Shattered Horizon
Danson Delta-40
Join Date: 2012-06-24 Member: 153624Members
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?
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
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.
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.
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 ?
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.
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?
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.
Of course we will be playing NS2 also, it looks awesome!
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?
How do you know this, have you guys made large maps with long distances?
Does NS2 has scopes in guns?
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.
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" />
<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?
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.
<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>
<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)?
But it would be simpler to adjust a single variable.
Impossible.
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 :)