farcry reloaded new 2

FarCry reloaded is one sandbox singleplayer game that covers 3 FarCry 1 Level Heightmaps patched into one level and integrating 4 of the FarCry 'Level Locations' along with 3 new main Locations. (Lab Zero, Zombie Tunnel and the Mine Cavern from Crysis) for the final battle.

I am going to use parts of FarCry like the wrecked Carrier and have the story play years later with a nano suit soldier. This idea has been with me since 2009 and it has evolved somewhat but the main motivation is the same. I want to make a real maximum single player game mod in CE2.

A side effect of this project is going to be a cryengine 2 mod site that will have a complete reference and tutorials for everything one needs to know about the sandbox2, cryengine2 and the dcc tools workflow pipeline to create triple A quality custom levels / mods for the PC version of Crysis 1.
- these are in the works at Crymod.org - the wiki is read only so if you have information on CE2 modding and level creation please use submit@wiki.crymod.org..

If you want to support me with money you can do that via this paypal me link:

farcryreloaded donation

You can always see how much has been donated here with the last update date:

2020-04-27 - total donations: 0 USD - donation link online 351 days since: 2019-05-13

Donations help me to create this mod and they are really appreciated. That being said you have to be aware that your donation is voluntary and that you get nothing in return. FarCry reloaded is going to be free for anyone when it is done and released.

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story without a plot

update banner 2020 april



this last month no work was done in the level editor. I am traveling and without the reloaded dev machine.

so there is nothing to report really... But I have been thinking some more about the gameplay or story if you like. So, as you know reloaded can't really have an evolving storyline the way Crysis did. We don't want that. The idea is that we have a setting (gamestart) - a journey (player makes his way across the level) and an endgame (enter lab zero). So all we have to kickstart the game is the initial intro movie (the burning crash) - that is it. Player is free to move wherever they want from game start onwards.

again and again and again

Now, when I say no area triggers I mean the ones on the ground - player steps into invisible square and triggers two guards walking around the corner - the classic area trigger. This is the trigger that at least 50% of Crysis runs on. The first guard you encounter starts walking his route when the player enters the area trigger. Always at that moment, always the same route, forever. In reloaded we don't have that trigger but we have patrols. They are triggered on level start. There is probably going to be a 3 second freeze when the game starts where all the triggers fire setting off the AI across the whole level.

They do their patrols - what can we do to make them 'unpredictable'? - we set 3 different routes from each of 3 major points in the patrol area and use a random node so that the player can never really know whereabouts the patrol is and we can add random time delays to introduce even more chance. So far this seems be a good direction. During testplay I have already had a few encounters where I had to scout the AI moving around. I even lost track sometimes of AI that I had setup myself and they teamed up or a helicopter came along and helped the ground patrol dudes and I was surprised. So I think that the patrol setup (the second timeline that cares not about the player I call it) when its refined will make for 30% of the gameplay fun in reloaded.

do this to go there

The other trigger is the condition objective - you have to take out the 2 tanks in the village to meetup with prophet by the river later and get to the next level... actually I don't know if you have to. Maybe you can ignore the tanks, head out and go to the cave and the next level will load ... and maybe you can just ignore all the AA Guns and get to the harbor in the assault level but I think they are not going to deliver the tanks unless the cruiser gets blown up. But I don't know. I do know that if you don't take out the AA Guns you are constantly being told that you have to.

we can't really have an objective in reloaded - a side mission or anything where we tell the player what they have to do next. And thus, we can't have stuff delivered or gates open or things happen as a consequence of the player completing an objective. I know, its sad but that is how it is. If we did those things there would be no reason to make reloaded. We already have all that in Crysis.


last man standing

This means the story is the players journey across the level. And there is the AI
Now, as you should know, in Crysis the AI lives in ActionBubbles - the player gets somewhere, the AI throws a tantrum, things blow up, dudes get shot and then the player moves on. This is quite a nice gameplay actually. It also means you can empty an area and walk around and then go to where the trigger is to load the next level.

The AI generally does not know where they are and they don't know about the other AI over there which has a different groupID. There is probably a problem in giving all the AI the same groupID - you shoot one and the other 500 dudes come running towards you ...

