Shattered Horizon

Danson Delta-40Danson Delta-40 Join Date: 2012-06-24 Member: 153624Members
edited June 2012 in Modding
Hello, I am new here, but I am interested in this game, saw it a long time ago and unfortunately forgot the name. I didn't find it until a friend of mine showed it to me with an idea, remake one our favorite games in your engine. The game I am talking about is Shattered Horizon, a zero g FPS.

Here's the trailer: <a href="http://www.youtube.com/watch?v=NpD6pkA83k8" target="_blank">http://www.youtube.com/watch?v=NpD6pkA83k8</a>

At any rate the game didn't take off all that well. the learning curve was far too steep and only a select few liked it enough to stay.

What I am asking is, could it be remade using the Spark engine?


What I believe is needed for it to be made:

1.) Jetpack movements all around. You already have a jetpack, with an initial starting acceleration, I assume, so apply that to six axis of movement and slow it down.

2.) Rotational movement: Flip upside down and whatnot, just like in Shattered Horizon

3.) Import maps, models, and soundfiles from the original SH. SH used the 3d mark vantage engine, and is all custom, and only FM has the equipment to access the files. I sent an email to Futuremark asking for permission, and plan to send the president of FM a message since he's on my steam friends list.

4.) Free and easy. OFC it has to be free since its using Futuremark and the spark engine, neither rights I own or could even hope to own, but one of the turnoffs to SH was that it was 20 dollars.

5.) Attach to surface, and moving surfaces. In SH you could land on any surface with magno boots. We want to do that again, but better. In te original SH moving objects like crates didnt parent you properly to them, so if you stood still and didnt adjust, you'd be thrown off. We want to make it so no matter where you are, you are stuck to that object and can move around on it.


ONE LAST THING: Futuremark Game Studios was bought by ROVIO, so there is little to no hope of an SH2 or any other cool games by Futuremark, since Ollie (President of FM) pretty much said it was a financial fluke. I want to make a Shattered Horizon that will be remembered. If it means anything as well, we have a group on steam.

GROUP: <a href="http://steamcommunity.com/groups/SH-2" target="_blank">http://steamcommunity.com/groups/SH-2</a>

Would this be possible at all?

Comments

  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    I've always like the idea of zero g combat, but I agree that the learning curve of SH was a bit too steep. It should be a doable to reproduce those core game mechanics in Spark, but importing of SH models and maps would definitely cause some legal issues. you'd be better off creating a new mod from scratch that just has similar game mechanics.
  • Danson Delta-40Danson Delta-40 Join Date: 2012-06-24 Member: 153624Members
    Thanks for that. I needed the confidence. I really want to make this mod and so does my friend.

    We want to make it as close to the original SH as possible, only free and aaaah I see the legal issue now. Making models maps and sounds free from a ten dollar game.

    Meh, we asked them anyways. if it does come down to that then we can totally model our own awesome spacesuits.
  • blueyes77blueyes77 Join Date: 2012-06-24 Member: 153623Members
    This mod would bring a loads of customers to NS2 also, i hope there are people that could help us with this dream of ours.
    We can do similar stuff as SH, if FM is not willing to help us with this mod.

    Also numbers for interested people are growing and original SH community got that much wanted Indie victory for new indie developer.
    <a href="http://www.diygamer.com/2010/07/finals-shattered-horizon-dwarf-fortress-tournament/" target="_blank">http://www.diygamer.com/2010/07/finals-sha...ess-tournament/</a> It even won Torchlight:D

    I think that we can also help with Natural Selection 2, if we can only get this idea flying / floating:
    1. Zero-G environment
    2. Jetpacks working like in SH
    3. 3D map designer:D

    I really hope this is possible and i would definetely appreciate official Unknown Worlds developer responce on this.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    edited June 2012
    One of the problem is that Spark is not designed for outdoor environment, there is no automatic occlusion culling, the mapper has to had manually occlusion geometry for the engine to determine what is visible and what is not. It might be pretty bad on big outdoors environment.

    For importing the content, Spark has a specific binary map format, so it's not possible to convert a map without dirty tricks.

    This Shattered Horizon looks pretty cool I have to say. Do you really think you could do something better than this ? I mean, doesn't the steep learning come from the free 3D movement system ?
  • Danson Delta-40Danson Delta-40 Join Date: 2012-06-24 Member: 153624Members
    edited June 2012
    <!--quoteo(post=1946320:date=Jun 24 2012, 10:34 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Jun 24 2012, 10:34 AM) <a href="index.php?act=findpost&pid=1946320"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One of the problem is that Spark is not designed for outdoor environment, there is no automatic occlusion culling, the mapper has to had manually occlusion geometry for the engine to determine what is visible and what is not. It might be pretty bad on big outdoors environment.

    For importing the content, Spark has a specific binary map format, so it's not possible to convert a map without dirty tricks.

