PopsiclePete
Mission programmer
Of course, I meant making WC1&2 in 3D.
Of course, I meant making WC1&2 in 3D.
Well, if it was only up to me, if we'd redo WC4 it would most likely be cockpit-less because 1) it's easier to adapt to widescreen and 2) we'd want to be faithful to the original and since we've never seen the original cockpit art for most of the playable ships in WC4, we'd have to create new stuff.
If you do Wing Commander IV, please try to make the in-flight game engine look like the FMV. Hell if you get that far I'd be up for remaking 3 and basing it on the same engine.
the Dragon has already an "cockpit" via cutscenes
the Bearcat already looks like an F-22, only the avenger and the banshee ones are a complete mystery.
Hmmm.... didn't we also see part of a Banshee's cockpit in the scene in which "Moose" gets shot down in Peleus?
(I also recall that Scooby built one for his high detailed Bearcat)
While I agree that for a first release, rebuilding the original HUDs (which can be done easily in any vector graphics program like Illustrator) makes sense, I'd love to have full 360° 3D cockpits with support for both TrackIR/FreeTrack and Virtual Reality at a later point, be it as part of a later release or as a mod.
What I also like to see, is some rebalancing, especially by nerfing the overpowered missiles back to WC3-standards.
Just to give you guys some inspiration, I'll link here a video of the aforementioned "X-Wing Virtual Machine", which is basically a project similar to what you're proposing.
Some very quick thoughts, as I really shouldn't be spending time even visiting the CZ at this point, let alone commenting interesting topics like this one .
....
I suspect we have different definitions of what basics are in this case, which undoubtedly stems from our different dev backgrounds. From a programmer's perspective, you may well already have everything except the game-specific stuff. From a designer's perspective, you've got... Unity. A designer sits down to Unity, and breaks down in tears, because it turns out that he's got all this functionality, but needs to write a ton of code to unlock it. And when he says this to the programmer, the programmer gets angry and says that there's no code whatsoever to be written, because it's all just Java or C# or whatever, and that's not really programming. But to the designer... it is .The design of the engine was to minimize code - behaviour is driven by data as much as possible. For example I don't think there was a projectile system, just components like Trasform, Matrix, Lifetime, MaxLifeTime, PhysicsComponent, CollisionSphere, DamageOnCollision, ConstantForce and the various systems which made use of them. There was perhaps a projectile component but I think it was just used for the OnCollision result, no systems made use of it.
Those are all basic components located in the engine so lasers and missiles would be largely code free.
I could press ahead and get some basic functionality in place without deciding on a game but I definitely don't think I *need* to, or even would be well served by doing so. Even the AI, there was nothing game specific about our behaviour trees, although I would perhaps need to tweak it to handle flight.
To be clear, I think there's a lot more interest in playing a WC1/2 remake than in a WC3/4 remake. It's just the interest in making it that's a problem. And even there, the problem is only partial. I think even now, if we wanted to, we could easily find at least Standoff-quality models (which aren't quite what we should be aiming for, but it's a start) for all WC1/2 ships, and for many of them we'll find Klavs-level or Howard Day-level quality models. But when we start talking about who can make us a bunch of really good 3D people with really good animations, the response will come in the sound that crickets make out in the middle of nowhere.3. I agree with the points here, except I'm not convinced there is less interest in WC1 and 2, just not the additional interest required to offset the additional work.
Yes, well, this brings us back to programmer vs. designer thinking, I think. I'm certainly not saying literally you should remake WCP/SO - that would be indeed boring, and indeed a waste of your time. What I'm saying is that you should aim to develop the game on top of your engine to the point where it can match all the functionality of WCP/SO. And not even so much in terms of what's exactly in there, but in terms of what a designer can do. Like, in WCP, as a designer I get a bunch of really sophisticated tools that enable me to build the specific game I want to build without having to code anything. I get files with missile/gun/ship/pilot/etc. data, without ever having to sit down and write4. I take the point, but I would find it very hard to get motivated about such a project for almost the same reasons you suggest doing it - those are the most well developed games (and the most modded). It's also worth noting that whilst WCP/SO were smoother engines in some ways it was less ambitious (no ground missions, flying inside nebulas, tractor beams, jamming, or getting drunk). There are additional features (components and targeting of them immediately springing to mind) but I'm reasonably confident baring those in mind would be sufficient to ensure they can be implemented at a later date.
Absolutely. Being able to use either 3D models in the background or 2D images is vital for WC remakes. Without visual consistency, you got nothing.3D hotspots are a nice idea for Secret Ops and WC1/2 but for the rest of the titles the low res images have to stay as I wouldn't want jarring transitions from dodgy 3D models to FMV. I think the file formats will drive a lot of this, there will be core systems but there will be common code but that's just good design.
