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SinKing
SinKing bumps me thread
Oct 9 2009, 5:27am Anchor

I have been modelling a swiss army knife with XSI mod tool and while working my mind travelled back to MacGyver and the likes, who were able to overcome and survive any situation with just some duct tape and a swiss army knife.

So I wondered, if it wouldn't be cool to have a single player mod centered on the functions of your swiss army knife. It could be both, funny and realistic, working out solutions involving your knife, duct-tape and items you find in the environment. Sort of a Garry's mod Myst Crossbreed with a defined goal for each level. I imagine something like an Old Boy setting:
you have been kidnapped and put away in someone's basement. You have a year's supply of Microwave food and a water tap. The only thing they didn't find was your swiss army knife, stored in one of your socks. Your goal is to get out of the building and get away from your kidnappers without their notice (stealth). So this is essentially a non-violent game, which might have an Old Boyish Blood-Streak at the very last confrontation; it also might not.

This is just chatter. I really thought the idea of the knife as tool should be central. You could use a magnifying glass for different purposes (fire when the sun shines, building a looking glass with a second lense, reading) you have a saw, can opener(screw driver1), small and large blade, philips head screw driver and corkscrew. I think, if the puzzles are clever this could be quite fun to make.

Edited by: SinKing

Oct 9 2009, 5:55am Anchor

sounds interesting if u were to make it what engine.......

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infl1ct1on
Oct 9 2009, 5:56am Anchor

This might make for a fun and quick single player mod that can be enjoyable if the puzzles are done right and aren't repetitive. But also, instead of the kidnapper's house I thought to myself that some sort of wilderness or a forest would make a great location for these types of puzzles also. Can't wait to hear more about this if you decide to take it any further.

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SinKing
SinKing bumps me thread
Oct 9 2009, 8:17am Anchor

Hi! Thanks for showing some interest in the idea, first of all.

Let me list some things to decide beforehand; you can make your own suggestions, following this scheme:
a)
- engine in question
b)
- puzzle or storydriven
c)
- duration
d)
- cutscenes
e)
- inspiration sources
f)
- things I forgot here
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So let me answer these.

a)
Probably Unreal Engine 3; even simple side scroller (2D) would be possible, if the knife's functions can be coded in it
b)
Since I am a writer I'd opt for storydriven. However, it also seems this mod could live on its puzzles alone; maybe story could come in after the game mechanics are working
c)
I'd say one map to get started (escape from one room) and eight or nine maps in total
d)
Cutscenes are a definate must in the storydriven version. This means a lot of extrawork, which would not be necessary in a simple puzzler with only a short background story.
e)
Time to watch some old series. As I mentioned, Mac Guyver comes to mind, but there must be more of the kind. What was this TV series called where a guy was fleeing from prison (I think 60's/70's stuff)? Please post all inspirational sources (games, movies, books) you can think of.
f)
Probably too much that I have forgotten to consider. I'd say one of the first things to do is to make a list of the knife's functions and design some props it can interact with. I think the most difficult thing is to make props re-usable in context-sensitive relations. (For example, if you get some screws after unscrewing them from a hatch, you might later use them to build a device with them or use them as arrow tips, or - just like in Stalker - to draw someones attention away from you and towards the bolt/screw.

I'd be glad to gather some ideas. I think this could become quite original. I am also toying with an idea for the story, involving schizophrenia, which might result in some weird revelations.

P.S.: A new/proper name is needed, too

Edited by: SinKing

MrCupcake
MrCupcake Defender of the universe
Oct 17 2009, 9:59pm Anchor

Just did a quick google search on Swiss Army Knives, and I came across this...
The term "Swiss Army knife" is a registered trademark owned by Wenger S.A. and Victorinox A.G., - Wikipedia
And from this piece of information I started thinking "VICTORINOX IS AN AWESOME NAME." and the like, so i'm suggesting the name 'Victorinox' for your mod. Then going for some more name suggestions i typed in 'Victorious quotes' into google and Sun Tzu often said 'Will be, Victorious' and because victorinox and victorious sound similar, i thought "will be, Victorinox" as another contender for mod Title.
Other Suggestions:
'Victorinox Tools' 
'Why are Toothpicks in Swiss Army Knives?' A.K.A WatSack
Edit: 'House of Hard Victorinox' (like the saying 'house of hard knocks')

P.S. Schitzophrenia story sounds good, reminds me of the Movie 'Beautiful Mind' Starring Russell Crowe.

