[Project] Tristania 2

For in-development or completed ZDoom projects
Forum rules
Got a cool project idea but nothing else? This forum is NOT for you! Put it in this thread instead!
Please read the full rules for more details.

[Project] Tristania 2

Postby Reactor » Thu May 10, 2012 7:44 pm

"You don't know how it is right here
brace yourself, 'cuse you better beware
you will face danger so major,
you will be running scared!

Watch yourself around here
brace yourself, 'cuse you better beware
you will face danger so major,
you WILL be running around in terror!"

(Tagline)


"Lis'n up guyz, we're headin' into enemy territoriez, y'hear? We'll need to work togeda. I’ll personally lead y’all. There are minefieldz ‘round da falanster, an' many initiates are scoutin’ da forest, along wit’ those Drones, so be on yer
guardz. We’ll be on our own, guyz, no outsiderz allowed. We can’t let anyone lay their filthy lil’paws on that kinda magic powerz. We’ll be in touch wit’ Mestengo, he iz at da colony, an' will navigate us thru radio communicationz, if he canz. This
operation mustn’t be scrubbed, guyz! No one iz takin’ any chances, no one try to be da hero! Ya got that?

(Twirl's final briefing to his operatives at the fissure gate)


- So once again...the war has started.
- It has never ended, Ritton. Until Vibeke arrives home, this war will NEVER end!


(Alliance operatives among each other in the colony)

Welcome everyone!
The development of Tristania3D was a big success, make no mistakes - quite many people have downloaded and completed Tristania3D so far, even the band itself was extremely pleased when I personally presented their own computer game at October 2, 2011. And now...the fans of the band keep asking me about a sequel for the game, a second part. After many debates, we have finally agreed to create a sequel, under modern, 24 bit environment - this shall be Tristania 2.

Image

And what was Tristania3D?
Well, Tristania3D is a dark-gothic themed first person shooter developed under EoD engine, and is about the famous Norwegian band Tristania, and the former female singer of the band, Vibeke Stene. I would not want to get into the details too deeply here, if you are interested in Tristania3D, you may freely download it from my webpage, with the story and everything in it. The game's soundtrack was also uploaded to Youtube after the development. Although EoD engine was sort of "OK" for such freebie indie game project, we feel that it shall be less than insufficient for a sequel, especially because many fans of the game had complaints about the rudimentary graphics and game mechanics they experienced. If we were about to make a sequel, we have to use a modern ,sophiscated engine.

We have agreed in the ZHexen or GZHexen engine (Hexen using ZDoom or GZDoom) should be just perfect for a quality indie game we're planning to make, with real 3D support, many different levels, negligable limits, and many great possibilities what a great band such as Tristania deserves.
Tristania 2 is planned to be a high quality game using the features already in Hexen + adding some new ones. There are VERY few great dark-gothic games (Limbo is one of them), so this kind of PC game theme is quite untouched so far, so if we can work together, I truly feel Tristania 2 will be a towering success - even compared to today's standards.

Tristania 2 shall offer many great features, these are (but not restricted to):

- Three selectable characters as opposed to one: Vibeke, Anders, Einar, with own campaigns for each.
- Outstandingly wonderful dark-gothic atmosphere with weather effects
- Brilliant sounds and music
- Extremely intelligent enemies
- 20 levels for each character, plus 5 secret levels with various unique themes.
- Various landscapes, including desert, icy, The Mist, cathedral and forest.
- Tons of secret areas and Easter-Eggs!
- Seven different weaponz for each character - that'll be 21 alltogether. This includes close combat weapons (Vibro Blade, Thermic Lance), conventional weapons (Kruger, Reason, DT, Z-Type, FG42 paratroop rifle, Sabrine MK4 series), energy weapons (Prism rifle, Pulsar rifle, Sonic Oscillator), heavy weapons (Missile launcher, Pershing cannon, Solitar, Mortar), and of course, superweapons (Photon cannon, PWT Disruptor Launcher, Incinerate!!!).
- Lots of useful items, such as Artifacts, portable bottles of absinthe, talismans, fissure defenses, Nova, Sandhog, and much more!
- Exciting storyline!


