quake/articles/1997/art-1608
Path: mantis!not-for-mail
From: "Chainsaw"
Newsgroups: rec.games.computer.quake.announce,rec.games.computer.quake.misc,rec.games.computer.quake.quake-c,uk.games.computer.quake
Subject: Evil Dead TC Design Specification
Date: 9 Dec 1997 14:23:59 -0000
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Hey,
I mentioned this a little while back. Anyway, here it is. All interested
parties, please contact me.
Evil Dead T.C.
Design Specification v. 1.0
Overview
To make a total conversion of the Quake II game based on the Evil Dead
trilogy of films. The game will be stage based akin to the structure of
the movies.The goal is to create a cinematic experience, one which will
recreate the dark humour of the films, while still being an enjoyable
playing experience.
Plot
This will remain sketchy at the moment. I'm not sure if it's worth making
the first
two films into individual episodes, or turning them into one episode. I'll
probably
do the latter, as parts 1 and 2 are basically the same film.
Anyway, as everyone who has seen the movie nows, the plot, such as there
is, revolves
around a group of characters in a hut, finding the Book Of The Dead, and
unleashing the
undead, who possess bodies. In the game, this will be a cinematic event,
with cut scenes
and "tasks" to do (like coercing your girlfriend into the shed and cutting
her up). It will
not be too action specific due to the films very nature, you won't be
attacking much - it
will more be a case of survival and the cut-scenes adding great atmosphere.
It's difficult
to explain exactly what I have in mind......
Later episodes in the game will be more action orientated as you are
transported back in
time and face the Army Of Darkness, as well as an evil replica of yourself.
All I can say is watch the films, you'll get the idea.
History
Despite Quake being a totally expandable experience, and the number of
total
conversions announced for it, very few have appeared, despite the year and
a
half that has gone by. Many are still in development, and the release of
Quake II will render most of these obsolete.
It is understandable - the very complexity involved with some of these
projects
was vast. There is also, of course, a lead in time, where the tools
required are
too rudimentary and still being developed, and then the learning curve.
With
Quake II this may well be a longer period due to the difficulties inherent
with .dll's.
Quake C was a simple language to use - anyone could sit down and play with
a few
variables, note the differences, and come up with something fun. With Quake
II
using .dll's, you have Windows to worry about, and a lot of people who used
Quake C
will struggle.
The next id project, Trinity is some 18 months away. To this end, the Evil
Dead TC
will follow a somewhat unusual schedule, designed to get a working version
out
very quickly after Quake II and the relevant tools are available. After
this,
updates and expansions will follow, allowing the user to play the game, and
hopefully
gettign more people involved with the project.
Quake II
At this time, only the Quake II test version has been released, though the
full
game is imminent.
Using Quake II as the source, we have a wide range of features available to
us.
Using a 3DFX card allows mip mapping and transparency effects - we should
use
this to it's full advantage. For example, when outside of the hut you could
use
the transparency to create a rolling fog effect for atmosphere.
The list of features needed to be added to the code may well include stuff
already
in the game - if so, great, it leaves us with less work. This list will
include two
sections - those necessary for the basic Evil Dead TC premise, and those
desirable
effects that will be added AFTER the first public release.
Code Expansion
Necessary Code:
Two weapon screen:
Quake II allows players to use weapons on either left handed or right
handed.
In keeping with the film, we need to allow two weapons on screen
simultaneously,
namely a weapon of the users choice, along with either a chainsaw (in
episode II)
or an iron fist (in episode III). In deathmatch, these will be
interchangable.
I don't believe this will be too hard to implement, though control may
take a
while to find the optimum settings.
Camera mode:
Our TC will feature cut scenes, where the camera will pan out to look on
specific
action based on events from the film. For example, at the beginning of
episode II
the camera will pan out to your characters face as his hand becomes
possesed, and
follow you into the kitchen as you chainsaw it off. It is impractical for
these
crucial elements to be "playable", but with a versatile multiple camera
system,
we can have superb cut scenes really setting the scene. THe camera should
be able
to pan and zoom (easy using FOV), with the possibility of giving it a
focus option.
