Looking for players interested in seeing a remake of Time Crisis.
Positions for team.
Story Drafter
Think up events to be played out
some bosses to progress through the plotted story
Conceptual Designer
come up with ideas for baddies (some data experience would be nice to help me design it, but not required)
weapons (some data experience would be nice to help me design it, but not required)
level layouts ( familiar with the terrain editor to help draft level design would be appriciated but not required.)
I would prefer people who loved Time Crisis, my goal is to completely remake the feel of time crisis in SC2. It may not be the same as holding that TC2 bolt action pistol in your hand and feeling it jerk every time you pull the trigger, but I wanna make the rest feel the same.
Current Information on game
2 player Co-Opt
FPS
There is no movement. Other then your character is generally hiding behind something taking a protective postion. You hold a key down to put your character out of the protective zone and from this position you can fire at incoming enemies.
When completely an area your character progresses automatically to a new position further along in the level. (this is how the entire game plays, your basically in a fire fight crotching and hiding behind stuff and then firing back
press a key for "reloading"
Lives
If you get his you lose a life (default is 3 lives)
When you run out of lives you get game over and may view your allies progress
Time based stages. Players must complete the stage in so much time or they fail what ever thier task is.
Scoring
Time left
Accuracy
lives lost
High Scores would be banked
Thoughts on differencies of gameplay between Time Crisis and this remake
I was thinking about making the progression through the stages completely up to the player like... optional paths the player can take... even turn around and go back the way you came.... kinda like a maze.
I would love to see this. Time crisis 2 was my favorite arcade shooter. I won't be able to help though, got too much load on my shoulders, plus neither of the offered positions are within my capabilities.
I'm skeptical about turning around when it comes to optional paths that turn around. But if its moving forward It might be nice to have a choice of path. There has to be a starting point A, to another point B. Thus it would be rather counter-productive if the players turned around.
Perhaps offer the players a chance to take different paths, but still allowing them to cover each other?
How about stages with certain areas that are destructible? Kinda like the game split second where the stage can change any time without notice, forcing you down certain paths.
As for random enemies, you probably want to have some preplaced points at which they can spawn, total randomness probably would not work.
As an extra, if you could code some sort of ai director as seen in left 4 dead, it would be pretty awesome. I.e. Difficulty/Accuracy of the enemies would scale with how well you are progressing, makes it more challenging for players that are more experienced.
Enemies being able to grapple you? For example, if player A gets grappled, player B needs to fire a shot to rescue player A. Whilst grappled, player A can't fire any shots.
Massive enemies, you are able to cancel their attack animation by hitting them in the right areas.
Though of any alternatives for the 2 famous arch-villians yet? :P Wild Dog & Wild Fang. (I totally see the Mengsk's Playin a role in this. Valerian and Arcturus oO)
I would say in the end, the hardest part would still be the camera angles. If done right it'll make the gameplay experience excellent, otherwise it could make it a disaster. I can see this project being very doable given the newly added mouse moved event in patch 1.2.
Camera system is what im working on... ive come up with something that is coming along very smoothly. Im also going to be trying to work in some of the tricks of the trade Maul and KC came up with for "project vector" the fact is ... this is not a WASD FPS .... so I think the SC2 engine can do wonders for this type of shooter.
Not sure about story at all..... Story is a must though.....
For now its gonna be "ODST Time Crisis"
Basically players are orbital droped into enemy territory to take out some baddies.....
It would be nice to find a creative person who wants to help me out on the story stuff but yeah
I like your thoughts on it fuzzy I appreciate them
So yeah ... I have an array that holds all the camera properties needed for every postion that you move to ... and each player has thier own set of points...
And I need to make sure the camera properties are perfect for each point to get the view to look good lol.........
Rollback Post to RevisionRollBack
Skype
KageNinpo = SN
My Libraries
DialogLeaderboard & TeamSort
My Projects
SPACEWAR Tribute
Infinite TD
You're welcome. Just an idea off the bat. I don't know how well it would fit with SC2 lore but here goes.. I'll pm you the idea as to keep the story a surprise if you decide to use it.