So how can I have the AI rule the island and hunt the player in a 'nice' way? I have been thinking about this and although I am not at that point in the roadmap yet I am thinking about 3 global AI States:

  1. player is undetected - business as usual - gamestartDefault
  2. something the player has done is detected - no target but keep your eyes peeled
  3. player is detected - we know you are here and we are going to find you - permanent state

I think its not easy to implement the 3rd state. We would have the AI actually searching and maintaining Patrols across the whole level ...

I don't have enough stuff in the level to test a complete stealth playthrough but that should be an option. To play the whole thing without being detected. And when the player is detected we would need something like a grid system for the AI to use in their searching. One of the main problems is that if the player is detected - how do I direct a helicopter reinforcement near that spot to help in hunting the player, deploying troops based on the encounter with the player? Maybe I have to setup many many landing spots and then choose one via flowgraph according to last know player position if that is possible. Anyways I am just writing this down as a devlog memo.

It could be that the AI is not capable of what I want them to do but I have a gut feeling it can be faked in some way that is good enough.


endgame

Lab zero is where it is at. This is where the bossfight is (but we don't really have a boss). The design of this lab is going to be a masterpiece (for me, not as a triple AAA standard). I think the Trigens have to be contained. In FarCry they ran wild in the end - everywhere. Now for reloaded I want the lab zero or main lab to be the tomb of horror - 200 scientists died down here, ripped to shreds by their very own creation and something is still alive... excellent. So how do I get the player inside? The original plan from back in 2009 when I came up with this level idea was that a trigen escaped and the sophisticated AI sytem of the Lab shut it down, closed it and that is it.
And then, years later one trigen would escape, a sentry drone would capture that, transmit via satellite to the guardians of the old 'incident' and the lone ranger player in nano suit gets sent in to clean up the mess..

this has evolved somewhat - I want the 'enter the cave' thing. A level inside the level. So, sadly we might need the player to get something so they can get into the lab. Or... maybe it is open towards the mine voxels adjacent to the lab - a back entrance and a way there that the player can take but not the AI ...

Once the player is in I would love it if they could use the lab to outsmart the monsters - think alien, the prison planet - shuttering tunnel routes to trap the creature etc. etc. I have to build this using the Crysis assets - so parts from the core level (alien ship) and concrete harbour stuff plus interiors of the aircraft carrier. This should work nicely actually. Maybe we can have the autoturrets scaled down and moving on rails too or something like that for extra handicap. it has to be scary and epic and tight - frenzy tombraider if that makes sense - tons of fog and chilling audio plus extra glow - I got this.

I know this update is a bit incoherent but reloaded is in the making, no worries. Stay safe and keep your distance.

roadie

Update March 0.3

Update March 0.3

News 8 comments

Monthly progress update - FCR - AI, Krieger Mercenaries - Editor and Heightmap Dimension change.

Update 0.2 February

Update 0.2 February

News 4 comments

328 days to go - the AI learns to walk the walk. Progress update on the number one tropical island shooter project - FarCry reloaded. Real Maximum Singleplayer...

Update 0.1 January

Update 0.1 January

News 5 comments

Research is done - in 2020 FarCry reloaded gets built. Here is the initial update and status report to kickstart this journey. Join me on the quest to...

Level FlyThrough and roadmap update

Level FlyThrough and roadmap update

News 3 comments

FarCry reloaded Level Flythrough and Update on the roadmap.

Comments  (0 - 10 of 72)
roadiereloaded Creator
roadiereloaded

I changed the heightmap resolution (again) and moved the level layers integrating it with the new heightmap. I am working on it every day and I will have an extensive update post ready on the 1st of June. I want to go over the level and explain how its going to work and look and how the AI is going to be in reloaded. It has taken a long time and some trial and error to come to this final base version but I think it was worth it and it has all the ingredients for the greatest Crysis 1 level ever :) a true masterpiece of course.

The Carrier Wreck is cancelled - too much work to make it a level in the level and as a backdrop it would be nice to look at but I don't want locations you cannot explore.

The bunker that Jack wakes up in in FarCry 1 is going to be created from Scratch and look and work differently.