At a later date a Tomb Raider style chase camera could be added, but this
will pose
some real AI problems.
Scripting Language:
This will go hand in hand with the camera - we need to "direct" the scene,
telling
the game characters what to do. May prove tricky, but will probably just
result in
a call for specific animation.
Character AI:
The real tricky one, we will need some specific AI for the movie
characters, as
well as generic ones for the Army Of Darkness and the various minions in
Episode III.
Dismemberment:
This will go hand in hand with the AI. You can lop of limbs, and depending
on the
character, the limb may well start attacking you of it's own discord. Ever
been
chased by a hand? You'll also be able to get a legless zombie scrambling
after you,
pulling itself along the floor on using it's arms. Should be real cool
with blood
flying out of the wounds.
Wish List Code:
This section will remain largely uncompleted until all group members have
had a chance to
put forwards their ideas.
Cascading Fog :
I've got a great idea of how to do this.... make brushes for the fog, use
a fog
texture like the sky with transaparency, then set only these specific
brushes to
no-clip. I'm pretty sure this will be possible.
Wounds:
It would be cool if you could shoot a hole in a zombie, seeing right
through it.
You could then shoot something behind it.
Blood Splatter:
The blood splatters on the wall and stays there. Actually pretty easy with
multiple
textures, though can you change the texture on a brush mid game? I've got
a few other
ideas for this - the coolest would be blood that actually collects on the
floor, rising
with each kill, up to a certain point. If it could run like real water it
would be
pretty amazing - especially considering the monster PC you'd need to make
such an effect
plausible.
Help!!!
I'm after, at present, any help I can get. I've spoken about this to a
fellow fan who
has offered help, but more is needed. Specifically, anyone with .dll
experience would be
greatly beneficial - I'm gonna code myself, but any extra help is always
welcome.
Artists are needed, who can model characters with ALOT of animations - a
zombie will
have "limb-specific" animation, depending on how many of said limbs they
have left. This
could be alot of work, especially modelling the characters from the films.
And Henrietta!!
Texture artists are also needed, especially for those authentic character
skins.
I can probably handle the AI and music / sound effects myself.
A Little About Myself
Ok, I'm 24, bordering on 25. Pretty depressing feeling, that one. I used to
work for
Eidos, but calling that company a bunch of money grabbing arseholes would
be a compliment.
I currently work in satellite communications, as an embedded software
engineer.
Yep, I'm an avid game freak. I avoid playing too much internet death match,
because of the
stupid lag I get. See, I'm in the UK, and have to make do with a ping of
around 600.
Occasionally, I get it down to 400, but not often. As a result all you
American players
kick my arse with your pings of under 100. On a LAN though, I am the King.
Happy to
prove it to anybody out there!!!
As well as doing the Evil Dead TC, I'm going to be doing a pretty simple TC
which will
be called "Heavy Metal". You will select a character from a band,
accurately modelled,
and rather than shotguns and the such, you'll have guitars, which will
shoot music at your
opponents. So, rather than hear the bang bang of a nail gun, you'll hear,
say, the opening
riff to Sweet Child Of Mine. Powerups will be a various types and makes of
guitar, with amplifiers
to power them. Another example if a bass guitar, with a suitably powerful
amp, will cause
a disorientating effect (like being under water in Quake). Shit, maybe an
accoustic guitar
will play a Bon Jovi song and send you to sleep. Exploding snare drums.
Pretty much
anything will go - it'll be a good practice on QII to get used to the
.dll's - weapons
are never that hard to change. It's all gonna pretty mad and daft, and I'm
hoping
to have a load of famous music in the game. It'll be interesting hearing
someone firing
a "song" at someone else.
That's it. If you want to help, submit advice or just offer encouragement,
get in touch.
Cheers
The Saw