    This Shattered Horizon looks pretty cool I have to say. Do you really think you could do something better than this ? I mean, doesn't the steep learning come from the free 3D movement system ?<!--QuoteEnd--></div><!--QuoteEEnd-->



    We want to make it the same, only easier for people to play. The reason it was difficult was because of the free 3d movement. People just couldn't grasp it, and it really made you think about how you attack someone.

    Besides, half the people that did play it came in thinking it was COD and that they were going to be a hotshot with no competition. Then they met the Beta veterans people like me, who plowed them in to oblivion. We'd 30/0 kill them, because they came in talking trash and saying we all sucked. Inadvertently, the 40 or so Space Legends, as we were called, literally scared everyone off.

    BTW if you want to play it, we have a couple of groups on steam to organize games between the few who still somewhat play the game.
  • blueyes77blueyes77 Join Date: 2012-06-24 Member: 153623Members
    <!--quoteo(post=1946320:date=Jun 24 2012, 10:34 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Jun 24 2012, 10:34 AM) <a href="index.php?act=findpost&pid=1946320"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One of the problem is that Spark is not designed for outdoor environment, there is no automatic occlusion culling, the mapper has to had manually occlusion geometry for the engine to determine what is visible and what is not. It might be pretty bad on big outdoors environment.<!--QuoteEnd--></div><!--QuoteEEnd-->

    How large maps or areas can this Spark engine make and still work?
    Also is it possible to create large objects in different shapes than boxes?
    And is it possible to code this stuff to engine without ruining whole engine?
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    edited June 2012
    NS2 was designed to be moddable. All the game code is in LUA, you shouldn't need to even touch the engine, only LUA.

    You should probably start small, get the 3d movement working within NS2, then start expanding to the outdoor environments.

    There's also the map editor available today with the tools, you already have everything you need to begin.

    As for map size, I don't know if anyone's tried to do what you'd be trying, so the best way to find out is to play around in the editor and see what happens.
  • blueyes77blueyes77 Join Date: 2012-06-24 Member: 153623Members
    Thanks for info, we will start this project with NS2 mod tools and see where it gets us.
    Of course we will be playing NS2 also, it looks awesome!
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    So, I never played SH, but I'm familiar with it. I don't see any problem from a mapping perspective, it's not like a SH level requires a whole lot, a space station and a few floating space rocks. The engine doesn't have leaks, so create the geometry in the opposite fashion of NS2 (faces facing outward rather than inward) and have the empty space be space. create an entity that behaves like a light, a point with a set radius, that if a player goes beyond it, they are shot or die in some other fashion. The "outdoor environments" shouldn't stress the engine, because there wouldn't be any terrain, just whatever space junk the map consists of and a skybox.
  • blueyes77blueyes77 Join Date: 2012-06-24 Member: 153623Members
    <!--quoteo(post=1946352:date=Jun 24 2012, 01:12 PM:name=Caboose)--><div class='quotetop'>QUOTE (Caboose @ Jun 24 2012, 01:12 PM) <a href="index.php?act=findpost&pid=1946352"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So, I never played SH, but I'm familiar with it. I don't see any problem from a mapping perspective, it's not like a SH level requires a whole lot, a space station and a few floating space rocks. The engine doesn't have leaks, so create the geometry in the opposite fashion of NS2 (faces facing outward rather than inward) and have the empty space be space. create an entity that behaves like a light, a point with a set radius, that if a player goes beyond it, they are shot or die in some other fashion. The "outdoor environments" shouldn't stress the engine, because there wouldn't be any terrain, just whatever space junk the map consists of and a skybox.<!--QuoteEnd--></div><!--QuoteEEnd-->

    What if we could want to go inside map, like in some tunnel and fly through it and get outside?
    Also does NS2 have doors that open with some button or closes?
  • Tool8Tool8 Join Date: 2012-01-01 Member: 139405Members
    Don't want to be a grinch here, but I think the spark engine doesn't show players that are too far away. In fact the draw distance for players is notedly short in NS2. I'm pretty sure you'll face this problem alongside countless other technical challenges. Other than that: nice idea :)
  • blueyes77blueyes77 Join Date: 2012-06-24 Member: 153623Members
    <!--quoteo(post=1946359:date=Jun 24 2012, 01:50 PM:name=Tool8)--><div class='quotetop'>QUOTE (Tool8 @ Jun 24 2012, 01:50 PM) <a href="index.php?act=findpost&pid=1946359"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Don't want to be a grinch here, but I think the spark engine doesn't show players that are too far away. In fact the draw distance for players is notedly short in NS2. I'm pretty sure you'll face this problem alongside countless other technical challenges. Other than that: nice idea :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    How do you know this, have you guys made large maps with long distances?
    Does NS2 has scopes in guns?
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    edited June 2012
    I think you're right, I remember there being some comment about that recently. It's to reduce server load, only send info about nearby entities to players. I'm not sure if this is configurable on the LUA side. If it is, then you shouldn't have too much of a problem with it.

