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The environments in Crysis will be huge. Each multiplayer map will span for many kilometres.

Crysis will be played in three main envrionments. The tropical jungle, the frozen jungle, and inside the alien ship. You will also spend a bit of time on the aircraft carrier which is positioned off the coast of the island.

Thanks to CryEngine2, Crysis will be able to display the most detailed environments ever to be seen in real-time.

This will enable Crytek to have more power over what they want the game to look like and what mood they want each scene to have. Let me go in to some more detail about each type of environment.

[SP] open Outcast (1 viewing) (1) Guest
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s87 (Visitor)
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[SP] open Outcast 2 Years, 1 Month ago Karma: 0  
Hi everyone!
I thought I'd create some official newsposting for open Outcast here.
For all who don't know yet: open Outcast is an upcoming Total Conversion / Singleplayer / Adventure-genre Modification for Crysis Wars.

We released a little tech demo (Oasis) in February (that is also playable with the free Crysis Wars Trial version).

So here is a little info about the Dialogue System we've been working on during the last weeks.
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As everyone knows Crysis has a feature rich Dialogue System including support for all kinds of facial expressions and lipsync. The trouble starts though as soon as you try to make dialogues nonlinear: the integrated system only allows Dialogues which run straight from top to bottom.

Since interactive dialogues will play an important role in open Outcast we had to find a better solution. Together with our Game Designers we set up following feature list for our own implementation:
+ Dialogue flow is nonlinear (influenced by chosen options and logic / Lua scripts)
+ Dialogues are defined in XML files
+ Translation support
+ Different camera modes that are configured over a config file
+ Triggering actions that can be defined using the Flow Graph System of Crysis
+ Starting sequences and optionally resuming the Dialogue again after they finished
+ Support for Lipsync and facial expressions
+ Providing simple Flow Nodes so Leveldesigners can integrate Dialogues easily
+ Skipping lines of the dialogue

Now all of these features have been implemented, but see for yourself:



Dialogue Demonstration @ YouTube

If you are interested in the technical details or ask yourself how your mod could benefit from our system, read along in the corresponding feature on ModDB.

Successfully adding a modification of this magnitude to Crysis Wars confirmed us that we chose the right platform for our project.

A Highlight of the system are the camera modes you can see in the video below.

Camera mode Demonstration @ YouTube

The next challenge is the extension of the Quest system and support for persistence - you heard right - that would enable travelling between different regions (levels) freely without losing quest progress!

More on this to come after we implemented it.

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And another thing: We're looking for Flash Artists, GFX Programmers, Conceptual Artists, 3D Artists and, most importantly, Level Designers at the moment.
It's not like we have none (as you can see in our Screenshots) but we have not enough yet
If you're interested, take a look at the job descriptions @ ModDB and write a mail with 3-4 samples of your work to \n This e-mail address is being protected from spam bots, you need JavaScript enabled to view it '> This e-mail address is being protected from spam bots, you need JavaScript enabled to view it (if you have further questions write me a PM).
 
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    emo
[SP] open Outcast
s87 2010/04/02 05:53
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