The locations are:
bunker - underground voxel location - wrecked mostly
pier camp - mercenary camp on the water - wooden pier
container yard - wrecked containers washed up - scenery
pirate bay - a couple of huts in the bay like the first ones in the Fort level
mp-treehouse - the complete mp level location placed on the way to outpost - wooden camp above ground
mp-outpost - heli base with voxel cave in the place the old fortress was in the third FarCry level
river - completely accessible to the AI (shallow) with camps on the banks and rainforest patches
cave - separate access to outpost - voxel cave with elevator - supply storage
merctown - the first camp from the 'awakening' level in Crysis - also heliport and scattered huts
cavern - the mine location leading up to the alien ship in Crysis - voxel cave with real access from the top
merc HQ - the camp from the 'relic' level sitting on top of the cavern in reloaded - heli access and small bridge
harbor - the complete harbor from the Crysis 'assault' level - with road to the broken zombie tunnel bridge
zombie tunnel - the tunnel leading to the main lab - wreckage, auto guns and traps
lab zero - the main lab that was sealed off years ago - underground endgame location

So we are going to have beaches, jungles, camps, caves and underground facilities.
In size it will have more accessible area than any crysis level and the variety of locations should make playing this a lot of fun. I will make a video and hopefully cover all this in a nice update post for June. :)

Reply Good karma+1 vote
007pierre1
007pierre1

For the AI, you can set up a "distance variable" I think. AI "detect" the player only if the distance between AI and player is about 500 meters for example.

With this all the 500 AI guys are not concerned by the alert. And according to the environment, you can set up a different distance for different level.

But I don't know if it's possible, it's just an idea.

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TornadeExtreme
TornadeExtreme

Bonjour comment télécharger les MODS far cry sur le site ? par exemple le mod farcry reloaded ? je ne trouve pas l'icon lol ..

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007pierre1
007pierre1

Le mod est en plein développement, on ne peut pas le télécharger pour le moment. Il faudra attendre fin 2020 pour peut-être avoir une première alpha jouable.

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KebabusSapiens
KebabusSapiens

i have one more legit question, its about music will you use far cry's og music? since its copyrighted it may not be possible and crytek could bitch about it. lets hope not, og far cry's music is awesome.

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roadiereloaded Creator
roadiereloaded

yes, reloaded will have some of the music from FarCry and some from Crysis. Copyright is no issue. This is a non-commercial mod. However its not going to be music to enhance the gameplay. In fact there will not be a soundtrack so that when there is a battle situation the music will change.
There will be a theme in the loading menu and ambient pieces at certain times entering a location. But that is it.

Reply Good karma+2 votes
KebabusSapiens
KebabusSapiens

yeah i kinda know how the music in cryengine works its really smart. you have your theme which could be say "volcano" and then it has "sneaking" "combat" "alert" sub themes in it as you play it changes dynamically super smart way to make music themes.

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roadiereloaded Creator
roadiereloaded

yup - but look at this ingame and listen closely to the smart music when the AI gets going at 1:00 - Vimeo.com ...
that is why there won't be smart themed music in reloaded. I need all the resources for the physics objects and AI.

Reply Good karma+2 votes
KebabusSapiens
KebabusSapiens

thats sad but i can probably do it my self since i know this program a little.

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Guest
Guest

MAN THIS GAME IS BIG PART IN MY CHILDHOOD, i would ask my frend to give the disk with the game and play it all day long, your project brings me those feels,i support you and want to how the final would look like ))

p.s best of luck to you

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roadiereloaded Creator
roadiereloaded

Hi there, I know what you mean - when the first Tomb Raider came out in the 90s there was a computer shop near my flat in Berlin and they had a computer that could run this game. I had never seen anything like it and would go there and play it for hours on end.

reloaded is made with crysis assets, vegetation and so on. So it will look like the first Crysis very much. But it will also be very different - it will have a dark and vicious tone in deep jungle and underground areas. On the water and along the beaches it will be much lighter without really getting the FarCry look. It will be gritty and have a more menacing undercurrent if that makes sense. Parts of the map like the waterfall and river section will hopefully get an epic Kong Island / TombRaider setting ambience. The tunnel and the lab zero section will have a zombie / Doom 3 mixture feel with some horror tone.

Because of how reloaded works I can't really 'pace' the game so to get the 'combat rush' that is very much in Crysis and to some extent in FarCry the AI networking will have to create situations where the player needs to be really fast and lucky to survive. Its a sandbox game so I hope I can figure out a way to 'sprinkle' epic moments into the level without forcing them on the player (no cutscenes..). If it works out it should be at least as much fun as playing the original crysis for most folks and more than 10 times better for the kind of player I am building this for.

Reply Good karma+2 votes
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