So, I want to become sick with cinematics - because being only a terrain artist won't get you on the top programming teams once july 27th rolls around. In order to master the triggers and get my style going, I'm going to create a movie-like game where you have control of the events. I'm aiming for around 30 minutes of action. Just a short little storyline, maybe 10-15 scenes total.
As far as actions go, I want the player/audience to be able to perhaps choose to kill one character or another, flirt with one character or another (or completely avoid other characters), or other cinematic events. There are several different ways I've brainstormed to engineer the decision engine.
-Decisions affect storyline directly
-- each decision affects next decision
-- total decision possibility formula = (2^(# of decision opportunities in 30 minute cinematic))
-- e.g. (2^10) = 1024 total decision possibilities need to be triggered
-- 1024 different storylines with no overlap
-- Not feasible...too much time triggering.
-- Most immersive
-Decisions affect storyline directly
-- each decision has no affect on next decision
-- total decision possibility formula = 2 (# of decision opportunities in 30 minute cinematic)
-- e.g. 2 (10) = 20 total decision possibilities need to be triggered
-- 1024 different storylines, only 20 unique scenes
-- Least immersive, quick project though
Decision affect storyline directly
-- each decision affects next decision, but length of movie is determined by decisions
-- player can explore all decisions unless one decision nullifies another
-- Moderately immersive, but not very cinematic
-- # of decision possibilities limits # of storylines
-Decisions affect storyline indirectly
-- storyline chosen by variables gathered from decisions
-- total decision possibility formula = (# of storylines) (# of decision opportunities in 30 minute cinematic)
-- e.g. (8 storylines) (10 decision opportunities) = 80 total decision possibilities need to be triggered
On top of all these decisions, I need a storyline. I was thinking Protoss Warrior involved in the tribal struggles that occured during the Aeon of Strife. Maybe have some different tribes that you could join and have them have seperate storylines, which would allow me to add to the movie later on.
In a perfect world, I'd like to create an engine that allows players to make infinite amounts of decisions that really immerses them into the Aeon of Strife, but also retains the cinematic feel. I would definitely go with the 4th plan (Decisions affect storyline indirectly), and organize each decision into which variables they affect, and have perhaps 10 different variables.
Very open to suggestions, especially ones that make this project even more feasible. I'd like to do this all on my own so I can learn (although some voice actors could be used, but i'll probably just use text boxes for the time being), but any tutorials/tips would be greatly appreciated, even if they're ones that you did not author but you think are very helpful for the aspiring cinematographer.
Thanks for the read and look forward to your input.
-Mokse
I like this, sounds interesting and quite original, in comparison to many other things out there. Seems quite similar to an idea I have for making a RPG, I just never had the means to go about it. The third option seems like it'd be the best pay-off for the amount of work involved.
This sounds like a really cool map concept, but it's definitely going to take a while to finish, and its all going to be just cinematics for the whole process, which could get boring to trigger after a while. Never the less, its a great idea, and I really hope I get to see the final copy, lol.
hah actually no - some personal things and a huge project got in my way. but i expect to eventually release something...i'll get a project going some time lol
here is my to-do list:
1) Finally finish Evocation map and cameras
2) Finish terraining tutorials
3) Personal Projects - This movie
I've decided to scrap my original idea because as I was writing the script I realized that I wanted a more linear storyline. The new project will be completely cinematic, but will be kept a little shorter. I really want to focus on the storyline and the cinematic qualities, as well as show off my terraining skills.
I may create a game later that does include the slated gameplay, but on a larger scale (basically a focused RPG)...
I may release a script sometime, as I am actively working on it.
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So, I want to become sick with cinematics - because being only a terrain artist won't get you on the top programming teams once july 27th rolls around. In order to master the triggers and get my style going, I'm going to create a movie-like game where you have control of the events. I'm aiming for around 30 minutes of action. Just a short little storyline, maybe 10-15 scenes total.
As far as actions go, I want the player/audience to be able to perhaps choose to kill one character or another, flirt with one character or another (or completely avoid other characters), or other cinematic events. There are several different ways I've brainstormed to engineer the decision engine.
-Decisions affect storyline directly
-- each decision affects next decision
-- total decision possibility formula = (2^(# of decision opportunities in 30 minute cinematic))
-- e.g. (2^10) = 1024 total decision possibilities need to be triggered
-- 1024 different storylines with no overlap
-- Not feasible...too much time triggering.
-- Most immersive
-Decisions affect storyline directly
-- each decision has no affect on next decision
-- total decision possibility formula = 2 (# of decision opportunities in 30 minute cinematic)
-- e.g. 2 (10) = 20 total decision possibilities need to be triggered
-- 1024 different storylines, only 20 unique scenes
-- Least immersive, quick project though
Decision affect storyline directly
-- each decision affects next decision, but length of movie is determined by decisions
-- player can explore all decisions unless one decision nullifies another
-- Moderately immersive, but not very cinematic
-- # of decision possibilities limits # of storylines
-Decisions affect storyline indirectly
-- storyline chosen by variables gathered from decisions
-- total decision possibility formula = (# of storylines) (# of decision opportunities in 30 minute cinematic)
-- e.g. (8 storylines) (10 decision opportunities) = 80 total decision possibilities need to be triggered
On top of all these decisions, I need a storyline. I was thinking Protoss Warrior involved in the tribal struggles that occured during the Aeon of Strife. Maybe have some different tribes that you could join and have them have seperate storylines, which would allow me to add to the movie later on.
In a perfect world, I'd like to create an engine that allows players to make infinite amounts of decisions that really immerses them into the Aeon of Strife, but also retains the cinematic feel. I would definitely go with the 4th plan (Decisions affect storyline indirectly), and organize each decision into which variables they affect, and have perhaps 10 different variables.
Very open to suggestions, especially ones that make this project even more feasible. I'd like to do this all on my own so I can learn (although some voice actors could be used, but i'll probably just use text boxes for the time being), but any tutorials/tips would be greatly appreciated, even if they're ones that you did not author but you think are very helpful for the aspiring cinematographer.
Thanks for the read and look forward to your input.
-Mokse
I like this, sounds interesting and quite original, in comparison to many other things out there. Seems quite similar to an idea I have for making a RPG, I just never had the means to go about it. The third option seems like it'd be the best pay-off for the amount of work involved.
@Sephiex: Go
This sounds like a really cool map concept, but it's definitely going to take a while to finish, and its all going to be just cinematics for the whole process, which could get boring to trigger after a while. Never the less, its a great idea, and I really hope I get to see the final copy, lol.
You ever get goin with this?
hah actually no - some personal things and a huge project got in my way. but i expect to eventually release something...i'll get a project going some time lol
here is my to-do list:
1) Finally finish Evocation map and cameras
2) Finish terraining tutorials
3) Personal Projects - This movie
New Development:
I've decided to scrap my original idea because as I was writing the script I realized that I wanted a more linear storyline. The new project will be completely cinematic, but will be kept a little shorter. I really want to focus on the storyline and the cinematic qualities, as well as show off my terraining skills.
I may create a game later that does include the slated gameplay, but on a larger scale (basically a focused RPG)...
I may release a script sometime, as I am actively working on it.