a similar idea but I never posted. I would support this.
Zombie matches are only fun with other people to back you up... At least to me that is.

Offline Hiro

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Re: Story/Campaign mode
« Reply #4 on: April 02, 2007, 11:15:57 pm »
Yeah, but fighting bots is the same...

Anyone like co-op?  ;D
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Offline Blacksheepboy

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Re: Story/Campaign mode
« Reply #5 on: April 03, 2007, 01:13:15 am »
I support this idea. Personally, I have also thought about this too. If in some far distant possibility; if Soldat could have elevators and working doors, single-player could be possible. But... this idea will probably never come around to actually work. It's one of those things you wish Soldat had, but it won't. I still make do without :).

Anyways, I thought of making a mod with something of this idea. The mod would also come with a bunch of singleplayer maps to be played with it. The only thing that it would need to make it complete is to somehow be able to have "cut scenes" in it. Persay, instead of what some might be thinking, like all highly graphical things; what I really mean is just to have it so that the view would be on several bots talking, and there would have chatting going between them. Or if you just somehow impliment talking sounds into Soldat... So, continuing on, the bots would talk, and they could be enemy bots your soldat could be spying on and they would be talking about some plan they intend to carry out, and in the mission, you steal their plans (the flag) and make off with it, or just kill their army ;).

Capeesh? This sounds doable if anyone thinks so. The maps part could be done of course, but the rest? I don't really know... You would need to be able to edit Soldat a tad more than you could now. But maybe not. I have an idea for patrolling bots but the idea is rather iffy. I'll post a demo of what I have if anyone is interested. It just has waypoints made so that the bot inside the "building" patrols with its back to you. In realistic mode, you can jump behind the bot into the shaft above without it seeing you, or you could assasinate it easily enough.



Addition to post:

Alright, changed my mind here. I have the "stealth test" ready here for anyone that wants to see that I have experimented with regarding the above paragraph. There is no screenshot because it doesn't require one, and really isn't even a map. Well, it's just extremely small. Also added a texture :) but it has no edges to go with it. Be alpha.

« Last Edit: April 03, 2007, 01:31:36 am by Blacksheepboy »

Offline Zamorak

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Re: Story/Campaign mode
« Reply #6 on: April 03, 2007, 07:46:47 am »
In the next version, something such as this will be possible using server scripts. Therefore, this idea is entirely possible. Someone just has to write the script.
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Offline The Red Guy

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Re: Story/Campaign mode
« Reply #7 on: April 03, 2007, 07:49:01 am »
hah, then people can play co-op missions online together! support.

Offline Lord Frunkamunch

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Re: Story/Campaign mode
« Reply #8 on: April 03, 2007, 07:57:50 am »
What would be cool would be to mod about 4 weapons to be really weak, make one that is okay and has no reload, and the rest could be good but have unreloadable ammo counts. Then (and this is the part that would need extra scripting, of course) have it so that bots with crappy weapons will constantly be spawned off-screen and keep attacking you while you try to walk to the end of the map and beat a boss. And there you have Metal Slug Soldat :D

Man I wish that could happen...

OR a certain amount of bots that don't keep spawning but stay in their places and patrol,  with balanced weapons and a long level...

Either way, Soldat could at least have SOME moddable script, especially when it comes to bots/spawns.
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Offline Magic Odd Effect

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Re: Story/Campaign mode
« Reply #9 on: April 03, 2007, 09:36:32 am »
Awesome idea, there.

I support, and I'll try to make some stealth-based maps.

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Offline Lord Frunkamunch

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Re: Story/Campaign mode
« Reply #10 on: April 03, 2007, 09:42:57 am »
Yeh, I would but completely suck with/have no idea how to work, polyworks.
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Offline Sytrus

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Re: Story/Campaign mode
« Reply #11 on: April 03, 2007, 10:51:59 am »
That would be really awesome, just hard to make.

I'd love it though. In those late nights when all the good servers are empty or full.....

Offline Hiro

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Re: Story/Campaign mode
« Reply #12 on: April 03, 2007, 11:14:07 pm »
I did try this once, a long time ago. I made an Inf map where you had to steal the flag but the problem was that the bots would see you when you see them.

You guys seem to be doing this better than me with your scripting and stuff so I'll just sit out and watch (And play the final thing :D)
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Offline {depth}shaman

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Re: Story/Campaign mode
« Reply #13 on: April 03, 2007, 11:43:33 pm »
Here's my speil, what i think would be the #1 way to improve soldat.

What if depending on what team won a match, the next map would be different? It could allow a story line, or the next map could match the terrain that the losing team would have to retreat across. If bravo spawns at the opening of a cave and they lose, the next map would take place in a cave. Also, depending on who won, the next map might confer an advantage to one team. This could be abused though (everyone joins the uphill team). If the campaign would work better with only two teams, map programmers can always box in charlie and delta in the corners of the map.

On the start game screen, one could program the order of maps and their conditions for the next map. Start with map one, if alpha wins, go here, if charlie wins, go here, etc. If one team pushes the other team to the last map (ie. bravo is annihilated down in the cave) it would reset and alpha would have won the war. What do you guys think? It would be versatile and might give a more epic war feel to soldat. It doesn't sound that hard to program.
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Offline iDante

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Re: Story/Campaign mode
« Reply #14 on: April 03, 2007, 11:44:45 pm »
Here's my speil, what i think would be the #1 way to improve soldat.

What if depending on what team won a match, the next map would be different? It could allow a story line, or the next map could match the terrain that the losing team would have to retreat across. If bravo spawns at the opening of a cave and they lose, the next map would take place in a cave. Also, depending on who won, the next map might confer an advantage to one team. This could be abused though (everyone joins the uphill team). If the campaign would work better with only two teams, map programmers can always box in charlie and delta in the corners of the map.

On the start game screen, one could program the order of maps and their conditions for the next map. Start with map one, if alpha wins, go here, if charlie wins, go here, etc. If one team pushes the other team to the last map (ie. bravo is annihilated down in the cave) it would reset and alpha would have won the war. What do you guys think? It would be versatile and might give a more epic war feel to soldat. It doesn't sound that hard to program.
or you could just have an admin do that for you. wouldn't be too hard once the maps get made.

Offline The_Ninja

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Re: Story/Campaign mode
« Reply #15 on: April 04, 2007, 01:05:14 am »
a good example for a map would be inf_undermine

just my suggestion though,

*supports*

Offline Lunerfox

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Re: Story/Campaign mode
« Reply #16 on: April 04, 2007, 04:03:51 am »
inf_JungleStrike would be the most polished one I know of to date that features co-op support. There's even a fractured server that runs it.
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Offline ethadream

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Re: Story/Campaign mode
« Reply #17 on: April 04, 2007, 02:07:48 pm »
Yes, I'm a friend of Lunerfox.
The server is :
fracs.net//25000/ash