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MP SDK (official one)


michael_collins

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  • 2 weeks later...

Raven has said there are no plans to release the SP SDK for either JK2 or JA.

 

However, looking at some of the features of the JA MP SDK I think you can actually make the game more "true to the original" this way.

 

Example: using Multiplayer, make a (coop capable) scripted experience that duplicates the DF level of choice.

 

Using Siege type variables you can make completion of objectives (with no time limit) end up for completion of the level.

 

It would be like creating a "one team" Siege map.

 

And what's even cooler is that you can give the player limited lives!

 

The only thing is I don't think you'll be able to save his gear at each "point" but then you could just provide him with all the gear he'd be expected to have at the start of each map.

 

You can put in NPC's, and you have "Radar" which could be modified to more closely resemble the old overlay map (something JK2 totally lacked).

 

I know it's possible to add more data to the radar than just allies, but also enemies (though in DF you didn't have force seeing so that wouldn't be realistic anyway).

 

And putting in NPC's (including spawning ones) into MP is no problem, if any of the mods recently released and examples from Siege are a judge.

 

And if it's intended for 1 person (or maybe 2, say Kyle and Jan) you don't have to worry about lag really.

 

The only thing lacking is a mid-level save feature, but then again the original DF didn't have that!

 

And you've got a lot of things already done for you, that you can just reskin/tweak, etc like the MP fists (melee), Concussion Rifle, jetpack using enemies (Boba Fett & Jetpack Troopers).

 

And there's plenty of inventory items you can use just like JK2 (the base JA maps may not reflect this, but I've seen the JK2 conversion maps and all the inventory items are still there, and accessible with cheats, even an MP version of the Zoom goggles).

 

Heck, you could even make a flyable Moldy Crow for fun!

 

Good luck to you guys!

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Originally posted by spsblue

Dark Forces wouldn't work with a mid level save feature, it would be too easy. The whole point is that you are dropped from you ship and then on your own.

 

???????????????????????:confused:

 

Ah, eh, nope. games should always allow the player to save where and when he/she wants to and if someone want's to play without saving well then the solution is quite simple don't save it's not like you are forced to save the game.

 

That way everyone is happy

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Ok guys, no one is FORCING you to quicksave.

The game won't "punish" you for not quicksaving.If you want to play it tough without saving then simply DON'T save and leave the quicksave option alone for those who want to.

 

Furthermore

 

The website poll idea is excellent

 

The mod won't be one that people will finish overnight, it will be much shorter, anyone who had played the original game more than once won't take more than 3 to 4 hours to finish it with or without the quicksave.

 

And about the life based system the original had. That was another case of "Length Illusion" which translates: we make a very short game and we have the audacity to charge it full price and in order to trick consumers that it is not short we screw a or some gameplay element(s) in order to make it feel longer without actually being. Heart of darkness, indy jones and emperors tomb, sote, dark forces, red faction 2, all residnet evil games just a few examples.

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Hey, there is absolutely no need to rush through the levels since there is no time limit and DF is not a jump & run game :p

We are not redoing DF totally, so we may also keep save option and other advantages the JKA engine can give.

Not everyone wants or is able to finish the whole game at once.

And saving is not such a cheat as LAPOSTAL or LASKIP :D

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Originally posted by Algardex

simply DON'T save and leave the quicksave option alone for those who want to.

 

In the MP game, we cannot "leave the quicksave option alone" since there is no quicksave option to begin with.

 

Obviously we're going to have to create a save feature of some type, and perhaps if we create a new console command for saving, that command could conceivably be bound to a key for quicksaving.

 

But I think we may be putting the cart before the horse at this point...

 

:holosid:

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