id Software's Usenet Group Posts Archive!

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


Organization: "Cable Internet (post doesn't reflect views of Cable Internet)"


Lines: 276


Sender: moderate@jobstream.co.uk


Approved: quake@mantis.co.uk


Message-ID: <01bd033b$8d542e20$759475c2@matt-s-computer>



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