Edited by: MrCupcake

SinKing
SinKing bumps me thread
Oct 18 2009, 7:04am Anchor

I honestly think my original idea is weak, but a swiss army knife might be a nice tool - and yes, I also like the name Victorinox a lot :)

This would work, if it has an adventure like and very ridiculous backstory, like falling through unknown universes with the only thing to bridge the gaps between them being - you guessed it - your swiss army knife. I just seem to be able to focus all my attention on the tool - the knife. I keep on thinking "stuck with only your knife" and that's where my inspiration ends.

From a coding side this might be an interesting project, but I just can't find enough heart or soul in this theme to develop a game from it. (maybe a text adventure p:)

Edited by: SinKing

Dragonlord
Dragonlord Linux-Dragon of quick wit and sharp tongue
Oct 18 2009, 7:17am Anchor

It's MacGyver by the way. Has nothing to to with Guyvers ;) . Now what goes for the idea it is interesting. Sort of what adventure games are where you are supposed to use stuff in crazy combinations to solve puzzles. I would not center on the army knife since Angus has been all about putting good use to props found in his vicinity. Hence this would best work with an advanture game type gameplay. This can be done with an FPS engine but it would be better off with an actual adventure game engine. Not that I know one right off my head but I'm pretty sure some Lucas Arts engine ( Scumm? is that the name? ) would be better for that job.

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Mr_Cyberpunk
Mr_Cyberpunk Game Developer
Oct 18 2009, 8:46am Anchor

MacGyver, MacGyver, MacGyver, MacGyver, MacGyver.... /Simpsons.

Yeah you're right DragonLord, Also the Tex Murphy series borrowed a lot from that kind of gameplay, essentially building all sorts of cool stuff out of funny domestic products. (like using a lazer cutter, a water ring toss ring and a foam dart with crossbow to disable a security system.)

You'd need to develop your own game though, I don't think you'll find any adventure games that can be modded.

Edited by: Mr_Cyberpunk

SinKing
SinKing bumps me thread
Oct 18 2009, 12:40pm Anchor

Yeah, I don't know why, but ever since I heard about Guyver I keep misspelling MacGyver. It's like this "crisis/crysis" bug that has befallen some people.
Let me summarize the ideas and comments so far:

- single player
- location wilderness
- concentrate on all props+combination
- funny

I have the feeling like a zomie game will come out of this at some point. lol

Edited by: SinKing

Dragonlord
Dragonlord Linux-Dragon of quick wit and sharp tongue
Oct 18 2009, 1:21pm Anchor
Mr_Cyberpunk wrote:MacGyver, MacGyver, MacGyver, MacGyver, MacGyver.... /Simpsons.

Yeah you're right DragonLord, Also the Tex Murphy series borrowed a lot from that kind of gameplay, essentially building all sorts of cool stuff out of funny domestic products. (like using a lazer cutter, a water ring toss ring and a foam dart with crossbow to disable a security system.)

You'd need to develop your own game though, I don't think you'll find any adventure games that can be modded.


I don't think so. I have not checked this out beforehand but I poked right now quickly into SCUMM. As far as I get from the quick look it would be moddable.
- ScummVM ( VM running SCUMM bytecode )
- ScummC: compile scumm scripts into scumm bytecode
- Some sort of modding website about SCUMM

I guess this would be possible. I think using an FPS engine for such a project would be harder since these engines usually revolve around shooting not interacting with anything else but your gun. Nothing you can't code though as people also turned FPS games into racing games or soccer games :P

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Oct 18 2009, 6:23pm Anchor
SinKing wrote:you have been kidnapped and put away in someone's basement. You have a year's supply of Microwave food and a water tap. The only thing they didn't find was your swiss army knife, stored in one of your socks.

Easy, knock on the door and stab them in the face with your pocket knife :) ...

SinKing wrote:Your goal is to get out of the building and get away from your kidnappers without their notice (stealth). So this is essentially a non-violent game ...

Oh :cry: ...

On a more serious note, i think that making a macguyver type game would be incredibly hard ... To actually simulate the ingenuity of combining stuff would be hard ...

Not everyone would think of threading the end of a rake onto a garden hose to use as a grappling hook ... also it would be lame to have only one solution to a given problem ...

Im thinking the best you could hope for is simple problems with simple physics solutions using some Gmod like setup ...

You can only introduce fairly simple problems because you couldn't really simulate the ingenuity to do the cool/complex stuff ... say there is a lighter and an aerosol can ... you could make it so when you pick up those two items you automatically get a flame thrower ... but the player didn't really think that, and it would be nice if they actually had to think up the idea of using those two in combination ...

Maybe if you did some sort of item dialog, in which when you pick up your items you can sit down and have the player manually combine them to make different things ...

say you pick up a nail, aerosol can, newspaper, lighter, a pipe and a paper clip.

you could do multiple combinations with those items to make more complex items ...

