hppav wrote:
I'm thinking of bringing back the original vision of having "artifacts" that Jill will find and take to a drop location on the shore during the game. Give it back some of the Oblivion Lost feel that the game originally was going to have. (This is conveyed by Isla Nublar being a restricted zone and inside you find mutants (dinosaurs) and artifacts while trying to dig deeper into the mystery).
Hmmmm. "Oblivion Lost".. a google image turns up a bunch of STALKER pics. o_O What's this about? They seem to be in the Oblivion engine..
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The artifacts are pieces of evidence that prove the events of Jurassic Park occurred. These would be found mainly in the Visitor Village, Safari Lodge, and Visitor Center complexes as well as the park and East Dock areas. What pieces of evidence you collect will determine what events happen in that particular level and in the last level (the shoreline level) it will determine whether you get a false ending or continue on to the underwater facility.
Problem there is that you can't "talk" to other levels of the game. Any artifact events which change game routes would have to occur within that level.. I can think of some more complicated SCN loading techniques but you'll have to chat with me about that, as it's entirely experimental. I might want to do a demo of it sometime.
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As for atmosphere, I would like to bring back the "Ghosts of Jurassic Park" idea, where you walk around and hear unexplainable noises, see shadows and figures, hear voices, etc. Give the abandoned facilities a scarier feeling than what is usually seen in a Trespasser level. I admit, even though the buildings are awesome, they are too quiet and too dead in the game. These events could potentially add some depth to the locations and would be something new. Also add in some ambient sounds like air passing through the buildings, creepy music, etc.
In total agreement.
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I played quite a bit of STALKER lately and I like the feel the game has but it lacks explorability. I want all the buildings to be 100% explorable, as if someone actually left in a hurry and didn't bother to lock 90% of the doors in the places


Good idea.
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We need a composer for music as well as some people for Voice Overs, but since we are so early in development there's no reason to be too worried about that now, feel free to throw out some suggestions. I don't want to add tons of features to the list of things to put in (feature creeping), but we need to have something to set this mod out from all the rest


One thing I learned from JPDS is that you should not even go around looking for composers until you have a significant amount of material from your game (concept art if applicable but also renders and screenshots) for the composer to use as inspiration for the music. And as for voiceovers - we all learned through Trespasser that you do
not record voiceovers until your gameplay is virtually finalized. My personal suggestion is to make mock-voiceovers yourself and actually place these in the game where you want, changing and making new ones as you go - or even just overlay text, though sometimes it's not as effective.