Stuff I could use from a Data Editor to save myself some time
write AI's for unit using behaviors and periodic offsets
create weapons for hostile units... all weapons in this game will be missile based project tiles that target random off sets then use collision detection
create Enemy units
create interactive "objects" based on units.... such as .... exlploding barrels.... cars that explode....
Rollback Post to RevisionRollBack
Skype
KageNinpo = SN
My Libraries
DialogLeaderboard & TeamSort
My Projects
SPACEWAR Tribute
Infinite TD
Ah i looove time crises! ive played them all 100 times! i would love to play this map!
.. i should make my own! i guess your in NA right? so i cant play your version?
The way i would do is move the camera just like in game, jumping over boxes when running to next site, turning snare corners and have slowly flying granades thrown at the player (important part of the game where u have to shoot them obviously).
Ofc duck and cover based where i would at the arrival of a site move a unit to position of camera but with invisibility since you should see the actuall weapon anyway... could be nice though since you dont have a portable gun for sc2 either..
Looking for players interested in seeing a remake of Time Crisis.
Positions for team.
I would prefer people who loved Time Crisis, my goal is to completely remake the feel of time crisis in SC2. It may not be the same as holding that TC2 bolt action pistol in your hand and feeling it jerk every time you pull the trigger, but I wanna make the rest feel the same.
Current Information on game
Thoughts on differencies of gameplay between Time Crisis and this remake
Examples from Originals
I would love to see this. Time crisis 2 was my favorite arcade shooter. I won't be able to help though, got too much load on my shoulders, plus neither of the offered positions are within my capabilities.
Edit: Last video looks like Time crisis 2 to me.
Ah well fuzzy any suggestions would be appreciated from you. Hopefully Ill get some kind of demo video up in a week or so.
@SouLCarveRR: Go
I'm skeptical about turning around when it comes to optional paths that turn around. But if its moving forward It might be nice to have a choice of path. There has to be a starting point A, to another point B. Thus it would be rather counter-productive if the players turned around.
Though of any alternatives for the 2 famous arch-villians yet? :P Wild Dog & Wild Fang. (I totally see the Mengsk's Playin a role in this. Valerian and Arcturus oO)
I would say in the end, the hardest part would still be the camera angles. If done right it'll make the gameplay experience excellent, otherwise it could make it a disaster. I can see this project being very doable given the newly added mouse moved event in patch 1.2.
Camera system is what im working on... ive come up with something that is coming along very smoothly. Im also going to be trying to work in some of the tricks of the trade Maul and KC came up with for "project vector" the fact is ... this is not a WASD FPS .... so I think the SC2 engine can do wonders for this type of shooter.
Not sure about story at all..... Story is a must though.....
For now its gonna be "ODST Time Crisis"
Basically players are orbital droped into enemy territory to take out some baddies.....
It would be nice to find a creative person who wants to help me out on the story stuff but yeah
I like your thoughts on it fuzzy I appreciate them
So yeah ... I have an array that holds all the camera properties needed for every postion that you move to ... and each player has thier own set of points... And I need to make sure the camera properties are perfect for each point to get the view to look good lol.........
@SouLCarveRR: Go
You're welcome. Just an idea off the bat. I don't know how well it would fit with SC2 lore but here goes.. I'll pm you the idea as to keep the story a surprise if you decide to use it.
Just about have the camera system worked for this... still looking to fill those positions for this.
still looking for interested parties....
Could use a Data Editor
@SouLCarveRR: Go
Ah i looove time crises! ive played them all 100 times! i would love to play this map! .. i should make my own! i guess your in NA right? so i cant play your version?
The way i would do is move the camera just like in game, jumping over boxes when running to next site, turning snare corners and have slowly flying granades thrown at the player (important part of the game where u have to shoot them obviously). Ofc duck and cover based where i would at the arrival of a site move a unit to position of camera but with invisibility since you should see the actuall weapon anyway... could be nice though since you dont have a portable gun for sc2 either..
SoulCarveRR this is a GREAT idea!
@doite: Go
PS: keep me posted on the outcome of this please!
pm'd you just because your UE doesnt mean you cant contribute to this project.