Quote:
Originally Posted by dstahl
Longer Term Foundry Goals
Mission Editor – Future Goals- Give the player quest items used by the mission
- The ability to create content that takes place on the player’s own “bridge” interior
- Custom cut scenes as part of the mission
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We've been very spoiled lately with the cut-scenes that were added to the revamped missions and included with Cloaked intentions for example.
I can see a
CUT SCENE EDITOR as a great addition to foundry.
A method to create a "script" where you give assign
ACTIONS to
ACTOR and
CAMERAS, and
SCENES
ACTORS would need
move-to and
emote verbs,
CAMERAS would need
pan-to,
zoom-to and
activate (for 2nd cam) verbs,
SCENES would need
sfx to activate an effect and
text-overlay verbs,
a
WAIT command for dramatic pauses or to give the player time to read something,
With that you could easily build a quality cut-scene the same way you would write a screenplay dialog.
move-to, pan-to, zoom-to, and sfx would need a location parameter or "mark" to be pre-defined
so you could do something like
ACTOR "Hakeev" move-to:<mark1>, for example.
Probably the most complicated thing in this proposal would be to build a tool to place marks.
Concretely how would this work;
I imagine that you would be inside the mission, in test mode, but have an additional tool/power called 'cut-scene'
This cut-scene power would start by pressing "pause world"
which brings up a new UI overlay with the text-based script,
and pre-populated list of ACTORS (NPCs and BOs) that are on the current game screen
and a Camera element at it's current position
So you start with all the elements in their current on-screen starting
preset places.
Next
press Play (like the director shouting "action" on scene)
and the events would step through a
list of tasks in a text script,one by one.
Very linear,
no multi-threading. or simultaneous actions required
After all you want the players attention focused on one thing at a time.[/color]
The back-end system would need to track each element's locations at each step so that the UI text screen could include the typical Play/Pause, Previous-step (rewind), Next-step, as the scene was debugged.
When you have the scene scripted the way you want, you press 'Record', the scene starts from the beginning, and is rendered into an object/file that is saved into your foundry mission.
That is probably where the real challenge is.
Remember all the debates about foundry mission not really being pre-built (compiled) beforehand the way Cryptic's in-house missions are? So with this scenario you get a hybrid, pre-build little piece, and have to push it back out to your foundry mission editor.
But clearly not insurmountable.
There are a number of things that could be added incrementally.
Adding new Actors, more cameras, more emotes, more Special Effects, etc.
Extending the max-length of a scene (I would expect it to be limited in both time and number of actions to start)
Thoughts?