    If not, everything is still under construction, so it could change in the future to be configurable and part of the engine API available.

    If anything, you don't need to mimic SH exactly, you could design your maps around larger indoor zero-g spaces instead of outdoor.

    A lot of these questions haven't ever been posed before, so the best way to find out is to browse through the NS2 source code and see how it's done there.
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    <!--quoteo(post=1946355:date=Jun 24 2012, 02:38 PM:name=blueyes77)--><div class='quotetop'>QUOTE (blueyes77 @ Jun 24 2012, 02:38 PM) <a href="index.php?act=findpost&pid=1946355"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What if we could want to go inside map, like in some tunnel and fly through it and get outside?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Also, shouldn't be too difficult. Here's an example of what I'm talking about. This "map" is just a single rectangular plane, a light and a few required entities. No walls, no ceiling, just space, you can jump off the edge and fall into the infinite blackness if you so desired. building a tunnel is no problem, because there are no engine leaks. If you can build the geometry the engine will display it.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Also does NS2 have doors that open with some button or closes?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yes, or at least doors that open when you approach them. But I'm sure you can change the triggering event from proximity to pushing a button, it's all about how creative you are with coding, and I'm no coder.

    <img src="http://img577.imageshack.us/img577/2038/2012062400002s.jpg" border="0" class="linked-image" />
  • blueyes77blueyes77 Join Date: 2012-06-24 Member: 153623Members
    Thanks guys you are awesome, if you want to help lend hand sometimes as we are just learning things, register here:
    <a href="http://sh2-mod.webs.com/" target="_blank">http://sh2-mod.webs.com/</a>

    We don't have NS2 yet, but when paycheck arrives, we will make history:D

    That large boxed map looks very promising, does those guns have ironsights or sights at all?
    If view distance is far, we would need to use scopes on those weapons.

    Could anyone test that distance on huge map, how long you can spot enemy or what does it look like?
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    Max entity draw distance is 40m.
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    edited June 2012
    <!--quoteo(post=1946434:date=Jun 25 2012, 10:21 AM:name=blueyes77)--><div class='quotetop'>QUOTE (blueyes77 @ Jun 25 2012, 10:21 AM) <a href="index.php?act=findpost&pid=1946434"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That large boxed map looks very promising, does those guns have ironsights or sights at all?
    If view distance is far, we would need to use scopes on those weapons.

    Could anyone test that distance on huge map, how long you can spot enemy or what does it look like?<!--QuoteEnd--></div><!--QuoteEEnd-->
    No they dont but I made a scope model that is currently being uv unwrapped by Ulmont, problem is I dont know how to put it on the rifle I asked Charlie on twitter if one could mount the scope on the rifle using LUA but still no answer. anyway if it works it will be out there for everyone else to use in ns2 mods.
    Allso if we get this one right I will make multiple ones with different looks.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    edited June 2012
    The maximum draw distance is obviously a big problem for you, you should ask the dev's if it's possible to make it configurable before you start working seriously on this.

    <a href="http://www.unknownworlds.com/about" target="_blank">http://www.unknownworlds.com/about</a>

    I also think the movement code assume that up is in the y-direction, so you will probably need to rewrite big chunks of the movement and camera system, so that everything is expressed in terms of an arbitrary up vector. This is not a huge problem per se, but you need decent math/physics background to do it.

    For example we tried to make the camera of the skulk rotate when you walk on the walls and ceiling, but we never really had it to work correctly, since you also want to walk on walls with the correct camera rotation, maybe you can have a look at this:

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115926&st=60" target="_blank">http://www.unknownworlds.com/ns2/forums/in...15926&st=60</a>
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115601" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=115601</a>
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited June 2012
    <!--quoteo(post=1946444:date=Jun 25 2012, 03:41 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Jun 25 2012, 03:41 AM) <a href="index.php?act=findpost&pid=1946444"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The maximum draw distance is obviously a big problem for you, you should ask the dev's if it's possible to make it configurable before you start working seriously on this.

    <a href="http://www.unknownworlds.com/about" target="_blank">http://www.unknownworlds.com/about</a><!--QuoteEnd--></div><!--QuoteEEnd-->
    Would it be possible to work around this limitation by scaling down the size of everything (model size, movement speed)?
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    That's a smart idea, I guess it would work.

    But it would be simpler to adjust a single variable.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    Going by the trailer
    Impossible.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    NS2's occlusion culling has caused an issue with the design of one of my big projects that I'm looking to bring to the spark engine (game was originally designed for our Torque indie license, but torque doesn't support parent/child relationships, despite significant code contributions from my friend).

    The only solution I can really envision is reduced model sizes AND increased entity draw distance. I might need to wait until a future date and maybe license Spark for that particular game. As far as I am aware, draw distance is engine set, not game code set, but if anyone can show me that assumption is incorrect i'd be delighted :)
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