Pipe + Nail + Newspaper to make a blowgun

Lighter + Newspaper to make a fire

Lighter + aerosol can to make a flame thrower

where as some combination don't work such as

Lighter + Nail + paperclip

MrCupcake
MrCupcake Defender of the universe
Oct 19 2009, 1:13am Anchor

Just found a game that is almost exactly what you are thinking of.It has wilderness (its a tropical island type thing) it concentrates on all props+combination and it is single player and i guess at some occasions the main character makes some witty comments which are funny.
I give you "Stranded 2":
(DAM YOU MODDB why won't you let me LINK!?) (just Google Stranded 2 and you'll find it.) sin king you should really check this out (it's freeware so don't worry about any money issues) basically runs on the perfect engine for what you are looking for.

SinKing
SinKing bumps me thread
Oct 19 2009, 9:15am Anchor

Thanks for the find Diable. This seems to be based on Unreal Engine (1), I wonder, if similar scripting could be done for Unreal 3?

Stranded has the most annoying interface, I would much prefer something, which doesn't require you switching between inventory and map mode. I also think it would be helpful to have a kind of hint system (at the start) to show you which things can be combined and why. Additionally (later on) there should be a learning system, which allows you to create new materials and objects from having learned new techniques or found new upgrades: e.g. welding.

The more I think about it the more this takes me into the RPG direction, except in this system you'd have to build absolutely everything from things you find. Depending on what you research the most you would either end up having a well rounded system, or you would upgrade only certain traits, e.g. power vs. stamina. It could be interesting to think about this in a "Age of..." setting with Multiplayer, because then you could pit different people against each other. In order to leave a map first (objective) you'd probably have to overcome or unite with other players.

Not sure where this is taking us, but it is far off the original idea of creating a game mode centered around one tool. I think that you can make different objects from one object, depending on wht you combine them with is clear. The question is just: what's the point? Why are we doing it? War? Escape? Progress/Milestone?

Edited by: SinKing

Ex0TiCz
Ex0TiCz Crazy Ninja Modder Thing
Oct 19 2009, 10:46am Anchor

Haha, Swarmy. I dont know why but it reminded me of some good times.

Dragonlord
Dragonlord Linux-Dragon of quick wit and sharp tongue
Oct 19 2009, 3:31pm Anchor
SinKing wrote:Thanks for the find Diable. This seems to be based on Unreal Engine (1), I wonder, if similar scripting could be done for Unreal 3?

Stranded has the most annoying interface, I would much prefer something, which doesn't require you switching between inventory and map mode. I also think it would be helpful to have a kind of hint system (at the start) to show you which things can be combined and why. Additionally (later on) there should be a learning system, which allows you to create new materials and objects from having learned new techniques or found new upgrades: e.g. welding.

The more I think about it the more this takes me into the RPG direction, except in this system you'd have to build absolutely everything from things you find. Depending on what you research the most you would either end up having a well rounded system, or you would upgrade only certain traits, e.g. power vs. stamina. It could be interesting to think about this in a "Age of..." setting with Multiplayer, because then you could pit different people against each other. In order to leave a map first (objective) you'd probably have to overcome or unite with other players.

Not sure where this is taking us, but it is far off the original idea of creating a game mode centered around one tool. I think that you can make different objects from one object, depending on wht you combine them with is clear. The question is just: what's the point? Why are we doing it? War? Escape? Progress/Milestone?


In general this is what I planed for my game. The idea is to have props which have certain "traits". A trait defines as what a prop can be used. A player has then sort of blue-prints which indicate what he knows he can assemble. You can then plug the appropriate props together and depending on what you plug together you get different behaviors from your contraceptions. It avoids to some degree the problem of having to think about all possible interactions since the props interaction naturally with each other depending on their traits. How well such a system though stacks up in reality still had to be tested. So far it's an idea on paper and I did not get around implementing it yet.

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Mr_Cyberpunk
Mr_Cyberpunk Game Developer
Oct 19 2009, 6:00pm Anchor
Dragonlord wrote:
Mr_Cyberpunk wrote:MacGyver, MacGyver, MacGyver, MacGyver, MacGyver.... /Simpsons.

Yeah you're right DragonLord, Also the Tex Murphy series borrowed a lot from that kind of gameplay, essentially building all sorts of cool stuff out of funny domestic products. (like using a lazer cutter, a water ring toss ring and a foam dart with crossbow to disable a security system.)

You'd need to develop your own game though, I don't think you'll find any adventure games that can be modded.


