Crysis 1 Mod - adapting Crysis to FarCry 1 with alterations. Not a remake. This is a One level game. No new assets, weapons or gameplay features. PC version.

RSS Update March 0.3

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

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FCR march 2020 update 0.3


I have gone and switched the sandbox2 editor - now using the slightly newer development version that came with the crysis wars sdk. I had to setup the heightmap new. Same heightmap but unit size is 2 meters now which means the terrain size stays the same. 4096x4096. This brought down the memory footprint and I have hopes the final beast will load and play actually. All crysis and farcry maps use unit size 2 so it should be fine.

reloaded update3 copy


Working on the level and starting to think about the 're-skinning'. Going to take the easy route and just replace every single instance of Korea and US Army in the games .dds files with Krieger and some Blackwater type of Mercenaries. I think we can have one Vtol in the game and the amphibious vehicle. There is really no room for Tanks - not plausible either.

as for the mercs, We will use parts of the nano suit masks, sunglasses, Helmets, Nightvision and so on to have no Asian faces in the game so the player can get into the Krieger Mercenary backdrop mode. Maybe color the uniforms some to take them further from Crysis but that is it I think. Have to see how easy and believable it is plonking the US heads onto the Asian AI dudes...

made another little flythrough with bragging text too.

Now, while the video is uploading I should talk about the story of reloaded. This is not easy. There is need for some story in the game - true. But how to pull this off? We are not using triggers so we can't 'guide' the player. Any evolving story would have to come from locations and we don't know in which sequence the player visits the locations and we don't want to know that either. We do have the Crash and the first steps the player takes in the game to set the scene. So I think its best to provide 'Lore' in 2 ways. One is recordings, docs etc that can be found in locations and 2 is talk among the mercs.

the main lab is the where the game ends - and we need a closing scene (which has to be triggered ...) and the player needs to get something to enter the lab, that much we can do, only fair.

For now I plan to set the scenery for 3 main themes - one is Beach then Jungle and Underground. Jungle is for River too. Underground can be Fun (grabbing gear, exploring) or Horror (the Trigen research facilities). We have Night and Day and all outside locations have to work at all times too.

So apart from working on the level I have the story to think about and find ways to bring it into a real sandbox game. Thanks for watching reloaded.

Comments
War_Crimes
War_Crimes

Holy ****!

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pvcf
pvcf

maybe you should rethink your absolute disliking of triggers if you wanna have a story based game ?
you only could use a off-play story which is set by timers and does not interact with the world or the environment around player, but i'm not sure if this is immersive at all.

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Blue199
Blue199

I wonder how long it would take to implement trigens in Crysis though, and to what result.

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roadiereloaded Author
roadiereloaded

Hey Blue,
I can only 'fake' a trigen - consider a nano suit, make it albino (like the_grim did in that timetravel portal mod ... (chronoranger) Forum.crymod.org - then paint the dds so you get the nano skinned trigen - add a head that is scary and voila you have a trigen with all animations in place - speeding him up and setting the indoor environment to enhance the 'monster' could do the trick. We shall see.

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roadiereloaded Author
roadiereloaded

pvcf - good point but I would just mess it up. Even Crysis messed it up and they had talented people working ... when you run through the first level - Prophet is talking constantly, all the time ... trigger after trigger. And don't get me started on the constant 'you still have to eliminate the AA Guns Nomad, before we can bring in the big birds!'
Timers could maybe work but we don't know where the player is at any given time - however we could have things that take place at certain times like a major troop movement etc - but on replay the player knows about this ... not good.
I think it has to be a mix - one is location based immersion - the ambience of a place the player enters plus the AI reacting to the player - if the communication is implemented then the gameplay would get more frantic slowly - from undetected player via AI in alert state because of 'sightings' and then escalating into a frantic manhunt as the player comes closer to the main lab. But, not triggered so if the player keeps a low profile he can go the whole way undetected. The whole setup is so complicated - to hit the middle line between boring and every AI running towards you so to say ... we shall see.

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Kyle_K_ski
Kyle_K_ski

.
roadiereloaded,

The video was AMAZING. Gets the mouth watering in anticipation!

In regards to your story concerns...

I'm confident that you can avoid having to go through great pains to tell a super detailed story if you do a couple of main tasks:

1. Advertise the mod as mainly a TACTICAL experience. Be clear about this from the start. This way, the player WON'T BE EXPECTING a deep and elaborate story. They downloaded the mod for tactical action baby!

2. Supply CLUES as to what the story's about via recoverable cellular communication devices from the enemy. Higher ranker/tougher enemies would have more information on them. Remember my earlier suggestion of having the AI being able to call in support delivered by air? If the player SHOOTS DOWN the aircraft, he can recover a LOT of information.

Also, you could setup the story so that the KIND of intel that's revealed is by a GENERAL location. So, as the player gets closer and closer to the Trigen Research Facility, the data found on the cellular devices gets more and more specific as to the horrors that are being created there. I hope that this makes sense what I'm trying to convey. You won't have to worry and plot out where the player goes, nor in which order.

It's sort of like imagining that the Trigen Research Facility is a STONE that is dropped in water. The player starts out far away, where the ripples are small and the intelligence he gathers is limited. As he moves closer to the Facility, the ripples get bigger and likewise he gets more data from those he kills and loots. The player can approach the objective from any direction, the story still comes to him as a ripple. The more ripples he goes through, the closer to the stone he gets, and the final reveal happens right at the stone, at the Facility.


3. In terms of Trigen-monsters, what if you made them more like the enhanced-enemies from the FEAR series? Could you imagine having to fight enemies LIKE THOSE on that island, both within buildings, and out in the wild? And at night? Fear.fandom.com

Hope these ideas help you out in some way. Keep up the GREAT work, and for the updates. They get the blood pumping!

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roadiereloaded Author
roadiereloaded

Thank you Kyle_K_ski,
good points yep. The stone ripple analogy is great - that is feasible - I guess picking up information from 'fallen' enemy AI is not so hard to implement. And entering the facility should be like entering a tomb - lots of hints as to what happened - 120 scientists trapped by the security AI and doomed to be slaughtered by their own creation.
You are right - reloaded is meant to be a tactical game for replay value - I will see if I can squeeze in the story mission somewhat so that on each launch it becomes an adventure that can be played in a hundred different ways. I think the story should be in items that can be picked up - it might just work along with day night cycle, different environments and the AI reacting as a Family to player errors. Maybe I don't have to worry about the immersion - it might just materialize through the detail put into the level, trying to anticipate what the player is going to do usually backfires anyway. Thanks for the inspiration.

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Megalolpronoob
Megalolpronoob

Wow, wow! Nice!

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