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Sapphire Scar's story unravels on Europa, a remarkable moon in Jupiter's orbit; a stepping stone for humanity to the rest of the solar system and beyond, providing key resources for sustaining human life in space as well as supporting planetary intiatives on Earth and other remote colonies.
You are a security officer posted to defend against environmental and corporate insurgents who threaten the installation. But you're launched into a battle you never expected to fight; against the EMC, against your comrades, and against yourself.
5 comments by Rallu on Jun 12th, 2005 digg this super bookmark
As promised here are the goodies. But a few words before that - if you have the patience to read!
We wanted to pick something from each part of our creative process. Every single department will be represented in this media update, and hopefully it'll give a clearer picture for you of what we are trying to achieve. These are but tidbits of our work we have done so far, and of course, we will keep a lot under wraps still so we have something cool to show in the future as well! Since we cannot really demonstrate our gameplay, story or coding department via screenshots, we have prepared small info packages of what those departments have been doing and will do in the future, which I think you will find rather interesting. And one more thing you should note, most of this stuff is still work in progress - and will not probably demonstrate the end product quality of which we will deliver. But, on to the business.
We'll begin with concept art. Small samples varying from weapons to enemies and some outfits.
And we'll add some models next. You can see how some of the concepts have come alive by our modeling department. We're showing off some more traditional weapons as well. Pistol, assault rifle, plasma assault rifle and sub machine gun. And so that you can really appreciate the lifespan of the process, we have added the ingame product of plasma assault rifle as well. From concept to model to fully functional weapon ingame.
And what would an update be without atleast one screenshot of our levels. The same room before and after the sh*t hits the fan. Just to give you an idea what the surroundings will really look like when we're done with them. Oh.. btw.. yes, that's an enemy. (WIP).
We move on to our sound division. As you might be bored listening to footsteps and door opening sounds - we decided rather to give you a sweet treat with one of our music tracks. This one's by Nachenko - and it kicks some serious butt.
"Garden of the Insane" by Nachenko.
Remember when I mentioned about the info packages earlier? Well first here's little something from our coders. Some cool stuff we've been working on for quite a while now.
Doom still has all standard parts working the way they should since java threads run independently of the doom engine so they don't "block" the doom actions. This system allows complex inventory systems through java Swing.
This allows us to create what we need in RPG system. Something to mention from currently working applications we have DoomIrcBot which is basically remote console for Doom and DoomWebserver. In planning state we have:
-Bots in java can continue to leverage the Area Awareness System, but also use existing planners like in JESS KB and neural network classes written for java
-Java network file sharing can make sure players can all share their models instead of having to pass along entire .pk4 files
Gameplay department - now all I want to say is this. We now have our inventory, stats, pda, player progression and PSI fully documented on paper and waiting to be installed to the game!
And last but not least - the story. As we are obviously not going to release the plot as it is- we figured that we will create a section to our homepages which will be updated once or twice a month. Call it 'Sapphire Scar communication network' for the time being. Its idea is to shed a light of the backstory we have with the game. The actual game begins half way of the plot we have realized, and it would be too big a slice to tell completely during the game. So we will little by little, reveal you tidbits of the universe and story we have through logs, newsclippings, emails and you might even get a treat as an audio log now and then. Expect this to open soon.
So - that is all for now folks. I thank you for visiting, and having the patience to read through my babble. You can expect more updates of these in the future, but in the meantime be sure to pop on to our forums and tell our team hello. Until next time, over and out.
For more information visit Sapphirescar.com
-zakath
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Unfortunately, EA didn't want us running around a all new VonBraun and RickenBacher.
Please see here for more details: Sscar.musicexplosion.net
However, we've taken these lemons and made some lemonade! The team is hard at work with story writing, concept drawing and mapping. Come visit our new and improved site, or dig around the forums (register for access to more material):
Sscar.musicexplosion.net (splash page)
Sscar.musicexplosion.net (main site)
Sscar.musicexplosion.net (forums)
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Gleemonex
Project Co-Leader, Technical Consultant
are you gonna reconstruct SS2 or what, that would soooo rule i love that game,
i wanna run arround a all new VonBraun and RickenBacher :D
New skin pwns
The modded solaris skin .. is nice
check out the new ss forums, the skin pwns
amckern
Get nice guys, can't wait to play it. :)
... but there were a lot of people from Irrational Games involved in the creation of System Shock 2 as well; in fact, as I understand it, that's where the "good ideas" came from primarily. A lot of the Looking Glass crew was mainly production. We had contacted Ken Levine at Irrational who gave us two thumbs up -- but anticipated problems with EA (and wasn't surprised when they came around).
Life goes on, and they are vaguely aware of our new mod as well. Who knows, we may be in touch with a few people (including Ken, if he has two minuets to rub together) from Irrational and ex-Looking Glass people when we're another month or two down the line. Thanks for showing your support! Make sure you come and visit our forums for more details.
Yep, aren't EA brilliant! :( I'm guessing Looking Glass (original SS2 developers) wouldn't have given the mod a second thought.
Good luck with the new direction, however, it sounds interesting! :)