I don't think so. I have not checked this out beforehand but I poked right now quickly into SCUMM. As far as I get from the quick look it would be moddable.
- ScummVM ( VM running SCUMM bytecode )
- ScummC: compile scumm scripts into scumm bytecode
- Some sort of modding website about SCUMM

I guess this would be possible. I think using an FPS engine for such a project would be harder since these engines usually revolve around shooting not interacting with anything else but your gun. Nothing you can't code though as people also turned FPS games into racing games or soccer games :P



Yeah I've seen mods made to Scumm before, but what's the licensing situation with that? doesn't LucasArts own essentially the engine (but not the emulation)? If that's not an issue then by all means use Scumm, but I wasn't aware that anyone could just pick it up and make a game out of it.

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Dragonlord
Dragonlord Linux-Dragon of quick wit and sharp tongue
Oct 19 2009, 6:28pm Anchor
Mr_Cyberpunk wrote:
Dragonlord wrote:
Mr_Cyberpunk wrote:MacGyver, MacGyver, MacGyver, MacGyver, MacGyver.... /Simpsons.

Yeah you're right DragonLord, Also the Tex Murphy series borrowed a lot from that kind of gameplay, essentially building all sorts of cool stuff out of funny domestic products. (like using a lazer cutter, a water ring toss ring and a foam dart with crossbow to disable a security system.)

You'd need to develop your own game though, I don't think you'll find any adventure games that can be modded.


I don't think so. I have not checked this out beforehand but I poked right now quickly into SCUMM. As far as I get from the quick look it would be moddable.
- ScummVM ( VM running SCUMM bytecode )
- ScummC: compile scumm scripts into scumm bytecode
- Some sort of modding website about SCUMM

I guess this would be possible. I think using an FPS engine for such a project would be harder since these engines usually revolve around shooting not interacting with anything else but your gun. Nothing you can't code though as people also turned FPS games into racing games or soccer games :P



Yeah I've seen mods made to Scumm before, but what's the licensing situation with that? doesn't LucasArts own essentially the engine (but not the emulation)? If that's not an issue then by all means use Scumm, but I wasn't aware that anyone could just pick it up and make a game out of it.


I assume the license is not an issue if the statements on the tool pages is correct. ScummVM is GPL and mentions that you can use it to create new games although it's most probably not easy to do. That said I don't know what they understand as not easy. What goes for ScummC they state on their website that it's a 100% free way to create games using ScummVM. Hence it looks to me to be rather safe to use it without running up against LucasArts on the license part. That said I have not dug deeper into this topic to stumble across potential pitfalls. Just filed through some pages I found with google concerning the topic.

That said Scumm has been improved and re-implemented a lot in newer versions in the mean time. I don't think they care about this original stuff anymore. Besides there exist more modern tools for adventure games. Never worked with Game Maker or how these adventure creation tools all are named but they should be suitable for such a task too. After all you don't need a huge graphics gallore for a project of this kind so they should be another option in my opinion. I'm sure one finds something suitable in todays tools to get an adventure game done in short time even if it would be only for prototyping the idea in the first place.

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Mr_Cyberpunk
Mr_Cyberpunk Game Developer
Oct 19 2009, 6:53pm Anchor
Someone wrote:Never worked with Game Maker or how these adventure creation tools all are named but they should be suitable for such a task too.

this is exactly what I had in mind,

Adventure game studio, The Games Factory and GameMaker are easily the best to use for adventure games- all you really need is good content and a great game design- the rest can be fixed with basic game logic. I'd think this would be the best way to go about it, especially from a licensing perspective. Having had experience with all 3, the only issues you're likely to have is in the pathfinding and collision detection department- as it does require you to know what you're doing with that reguard. But these are easy if you've got programming experience especially in TGF (as you can make the pathfinding work with a simple "Move to X,Y").

Edited by: Mr_Cyberpunk

SinKing
SinKing bumps me thread
Oct 20 2009, 2:02am Anchor

My problem is that games/mods made with these engines have little appeal. Does anyone remember Mission Impossible on C64? Something like that with an FPS gameplay would be a nice setting. Escape an underground compound full of robots (later some humans, too). It could be you're being kept away by the government, because you had an encounter with aliens. Perhaps that gave you the rare opportunity to blueprint things, which you think about. The difficulty would be to get the player to think about certain things (by putting him in front of certain situations, giving him combinations, which still miss one tool/ingredient, etc)

I'd really like to give this basic combinatory play some depth and I have a cool idea, how the "thinking" can be done. It would essentially be a mini-game (in a mind-bubble), which would lead to the right results through making right combinations. Of course some wrong turns may also have you end up with ice-cream, instead of ice-spray, etc.