Since Tristania 2 shall be more modern than its predecessor was, and the ZHexen/GZHexen engine has more possibilities, there shall be more features. During that time I was working on Tristania3D, I managed to stack up ENORMOUS amount of resources - more than 25000 different walltypes and 4000 static objects. Plus, I'm also working on the soundtrack of Tristania 2 right now (apart from the songs which are performed by the band). I have mastered my skills on graphics, sounds, music, and level editing. My life-long friend also has knowledge in map editing and action scripts, so the great majority of the game - 80% - shall be single-handedly put together by me.

This is why I am writing this - I can do simply everything, excluding one thing - the programming.

I have absolute zero knowledge in programming and the "decoratedshit" which ZHexen and GZHexen uses, therefore I am requesting the assistance of experienced and talented programmers here in this forum, who can program the desired features into the engine flawlessly. I have absolutely no talents in DECORATE and programming, so in this aspect, I have to rely on you. Most of the features have been successfully solved under EoD engine, which is a lot dumber than this one, so I see no reasons why couldn't they work under a LOT more advanced engine. In short, I can do everything except the programming - for that, I shall need to recruit people who are experted their skills in it. Once all the desired features have been implemented, and the game is working without problems, I can do the rest all by myself. So, if it's not a problem, I must ask someone else for the remaining 20% of the game. I am 100% sure together we shall create a marvelous sequel for Tristania3D.

If you are interested, send a PM, and I shall describe the feature list, what needs to be done.


"However, every legend has the habit of concealing a grain of truth..."

CURRENT PROGRESS:

- Storyline: 100% completed
- Ingame graphics: 80% completed
- Wall/floor/ceiling graphics: 93% completed
- Static objects graphics: 62% completed
- Enemies graphics: 45% completed
- Weapon handling graphics: 40% completed
- Sounds: 74% completed
- Music: 56% completed
- Level editing: 0% completed
- Programming and coding: 0% completed
Last edited by Reactor on Fri May 11, 2012 10:33 am, edited 1 time in total.
User avatar
Reactor
The militarist
 
Joined: 03 Feb 2011
Location: Hungary

Re: [Project] Tristania 2

Postby Snarboo » Thu May 10, 2012 7:58 pm

What is this I don't even.

Also I don't think it's a good idea to open a thread by basically admitting you're an "ideas man".
User avatar
Snarboo
Cool Frog
 
Joined: 29 Nov 2005

Re: [Project] Tristania 2

Postby Reactor » Thu May 10, 2012 8:02 pm

Well, what does it look like :) It is a sequel to Tristania3D.

I have to open a thread, because I can't do the programming and DECORATE, so I have no choices. Besides, I got used to I am doing everything.
User avatar
Reactor
The militarist
 
Joined: 03 Feb 2011
Location: Hungary

Re: [Project] Tristania 2

Postby TerminusEst13 » Thu May 10, 2012 9:24 pm

Well. How much have you gotten done already? Do you have any sprites or screenshots to show off, maybe a few enemies?
User avatar
TerminusEst13
I'm just a guy.
 
Joined: 09 Nov 2009

Re: [Project] Tristania 2

Postby Zero X. Diamond » Thu May 10, 2012 9:43 pm

Reactor wrote:I have absolute zero knowledge in programming and the "decoratedshit" which ZHexen and GZHexen uses, therefore I am requesting the assistance of experienced and talented programmers here in this forum, who can program the desired features into the engine flawlessly.

http://zdoom.org/wiki/DECORATE

Read this. After you're done, maybe the "decoratedshit" won't be so imposing anymore.

I'm telling you this mostly because that teaser image you posted looks god awful and you put it smack in the middle of a giant, screenshotless wall of text, so as a result I don't think many people are going to rush in to help you with this.
User avatar
Zero X. Diamond
Nyet.
 
Joined: 22 Dec 2009

Re: [Project] Tristania 2

Postby wildweasel » Thu May 10, 2012 10:53 pm

Start small: custom weapons are about the easiest things you can start learning as far as Decorate goes.

Also, it's generally assumed that you have something to actually show of your project (screenshots, etc) before you make a project thread - most users would rather not read many paragraphs about a project that technically doesn't exist in a form that they can look at or do anything with.

[edit] Oh, one more thing - you mention Tristania3D being on "your website", but I can't find your website. A google search for Tristania3D gets me Youtube videos and a bunch of unrelated threads but not any screenshots, download links, or relevant information in a language that I can understand.
User avatar
wildweasel
...huh.
 
