Tiberian Odyssey is a total conversion for C&C Tiberian Sun developed by the Odyssey team. Tiberian Odyssey takes place 11 years after the events of C&C Tiberian Sun: Firestorm and portrays our own unique vision of a greatly expanded Tiberian Universe. Experience a brand new story told through an innovative and interactive campaign where your decisions as a commander will have a direct effect on the path you take and the outcome of the war. Experience new features such as; improved and reworked graphics, revamped sound effects, a completely new and original musical score and a plethora of new dynamic maps featuring dynamic lighting and randomized weather effects along with multiple game modes! Tiberian Odyssey will be a 100% standalone game and will require no additional C&C games or discs to run.

The future is closer than you think commander...

Be sure to visit our forums HERE at Project Perfect Mod!

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12 comments by Orac| on Apr 20th, 2015


This week Morpher has been really busy so there's not much new to report in terms of logics or content implemented. I believe he has continued to explore the AI, and that's all trucking along pretty well. Right now I believe he has become really busy with something else entirely, and I know that nobody could possibly want to keep him from that.

I have continued to devote most of my modding time to the Nod campaign, the first act for which is starting to take shape. There are about 20 missions planned for this part, which allows for a bunch of branching and stuff to go on and should add some weight to player actions and a bit of replayability to proceedings. 20 missions is a lot though, so for the first pass I'm just building the 'default' path of 10 missions. Once that's done there shouldn't be too hard a cap on the number of forks in the path we can add, so it can grow organically from these 10.

This week I wrapped up the layout on the most recent 'large' mission I've been working on, and have nearly finished another one of the smaller ones. The small ones tend to revolve around a single, simple premise or mechanic - like commando missions or the like - while the larger missions are base buildy and need to cater for multiple play types. They also tend to be larger and more complex in their layout.

The large mission is titled "Lambs to the Slaughter". You discover the fate of the civilians which have been being herded into the wilderness: A radical Nod cult intends to reawaken CABAL, and are using the local civilian population as meat for a new Cyborg army.

Layout is done and lighting is slowly getting towards the mood I want (though it looks a bit vibrantly purple against this white background, and might need to be toned down even in-game), now all it really needs is all the scripting that makes it actually function as a mission.



The second mission I've been working on is a less involved one. You receive a mysterious directive, instructing you to go to the appointed place at the appointed time and destroy GDI's communications uplink in the area.


It takes place in a clean area, one which GDI has successfully cleared of Tiberium, which is a strong contrast to the Tiberium rich wastelands of the previous seven missions. The other thing that makes the mission a little interesting is that it falls early in the campaign but gives you some high tech units - electric artillery and stealth tanks, unlike the missions before and after which give access to buggies, bikes, and some of the splinter groups' tank and howitzer tech.

And that's what we did this week!


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DarthVisari
DarthVisari Nov 24 2014, 8:32am says:

Thanks for the answer.

Another thing , how many naval unit are present in the game ? 3 for Nod and 3 for GDI?

saluti

+2 votes     reply to comment
Morpher Creator
Morpher Nov 24 2014, 6:54pm replied:

GDI:

Pallas (missile boat / coastal defence)

Trident (offensive cruiser)

Poseidon (V.heavy special, deploy to fire, near superunit)

Nod:

Piranha (Light mobile Jetski)

Hydra (Prototype ship, electrical weaponry)

Stingray (Submarine, weapon unconformed

Forgotten:

Riverboat (Large hovercraft, carries passengers, potential mine layers)

CABAL:

Kraken ( ??? )

+2 votes   reply to comment
DarthVisari
DarthVisari Nov 24 2014, 4:18am says:

Hi

The global completation level of the mod , can be expressed in percentage?

saluti

+2 votes     reply to comment
Orac|
Orac| Nov 24 2014, 6:05am replied:

I'm not sure. I'd take a guess at somewhere around the 80% mark.
The other 20%, for those who are wondering, contains these things:

--Snow terrain
--Singleplayer maps
--Proper testing
--Unit voices
--A grab-bag of other, minor stuff.

We've got a small but reasonably good quality roster of skirmish maps now so it's time for us to turn our sights towards some really big ticket items: like the snow theatre. Fortunately, a large chunk of the snow theatre will involve porting the "city" terrain graphics from temperate (a big task, but not a difficult one); so a lot of useful infrastructure can be generated for very little effort.

+1 vote     reply to comment
Revolutionist
Revolutionist Nov 22 2014, 8:08am says:

Why the game designers aren't more creative than the modders! This is art what you have introduced us. If it goes on like this, it will surpass Twisted Insurrection easily.

+3 votes     reply to comment
kutulfu
kutulfu Nov 15 2014, 5:21pm says:

Regarding your last question: it really depends on the quality of the content, but I would say give it a try. Maybe several hours sound a little bit too lenghty but some cut version of that (maybe 30 - 60 minutes), showing only the key elements of development, would be appealing. I would watch something like that.

+3 votes     reply to comment
Orac|
Orac| Nov 15 2014, 5:58pm replied:

Alrighty, we'll take that into consideration.

I'm still not sure when or what, but I'm interested in giving people some sort of honest idea of where the project is and what it looks like. That's kinda my hope with the bulletins and whatnot - It's clear that big, infrequent and carefully tidied up newsposts give a very inaccurate impression of what's going on.

If a half hour of Q and A, paired with some behind the scenes work, is something that people will watch and interact with then I'd really like to see how it goes.

+2 votes     reply to comment
Arcofshadow
Arcofshadow Nov 16 2014, 5:49am replied:

how about streaming some matches between you and morpher or other people i think this could also be very interessting :)

+2 votes     reply to comment
Orac|
Orac| Nov 16 2014, 6:52pm replied:

Well Morpher and I usually play around 4 or 5pm GMT+12, which is not super convenient for people outside of Australia and New Zealand.

+1 vote     reply to comment
Guest
Guest Nov 17 2014, 10:31am replied:

Prerecorded gameplays would be enjoyable too! It's not like people only watch streams these days hopefully. ;P

Or do they...? o.O

(damn this logging - kutulfu)

+2 votes     reply to comment
DarthVisari
DarthVisari Nov 15 2014, 9:50am says:

Scarb Tank ?

What is it?

I need input

saluti

+2 votes     reply to comment
Orac|
Orac| Nov 15 2014, 3:34pm replied:

It's a secret. Shhhhhhh :P

+1 vote     reply to comment
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