Storyboard/Theme #304
Comments
Hey, sorry for not responding here. Could you put the youtube link to the wiki page? It pretty much gets the idea :) |
The wiki page pretty much gets the main theme and explains everything required to shape the future of the game. Thanks a lot for taking the time to write it down. This solves the issue for now. |
Not sure why this issue didn't catch my attention, but I tried to have this discusion in #481 The comments there drifted away to "should we try to win the Sauerbraten community over" and it didn't really got much time at the Hackathon when I recall correctly. I still have the opinion as explained in #481 and oppose the theme as currently described in the wiki. When I want to have a colorful game I can just start to contribute to Red Eclipse and drop Inexor, but I want to "stay sauer, keeps better". |
Red eclipses theme has its own issues, which are not related to it trying to be colorful (does it really want to do that? O.o) How do you define the Sauerbraten theme? is the question here. Through the look of the maps? Through the look of the UI? The soundtrack? The Sauerbraten content is naturally grown. The particular look is just the composition of many different looks because many different people threw their ideas together. Maybe the Doom theme became prominent at some places, since a lot of content comes from there, but not that much actually. And how would us defining a main theme change that? In fact, it probably won't. Even the opposite: making content distributable will make that chaotic collection of different ideas and themes grow even faster. Hence the parts one would notice such a main theme is really really limited. The default soundtrack, the default UI, maybe some default textures and maps, but probably not even that. The UI is going to be dropped. Should the new one be in a gray pattern? Why change the UI then in the first place. If it is changing to a completely new base, it does not make sense to me to design it the very same way the old one was, except if the old design and layout was particularly intuitive and a unique feature in the world of games. What I think is:
I think that a lot of Sauerbraten people share your opinion, though. They stick to the game because it never changes, but always provides. |
I think those are two separate issues you are concerned with. One is about the core game mechanics that make Sauer the Sauer we love and which we want to keep but also offer capabilities to let users extend it with their own mechanisms, gamemodes, weapons and other game content. It becomes a matter of how flexible the game contents are. In Sauerbraten a lot of things (gamemode, weapons, core mechanics) are pretty much set in stone. Inexor would allow users to define their own rules. Still- you still need a major default gameplay, and this is where we stay true to Sauerbraten in terms of core mechanics. To what level this can be altered by the user for which gamemode has yet to be defined. There were very loose concepts of specific attributes of the characters, similar to how Team Fortress or Overwatch is oriented, but this can work as a plugin, not as a must. This is as far as I understand the goals of the project are. Please correct me if this is different from what you would want. The other concern is about the theme we want to give Inexor. Other sandbox games also manage to offer a diversity of content, but still have a main theme. E.g. Little big planet also maintains a series of textures from many themes, but they have found their "creative way" of displaying the menus, how playermodels behave, etc. What key indicators are you concerned about exactly when we talk about a "colorful game"? There we may need to better define these details, so we do not think that we are locking ourselves into anything. |
Hello there!
I'd really love to develop a theme or storyboard we can use as a base for all our assets.
Our userbase/contributors except for the core team doesn't quite know what inexor is centered around, theme and story related.
So far I only have some insider information that I got while talking to the core team. I'd love to open a discussion for said infos and, if thoroughly discussed and carefully put together, I'd open a wiki page for that. So other contributors can build assets around that theme.
If you think it is way too early to think about something like a theme, please allow for some discussion and afterwards close this issue if you think it is too early to talk about that.
Gametitle
Inexor means "In exorbitance".
Which I'd translate to "too much". The question here is of what? Sauerbraten? Or drugs as suggested here?
Our alpha release title are also centered around several different drugs and their chemical name - which I think is a great idea to describe which features got in.
I don't like to be a nitpicker, but this sounds like promoting drug abuse - of course in a funny way. So more explanation is required. In the end, Sauerbraten is also just a funny name for that project.
Storyboard
Today on mumble, someone explained the story they thought of so far. Which is about our Protagonists (Ironsnout, Mr. Fixit and Inky) to sit in a self-help group together. I'd imagine this to be like this which is a pretty funny intro to start the game with. However, more information on that is required.
Theme
All these bits of informations lead to a core theme we could build upon. This allows us to bring the story to our maps, the textures, the features and also the ingame GUI.
Sauerbraten has all different kinds of maps, which is great because it offers a great deal of variety. a_teammate told me about his vision of the game UI to be trippy and colorful. The latest version can be found on our ui-prototype repo.
I love to get some stories into my maps. For my Sauerbraten maps, the background story was always a bit more serious. For instance:
To go a bit further, I try to connect my maps with stories (like Pixar does).
Please let me know what you guys think.
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