Joined: 15 Jul 2003
Location: Non-euclidean space

Re: [Project] Tristania 2

Postby Paul » Thu May 10, 2012 11:39 pm

Reactor wrote:
"Lis'n up guyz, we're headin' into enemy territoriez, y'hear? We'll need to work togeda. I’ll personally lead y’all. There are minefieldz ‘round da falanster, an' many initiates are scoutin’ da forest, along wit’ those Drones, so be on yer
guardz. We’ll be on our own, guyz, no outsiderz allowed. We can’t let anyone lay their filthy lil’paws on that kinda magic powerz. We’ll be in touch wit’ Mestengo, he iz at da colony, an' will navigate us thru radio communicationz, if he canz. This
operation mustn’t be scrubbed, guyz! No one iz takin’ any chances, no one try to be da hero! Ya got that?


[warhammer40k]
Dat's Right boyz! Green iz best! Cuz dis, is a WAAAGH!
[/warhammer40k]


Aaanyway- your "features" list is more like a wishlist, unless you can actually figure out how to do any of those things, people will just brush over this thread and think "thaaaaaats nice." and then go away.

If you want to get interest, you should post direct link to the other game, so people can find out what the heck this is.
Paul
 
Joined: 03 Mar 2012

Re: [Project] Tristania 2

Postby Valts » Fri May 11, 2012 3:02 am

Tristania3d is wolf3d mod, which uses Spear "End of Destiny" engine.
Screenshots : http://www.wolfenstein3d.co.uk/t3d_004pics.htm
Download: http://www.mediafire.com/?9izo05k7f73yo9m
Valts
 
Joined: 17 Nov 2010
Location: Estonia

Re: [Project] Tristania 2

Postby Reactor » Fri May 11, 2012 6:59 am

Well as I said, I got more than 40% of the game already. I got most of the enemies, all the wall graphics, all static objects graphics, most of the sounds and music. As I said before, I will do all by myself what I'm capable of, however, I have absolutely no knowledge of programming whatsoever.

Correct me, if I'm wrong, but this is how most game developing communities work - including ID software. 2-3 people does the programming and coding, 2 more people works on the sounds and music, 4-5 people works on the graphics, 1 or maybe 2 people creates levels and so on. Lucky for me, I had plenty of time to learn everything which doesn't require programming, mathematics, aritmhetics and so on. After all, nobody is a one-man software creating company.

I would be most happy if I could already show you screenshots - however, this requires all the features to be done. I can't design a map if there is no foundation to build at. Level editing is the very final phase of the game development. Since I couldn't provide you with a screenshot, therefore I published the front cover for the game. It looks "god awful"? Well, isn't that a shame? I suppose you can create 100 times better then (do it)...

I read the stuff about the "decoratedshit". I'm sorry, but it still sounds completely Chinese to me. This is all my programming knowledge:

program shit;
uses crt;
begin
end.


I apologize about not presenting Tristania3D - you were right about this one. My memory told me that I've already updated my profile here. Now I did, so you can take a look on Tristania3D (there are also some videos on Youtube).
The feature list is like a wishlist, that's true. If I would know how to solve these things, I wouldn't recruit programmers and coders for this job, don't you think?

Okay, profile updated, you shall find Tristania3D there. You shall need DosBox, since I'm not quite ready with the SDL version yet.
User avatar
Reactor
The militarist
 
Joined: 03 Feb 2011
Location: Hungary

Re: [Project] Tristania 2

Postby Zero X. Diamond » Fri May 11, 2012 7:44 am

Reactor wrote:Correct me, if I'm wrong, but this is how most game developing communities work - including ID software. 2-3 people does the programming and coding, 2 more people works on the sounds and music, 4-5 people works on the graphics, 1 or maybe 2 people creates levels and so on.

What you are describing is a company, not a community.
User avatar
Zero X. Diamond
Nyet.
 
Joined: 22 Dec 2009

Re: [Project] Tristania 2

Postby TerminusEst13 » Fri May 11, 2012 7:52 am

I would be most happy if I could already show you screenshots - however, this requires all the features to be done.

It doesn't, actually.
User avatar
TerminusEst13
I'm just a guy.
 
