Command & Conquer: Tiberian Odyssey - A total conversion for C&C Tiberian Sun developed by the Tiberian Odyssey team. Tiberian Odyssey takes place 11 years after Tiberian Sun: Firestorm in the year 2041 and portrays 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 outcome of the war. Enjoy many new features such as; highly improved graphics, new and revamped sound effects, a completely new and unique musical score and an entirely new set of multiplayer maps to play on including different game styles and game modes. Tiberian Odyssey will be a 100% standalone game and will require no additional CnC games or discs to run. The Tiberian Odyssey project has been in development for over 5 years and does not follow any of the events seen in C&C 3 and is in no way related to it.

Report RSS Weekly Bulletin 19/04/2015

A quick summary of some of the things we did this week.

Posted by on


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!


Post comment Comments
Guest
Guest - - 690,342 comments

That purple terrain is..

⊂_ヽ
  \\ _
   \( •_•) F
    < ⌒ヽ A
   /   へ\ B
   /  / \\ U
   レ ノ   ヽ_つ L
  / / O
  / /| U
 ( (ヽ S
 | |、\
 | 丿 \ ⌒)
 | |  ) /
`ノ )  Lノ
(_/

ROFL

Reply Good karma Bad karma+13 votes
P.Rex
P.Rex - - 237 comments

The purple area actually has its charm. Since it's a Red Tiberium zone, I'd take it that it's been so deeply contaminated, and for so long, that it already looks like a completely alien planet- so strange and hostile even the tiberium itself barely wants anything to do with it. The purpleness might have to be tweaked a bit but I think you shouldn't be rid of it entirely.

The "clean area" concept is strange and cool too in its own way. It would add a unique challenge to missions, not just commando missions but also base-building with very limited resources, in which you could perhaps add things like capturable caches/nodes that give you points, or protectable airfields where you get supplies or reinforcements.

Reply Good karma Bad karma+4 votes
Jeffman12
Jeffman12 - - 1,475 comments

What's the cryptographic sequence for decoding the link?

Reply Good karma Bad karma+4 votes
jfpoliveira12
jfpoliveira12 - - 3,725 comments

Actually, that purple lighting with the orange/red tib looks like what the Scrin worlds are probably like, an alien and strange land. It could pass as a nightime on on a Red Zone atmosphere. Its also awsome.

Reply Good karma Bad karma+3 votes
Orac| Author
Orac| - - 896 comments

That's definitely the direction I'm going for. It's a case of tweaking and iterating until it's not only atmospherically interesting but also possible to stare at for tens of minutes at a time.

Reply Good karma+2 votes
d00mSlay3r_G1
d00mSlay3r_G1 - - 39 comments

Nice, i hope you will finish this mod soon :D

Reply Good karma Bad karma+2 votes
Guest
Guest - - 690,342 comments

I think the purple needs to be toned down just a tiny teeny bit but it's really looking fabulous, especially with that Tiberium. Are you going to add Tiberium light effects from TS (like actually have the fields be a source of light)? because that would be REALLY fabulous.

Reply Good karma Bad karma+2 votes
Yu2673
Yu2673 - - 68 comments

Looking forward for the release.

Reply Good karma Bad karma+2 votes
bladestorm91
bladestorm91 - - 9 comments

Just wanted to ask, but will the campaign have VA and cutscenes or will it be the standard words on screen? Those transmissions that come in campaigns where your map is also made me happy in the original game too.

Reply Good karma Bad karma+2 votes
Orac| Author
Orac| - - 896 comments

Full scale TS style cutscenes are one of those really cool things that I'd love to do if I ever have the time or the energy, and have actually made a few props for (like this one: Dl.dropboxusercontent.com).

As it stands, it's likely that once we're settled on mission order we'll do some cutscenes like the ones Firestorm uses, since they're simpler to make (like this one: Youtube.com).

Reply Good karma+1 vote
bladestorm91
bladestorm91 - - 9 comments

Cool, thank you for answering my question. Yeah those FMVs cutscenes would be the hardest thing to make since they are movie quality, I understand why going for the quick hologram ones would be easier and less time consuming.

What about those quick ones that come when completing a mission like Youtube.com I find them quite rewarding.

Reply Good karma Bad karma+2 votes
Orac| Author
Orac| - - 896 comments

That'd be what the highpoly assets I've been making would be for ;)

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: