Free travelling, improved quest system and custom UI
- May 29th, 2010
- Posted in 3D Art . Animation . Art . C++ . Coding . LUA . News . Work in progress
- By s87
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A feature that no game calling itself sequel to Outcast should be missing is the ability to travel between different regions freely (the game world Adelpha was connected through portals – the so called Daokas).
Is it possible to transform a merely linear First-Person-Shooter like Crysis Wars into an adventure game that supports this kind of free travelling?
See for yourself:
NOTE: The morph targets for the Cutter model weren’t finished, so his lines aren’t lipsynched. What do you think about his voice? Should it be changed – maybe YOU can do it better?
When introducing free travelling we also had to think about following issues:
- Will the inventory/questlog of the player be kept when travelling to another level?
- Will modifications performed to the current level be remembered when travelling elsewhere?
Our solution for both of them was the development of a persistence system (check the corresponding feature on ModDB for more). We were pretty much relieved when it worked out the way we imagined, since it wasn’t clear whether the Crysis Wars SDK would permit such sort of modification altogether.
This and the dialogue system (presented in an earlier news post) were features not clear to be doable with the SDK – so we decided to implement them first to make sure we chose the right engine for our project.
Again we were confirmed in our choice … while it is still a long way to go until we’ve finished the programming work (not to mention asset creation) we are at least certain now that the remaining things we want to alter are definetly possible.
You also may have noticed that some custom UI elements for the questlog were added. Under the hood we further created a Lua-driven quest system that fits our needs better than the stock mission system of Crysis Wars.
And finally we added some screenshots of the new marketplace, city walls and the tweaked Cutter model with the incredible Backpack 3000:
The next step in terms of programming will be the implementation of an improved 3rd person camera with support for proper aiming (in combat mode) and collision detection (everyone who tried Oasis surely noticed that navigating in buildings was pretty annoying).
More on that soon…
And finally some advertisment for vacant jobs:
We are always searching for motivated and talented people who want to help us release open Outcast some day and improve their portfolio along with getting experience working in a team with a professional claim at the same time. Currently we have a considerable shortage of 3D artists (modelers and the like) and besides we could need some tool programmers (C# knowledge required) and community managers (who can translate news postings and “spread the word”).
Take a look at the official job announcement at ModDB to learn how to apply and what the detailed requirements are.




It’s really impressive how fast you added this implementations since the Oasis demo.
The city looks great, the graphic ambiance is close to the first OC. I hope Okriana will be larger.
The backpack is very cool.
The dialog system looks efficient and easy to use it’s good to see there are different dialog choices and that you kept the humour like in oc.
The voice doesn’t look like cutter’s one but i think it fits well.
The animations are still a little stiff.
The music is great.
Keep on going guys! you’re on the good way!
You guys seem to have a good synergy together. Keep it up!
Guys once again its looking awesome. I agree with what Vincent says about how fast things have picked up since the release of the Oasis demo.
Only one bad thing 2 say, and no offence to the guy who is doing cutters voice but he sounds a bit young. Sorry dude just my opinion i know but…yeah lol.
Apart from that, i am loving the backpack and everything is looking awesome. Keep up the good work guys, keep at it!
I’m sure no offense is taken! The guy doing Cutter’s voice was doubtful himself, but we gotta work with what we got. We thought that it would be a pity to not include full voice acting in the video, so we used him temporarily =) Thanks for your support!
/tassitassi – talan voice actor
Please, use the rule of thirds!! I find very hannoying the framing you use in the talks. I mean when you place the eyes of the talking character in the center of the frame. It’s ery amateur cause the essential rule for camera work and cinematography is to use the Rule of thirds to frame things in screen.
Please, take a look here so you can notice what I mean:
http://www.google.com/search?um=1&hl=en&client=firefox-a&hs=XWg&rls=org.mozilla:es-ES:official&q=rule%20of%20thirds&ie=UTF-8&sa=N&tab=iw
Thanks.
Hi kepler!
Well we are revising the Dialogue System and the Camera modes at the moment so the camera placement may be better in the future
there is nothing wrong with having the object of focus in the center of the screen, not every shot has to conform to that rule, its not “essential”, also half of the shots conform to the rule of thirds.
I really like what you guys have done so far. Cutter’s voice is a bit odd, but I think the talan voices are excellent.
The new backback looks awesome.
This might be a silly question, but is Cutter going to have a visor in the final game?
He definetly will have a visor
I think he will have one but not when it is disturbing (conversations etc)
Very nice done again!
Funny thing I noticed: In the first world you can hear the sounds of the city through the daoka for a few seconds.
When you keep this, you should think about how bullets behave when fired through the gate^^
It’s really impressive how fast you are, your work is awesome !!!
AMAZING WORK GUYS !!! KEEP UP THE GOOD WORK !!! I HOPE SOMEDAY WE WILL SEE A FULL HD REMADE OUTCAST WITH ALL THE WORLDS !!!
I just discovered that I was wrong about the sound. It is just the noise of the daoka. Sorry^^
man, this game looks cooler every time I check back.
One thing I noticed though is that the background is jumpy during the dialogues when switching view. also it looks like the target point of the wapons is right behind cutters head (or: cutters head is right in the middle of the screen) so you don’t see where you are shooting. afair in classic outcast cutter was somewhat lower on the screen so his head was not overlaping the aim point.
The camera in combatmode is currently in work the target will of course be visible.
Hey Guys,
Awesome work!! It’s been almost 10 years since the original outcast and I still think about it once and a while. I miss games like this. Thanks for keeping the spirit alive, I will be thrilled when this project will be finished.
Grtzz
Yves
Wow, haven’t checked the project in a while, but that looks DAMN awesome. Fantastic work across the board.
The only thing about it which doesn’t feel quite Outcast’ish to me is the grunt-like pose of Cutter, and the speed at which he moves. It doesn’t quite have the coolness and subtle supremacy of Cutter.
Keep up the great work!
Christian
Just wanted to drop in and incourage you guys. This project is looking amazing and as a BIG BIG fan of the original Outcast (and great mourner of the tragic story of Outcast 2) I am super psyched over this project.
The classic Action/Adventure games are few and far between these days. Keep it up!
Just a question.
During the conversations, cutter stands as he would attack the other person xD Will it be changed? Hmm… the more correct question: Can it be changed?
yes