I suspect we have different definitions of what basics are in this case, which undoubtedly stems from our different dev backgrounds. From a programmer's perspective, you may well already have everything except the game-specific stuff. From a designer's perspective, you've got... Unity. A designer sits down to Unity, and breaks down in tears, because it turns out that he's got all this functionality, but needs to write a ton of code to unlock it. And when he says this to the programmer, the programmer gets angry and says that there's no code whatsoever to be written, because it's all just Java or C# or whatever, and that's not really programming. But to the designer... it is .
What I, as a designer, have in mind when I talk about having basic spaceflight and basic gameflow, is a complete structure that's basically ready for assets and tweaking. In other words, I can already insert gameflow rooms with some sort of hotspot system to activate videos, I can already build a sophisticated mission tree with variable-based branching, I've got basic killboard and object viewer systems, and I've got a working spaceflight where I can fly a ship, I can define a set of guns, a set of missiles, a set of ships, and script a mission (note: when I say "script", I don't necessarily mean it must be written in script like in the original WC games - I'm not hostile to innovations like Kismet-style visual scripting and the like). So basically, I have everything I need to make a generic WC game - and I have the possibility of tweaking all the data I would need to tweak in order to make a particular WC game. The tweaking actually involves surprisingly little - most of the time it's just stats and such, but there's also other things like how collisions work (do ships bounce off each other WCP-style, or crash into each other like earlier games?), how capships work (torps/shields/etc.), and all that.
Yes, well, this brings us back to programmer vs. designer thinking, I think. I'm certainly not saying literally you should remake WCP/SO - that would be indeed boring, and indeed a waste of your time. What I'm saying is that you should aim to develop the game on top of your engine to the point where it can match all the functionality of WCP/SO. And not even so much in terms of what's exactly in there, but in terms of what a designer can do. Like, in WCP, as a designer I get a bunch of really sophisticated tools that enable me to build the specific game I want to build without having to code anything. I get files with missile/gun/ship/pilot/etc. data, without ever having to sit down and write
Quite honestly, I'm trying to look at this as an innocent bystander, because that's ultimately all I can be on this project. I wish I had time to be actually involved in projects like this, but all I can do is stand on the sidelines and offer advice. So, in that sense, I'm not really keen to see original content or unoriginal content - though I do hope that we will end up seeing both.All of the options you mentioned are ofcourse tweakable in data - but with the aim to use existing data I don't intend to use the level editor which is where they were designed to be edited (which like Unreal does formats them to be more human readable), the editor is a big slab of code that isn't necessary (and was the most incomplete aspect) - I know this is going to cause a designer to scream, but that means they'll have to be edited in text. For example collision detection and response components look like:
RigidBody:
bDynamic: true
bEnableCCD: true
fDensity: 5
bDisableGravity: true
fLinearDamping: 0.0
fAngularDamping: 2
BoxCollider:
vCenter: {x: 0.0, y: 0.4, z: 0.0}
vExtents: {x: 0.5, y: 0.4, z: 1.0}
material:
fDynamicFriction: 0.500
fStaticFriction: 0.50
fBounciness: 0.025
eRestitutionCombineMode: <%= Usg::CombineMode::MIN %>
I could separate out the code for modifiying entities into a separate tool, but to be honest as a remake I didn't envision there being enough tweaking work to get anyone to help me out with that side of the project, I was just going to do it myself.
Internally we switched over to using PhysX so in terms of physics there is plenty more we can expose.
Now I'm not thinking about making a new game, it's not what I'm proposing, which is why there is no task on my list about a hotspot editor. I am going to use the original definitions whereever possible. So beyond the programmer designer divide I feel like you're also keen to see original content?
So, let me reiterate again - it's not the files I care about, it's their structure - which data we have access to, and how. They are really well designed precisely in the context of the programmer/designer divide. With the exception of a few really silly things (i.e. the hardcoded limits on number of ship types and the like), working with WCP/SO I always felt like I've got access to absolutely everything I could need to implement content - and at the same time, I don't have to deal with anything unnecessary that could lead to needless screw-ups.Again - all of those files already exist. We do have from one of the WCP dev CDs in the CIC archieve which had a number of those tools (including the level editor) - but even if we could edit that data, I'd feel uncomfortable doing so for a remaster.
Hah, Quarto just laid out exactly why Vegastrike failed. The game had a great engine with lots of features, but absolutely no gameflow/design assistance tools worth a damn. You had to be a programmer to unlock any of the functionality of that engine. Editing tools are king. It's why there's thousands of mods for freespace 2, and only a few dozen for Wing Commander.