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#1 Posted at 2012-06-06 20:27        
     
Screens (WIP) http://imgur.com/a/zYtco

Background on Task Force 337 (373 irl) and the Joint Prioritized Effects List (JPEL):
http://www.guardian.co.uk/world/2010/jul/25/task-force-373-secret-afghanistan-taliban

Need to get formal mission objectives and details in order, but my goal is to deliver a similar experience to Razor's Edge (which also counts as a JPEL mission if it becomes a series), but with more to do and explore, tons of optional stuff and ways to add or change your fireteam. In the end, you'll go tear-assing across much of the Hazar-Kot map, you'll hunt Taliban hiding in caves up in the mountains, and you'll do favors for local civilians to get them to talk. You start at a remote OP near a safe-house, proceed into town, the rest will be up to you.

Requirements (subject to change):
Arma 2 CO
Hazar-Kot Valley by McNools
Tier One Operators by McNools


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#2 Posted at 2012-06-06 21:28        
     
Sounds like the start of another awesome mission headup. The screens look great. I really like your mission making style a lot. And on a related note, I plan on giving Razor's Edge a go later today. Feedback to follow.


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#3 Posted at 2012-06-08 18:15        
     
Worked on it almost all day yesterday, got a lot of detail into what is going to be a small beginning portion of the mission. I'm adding conversation trees (still unfortunately no voice acting), and dialogue options that change as the mission progresses. There is a ton of story to explore.

This is more of an exploration/investigation type of mission. You'll spend more time driving across the region and talking to people than in most user-made missions. It's more like that amazing 2nd mission from BAF with the Jackal patrol...but think of the Tier One setting I've been focused on with a gloomy but beautiful dusk sky that gets darker and adds challenge the longer you play.

There won't be too much CPU-intensive detail (I hope), you can do so much with so little in these addAction .sqf files. For example, I will not be including loadout choices during the briefing. If you want to change your loadout, there is an armory at Haven (your TF's HQ), but you can't just waltz past the guard, you need to request clearance from Panther Actual, your CO. Once you present clearance, you have access to a few forgotten favorites from Arma2, as well as a standard assortment of US and German weaponry (TF337 is fictionally based at Camp Marmal, reported home of the real-life TF 373, which also is the largest German Bundeswehr base outside of Germany).

This will likely take me a week or so, so stay tuned.

Here is a photo of your JPEL-listed target, Yemen-born Habib bin Sadah:


And a preview of the art for the loading screen:


Added 2 hours 41 minutes later:

Yes! Branching conversation paths, something I've always wanted to work toward learning. Now, depending on your response, you will have different outcomes and get pointed in different directions. It's gonna get labyrinthine on my end, but on the player's end it won't be too complex at all.

This post was edited by headup (2012-06-08 20:57, ago)


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#4 Posted at 2012-06-08 21:30        
     
Sounds great yet again headup. Gonna be another superb mission I'm sure.


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#5 Posted at 2012-06-12 00:57        
     
An update:

By far, this is my most complex and plot-driven scenario to-date. There are many points of conversation with the characters, as well as choices you will make as a player that will not only determine how the game is played (examples below), but showcase some of the moral and ethical issues surrounding the existence of TF337 and the JPEL.

I'd say I'm about 33% to 50% through what I think will be an adequately long mission. Depending on who you add to your fireteam, you might get access to new objectives, so I still need to figure out who to make available to join, and what information they may have. I definitely want that CIA operative who was MIA in Op. Razor's Edge to make an appearance.

Example of non-linear mission structure:
Your first lead in the hunt for your target is a meeting with the elders. However, they are not so comfortable sharing what they know up front. After doing "a favor" for one of the elders, you are given three clues to explore-- one of which is to speak to a local farm hand named Abdul Hakam. Depending on how you react to Hakam, he may join your fireteam, and once he is a member of your fireteam, he will tell you about some of his contacts. If you react the wrong way to Hakam, he will not join you, and thus you will not have access.

Later in the mission, you'll have more significant decisions to make, such as choosing between a frontal assault with UH-60M insertion, or stealth raid on a known enemy position. You will also be given the option to drop a bomb on a compound reported to house the target, but you will not be 100% sure.

Aside from the last part about bombing the compound blindly, the above-described stuff is in-place. You will be changing uniforms, disarming IEDs, chatting with a wide range of personalities, and eventually, you'll be doing a lot of killing...but also, hopefully, a bit of thinking as well.


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#6 Posted at 2012-06-12 01:13        
     
Sounds good. Look forward to giving this mission a go as well.


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#7 Posted at 2012-06-20 16:11        
     
I haven't really had a chance to work on this one in the past week or so. I was having some performance issues, CTD errors which I think I fixed by running Arma as an admin, and of course, when you get this deep into making a detailed mission, it takes longer and longer to play test.

Also, I spent almost all my spare Arma2-playing time experiencing The Forgotten Few campaign (as well as the Chechnya add-on version) created by King Nothing. I think it sets a new standard for SP scenarios, and it got me thinking a lot about my own mission and how it compared.

With soooo much dialogue that has to be read, I feel like it sort of takes away from the experience. Adding voice acting seems like such a pain though, to the point where it almost no longer seems feasible. I'm trying to edit down the dialogue wherever possible, but it's still going to be a text-heavy experience I think.

Anyway, I'll post more updates as I attempt to get back into developing the mission later today.






Tags: Alex, Headup, Jpel, Sp