The reason I want a supernatural influence on the player is, because just running around, combining things you find will put you on a hunt to and forth the level, looking for items you are missing. The new system gives you a choice to manifest those items, or to go looking for them. Of course, some assosciations can't be made until you reach a higher level and the replication powers will be limited and work only on certain item combinations. It also means we can put an interesting twist to the story, as your struggle to break free would become more questionable after you start discovering more and more of your "alien" powers.

I feel we are getting somewhere. Could be an interesting game, and I agree that it needs some more thought and a detailed design document. I'd still like to think about an engine choice that is more interesting to other players than the Game Makers.

Edited by: SinKing

Mr_Cyberpunk
Mr_Cyberpunk Game Developer
Oct 20 2009, 4:33am Anchor
Someone wrote:My problem is that games/mods made with these engines have little appeal.

that's because 90% of the developers that use them are 12 :P These engines are very powerful if in the hands of someone that can use them correctly- but for the most part its just a kid mucking around in them creating more and more generic casual games- because they're just learning. (this is how I started out.. back in the 90s)

If you're seriously considering the whole FPS deal, either use System Shock 1 or Tex Murphy as a guide.. because both these games rely heavily on problem solving and puzzles whilst combining a 3D engine into them. Of course 3d vs 2d shouldn't be an issue- both are capable of delivering the same gameplay and both conform to the adventure game genre.

Edited by: Mr_Cyberpunk

Dragonlord
Dragonlord Linux-Dragon of quick wit and sharp tongue
Oct 20 2009, 1:28pm Anchor

It's just that in 3D it's harder to make a game with lots of interactions ( I know from my own experience ) than using a 2D game where there are certain limitations which help you reduce work load. I think 3D is not the right answer for all kinds of games. Especially in a game based mostly on combining items and living a story 2D would be better off. One reason is to make prerendered background. Now some hate these but in contrary to full 3D you can put artistic elements into them like unnatural camera perspectives, viewing angles and alike. These tricks are hard to do with 3D games and can add a lot to the mood of the game. Especially if you go for more supernatural powers such non-standard art tricks can make it different than the common adventure click-and-pray style gameplay.

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Mr_Cyberpunk
Mr_Cyberpunk Game Developer
Oct 20 2009, 9:11pm Anchor

that was a great point. And I completely agree. The other thing that's great about 2D is there's no limits to how much graphical detail you can put in.. Essentially what ever your 3D program can pump out in Renders, you can then use that in your game with no cost to your hardware during play but with a cost to HDD size- this is much more preferable if you're producing something on-par with a computer generated film- if you needed that highest quality possible you can't use 3D because the technology can't do it yet- it'll get there eventually (and even then there's still things it CANT do so pre-rendering will still be needed) but for now if you need maximum detail as possible (So we're talking Highest possible polys here that you could imagine.) then 2D is the best way to go about it and the most resource friendly.. That said rendering will be a bitch :D and you'll have a LOT of files to have to manage and deal with- but that's not really much of an issue if you're good at it.

Pre-rendering is still be used in modern games, so its not obsolete at all.. despite what the major developers say.

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SinKing
SinKing bumps me thread
Oct 21 2009, 2:36am Anchor

I'm writing an alternative fiction story to base the game on. It won't be totally original, but maybe it can shed some light on style and humor of the game. I agree with Dragonlord's standpoint and I also think it can have great artistic value to use fixed perspective and create a unique artistic look. I also still believe 2D is easier to produce, since you don't have to care much about the gamer looking at things in unwanted angles and the props, etc are easier to create.

I have come to think about Grim Fandango. That engine would be perfectly good enough for what I can imagine as the game and as soon as I get a fix on the setting and can flesh out a quest, I think we might have a rare adventure project going here. For the sake of functionality it will be rather short, though. I'll release a web-comic (here) as soon as I can to give you an impression of my idea.

Edited by: SinKing

Mr_Cyberpunk
Mr_Cyberpunk Game Developer
Oct 21 2009, 5:14am Anchor

sounds good, looking forward to it.

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Dragonlord
Dragonlord Linux-Dragon of quick wit and sharp tongue
Oct 21 2009, 6:02am Anchor

Grim Fandango is based as far as I know on the Scumm principle but improved a lot over the original tool. I've also seen some people which claim having modded it. It's though less easy than using other options ( orignal Scumm or some game maker tool ). But the choice of the engine/tool to use would be less of a problem. That is if you want to be 2D. As far as I read Grim Fandango uses 3D too but I don't know in what scale as I never played that game.

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