Joined: 09 Nov 2009

Re: [Project] Tristania 2

Postby Reactor » Fri May 11, 2012 8:13 am

It doesn't, actually.


It depends. For example, as long as the hitscan weapons aren't programmed into GZHexen, I can't really make a screenshot which involves them. Or, if GZHexen can't handle more than 80 different walltypes, I can't insert all 25000 in the game (I suppose). Same goes for static sprites. And of course, there is the modifications of the HUD, but I suppose it is only graphical, not programming matter. So in short, I could show you screenshots, but it'd be a pretty bland one, with a couple of walls and static sprites. At least some basic features need to be solved to produce something interesting, like the EoD features I already had in Tristania3D.

What you are describing is a company, not a community.


True. The example just shows that nobody can solve all matters that comes with the game. Also,there isn't any great differences between a company and a much larger community :)

Which version of GZDoom has some support to 3D models? Certain things - such as big,tall trees - will look pretty fugly when created as a sprite, so I decided to model'em instead. This is important, as I'd like to work with that version, which has least problems handling the almost-3D environment (like bridges).
User avatar
Reactor
The militarist
 
Joined: 03 Feb 2011
Location: Hungary

Re: [Project] Tristania 2

Postby Gez » Fri May 11, 2012 8:21 am

Reactor wrote:I got most of the enemies, all the wall graphics, all static objects graphics, most of the sounds and music. As I said before, I will do all by myself what I'm capable of, however, I have absolutely no knowledge of programming whatsoever.

I would be most happy if I could already show you screenshots - however, this requires all the features to be done. I can't design a map if there is no foundation to build at. Level editing is the very final phase of the game development.

No, it's not. Look at Doom Alpha 0.2. It had maps (well, one map). It was just a test map, but it was enough to show some features.

Alpha 0.4 and 0.5 showed several maps that were already in a close-to-final state, except for the textures. Enemy AI was still not implemented, and neither were most things. But there was already something playable, even if it was still devoid of actual gameplay.

You have wall textures, you already said it. Build a map. Make it impressive by its geometry and its careful use of beautiful textures. It doesn't need to have anything. It doesn't even need to be used as-is in the final game. Just, it has to show that you have indeed done some work already and have a vision for what the game will look like.

Reactor wrote:Correct me, if I'm wrong, but this is how most game developing communities work - including ID software. 2-3 people does the programming and coding, 2 more people works on the sounds and music, 4-5 people works on the graphics, 1 or maybe 2 people creates levels and so on. Lucky for me, I had plenty of time to learn everything which doesn't require programming, mathematics, aritmhetics and so on. After all, nobody is a one-man software creating company.

Actually, I can think of examples of one-man development teams. Ever heard of Cave Story? Another World? Tetris?
Gez
 
Joined: 06 Jul 2007

Re: [Project] Tristania 2

Postby Nash » Fri May 11, 2012 8:25 am

You say you have 40% of the game done, surely you can put at least one screenshot?

EDIT: oh and... Lone Survivor was made by 1 man.
User avatar
Nash
http://twitter.com/ISurvivorGame
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia

Re: [Project] Tristania 2

Postby Reactor » Fri May 11, 2012 8:56 am

Well, if the testmap would be really that desirable,sure I can fix together one. When I said "level editing", I was referring to final print maps, where only smaller modifications are needed (buggy walls, enemies etc.). This is how I developed Tristania3D last year. I only made screenshots when I actually had something impressive to show.

Also, GZHexen is not EoD, I have yet to get familiarized with the new editing methods. Hmmm. Can you recommend a good editor, which is easy to use, and can function as a Number One level editor for Tristania 2. This is more important than you think...
Another question: The dimension of each wall/floor/ceiling texture type HAS to be 64×64 or its multiplications, right? (e.g. it can't be 213×213 and stuff like that).

I know there are SOME one-man development teams - in fact, I single-handedly put Tristania3D together - but GZHexen is a LOT more different. Not having any programming knowledge, I don't think I could solve even one feature, not to mention all of them. Another World wasn't created by Eric Chahi only, I completed the game and saw the full credits list.
User avatar
Reactor
The militarist
 
Joined: 03 Feb 2011
Location: Hungary

Next

Return to Projects

Who is online

Users browsing this forum: Bing [Bot], keiya and 8 guests