Development > Artwork
Video in-game cut-scene movie clip planning
Destructavator:
--- Quote from: Hertzila on October 18, 2010, 10:17:40 pm ---Just a question but if the intro is supposed to show (if it shows) the initial attacks, shouldn't it be allowed to use the specific place's language in signs and such, if not even in speech? Since they are predetermined, it shouldn't be affected by the local language settings. German in Bonn most likely stays German, whether the player him/herself is from Germany or Australia.
--- End quote ---
Hmmmm.... That's a good point.
I guess, in the end, it depends on if the intro does indeed show the initial attacks as detailed in the plot, or if it simply shows a "generic" mission from a UFO detected to Phalanx troops landing at a crash site to deal with it, much like the old original XCOM Intro.
Once we start planning an intro storyboard, at that time that type of thing would be more clear, I guess.
Destructavator:
OK, here's a start of a plan/idea for a new intro.
1 - First a city is shown, a port city between terrain and an ocean or body of water, everything peaceful and hunky-dory, nice and calm. This is the first attached pic, although once I get some more simple building models a final product would look much, much better than this (I only have one simple skyscraper model used for this pic, and I rendered it at draft quality). Perhaps the camera could even be slowly drifting in the air toward the city, and/or slowly rotating, whatever.
2 - The Earth in space is shown, still nice and peaceful for the moment. Then, any calm music stops, and an alien mother ship/carrier approaches the planet.
3 - At a very high altitude, an individual UFO is shown descending away from the large carrier, headed down towards the surface.
4 - The UFO is shown flying above terrain, and the camera lingers on the UFO for a moment before shooting across ahead of the UFO's path to view the city, so it is clear that the UFO is headed *toward* the city.
5 - Phalanx aircraft are shown in the air, also above the terrain, on patrol but not (yet) near the UFO.
6 - A Phalanx pilot glances down at a radar display and sees the UFO as a detected object.
7 - The pilot looks up, and sees targeting crosshairs on the HUD showing where the UFO is, far ahead of the aircraft (second attached pic).
8 - The pilot presses a button, and,
9 - The HUD shows a zoomed box that shows a more detailed view of the UFO, on the HUD (third pic).
10 - The Phalanx aircraft are shown "punching it," increasing speed to full, racing to reach the UFO before it reaches the city.
11 - A few brief clips of some air combat, until a Phalanx missile causes the UFO to crash-land near or at the edge of the city. (Should the UFO down one of the Phalanx aircraft first, before it is beaten?)
12 - A dropship is shown in the air leaving a Phalanx base.
13 - The dropship flies over the terrain toward the city and lands nearby the crash site.
14 - Phalanx troops emerge, in the midst of a little chaos as civilians are running away from aliens that are shooting at them.
Crystan:
I really like that concept. I hoped that a earth from space view would be part of the intro. :)
Destructavator:
--- Quote from: Crystan on October 20, 2010, 03:41:05 am ---I really like that concept. I hoped that a earth from space view would be part of the intro. :)
--- End quote ---
I've actually already got a 3D model somewhere on a drive for the planet Earth, as viewed from space. Terragen 2 can also render fictitious planets in space or in a sky.
In the meantime, I just taught myself how to use the surface color shaders to add color to the mountains in a natural way, blended together.
H-Hour:
It's be worth getting a tally of what resources you need that you don't currently have. My thoughts:
1. Hi-poly pilot model at least from chest up, animated to look down (maybe use Origin's hi-poly soldier models?).
2. Hi-poly interior of an interceptor cockpit.
3. Hi-poly dropship? (If dropship is shown from far away only, then no hi-poly model needed. Same with interceptor.)
4. Animations of soldier models (assuming it use sOrigin's hi-polys), animated hi-poly civilians, and animated hi-poly aliens that are shooting.
I think this last scene is probably the most resource-intense of the series. An alternative ending that may be more manageable would be the following:
13. Dropship shown flying en route (Herakles).
14. Cut to interior of Herakles, screen shaking from the flight, soldiers strapped in. Big rumble, then the screen settles and the doors start to open. We hear chaos outside but only see the brightness of the light coming through the opening doors. Camera is framed in such a way so that as soldiers exit they block the light, screen fades to black.
This way you would still need the animations of soldier models, you'd also need a hi-poly interior of the herakles, but you wouldn't need all the civilians and aliens, or the destruction outside or any of that. I think creating and animating a chaotic scene would be a lot of work.
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