gentleniceguy wrote:This project looks great! What happened to it?!?!
Well, it’s been a while, and another since then. I’ve finally wrapped up my educational pursuits for the time being, so I’ll share some thoughts…
MPDX was a constantly churning clutch of disjoint notions I came up with while playing Marathon and living in Japan in 2009. I wanted to create a somewhat open-world, non-linear, sandbox-esque game out of a game that is none of these things, using the then new-ish potential of LUA scripting, high-res textures, and 3d models. If you reread the thread, you can see what happened, but the summary in my own dim recollection is as such:
I had gone about all sorts of muckery in exploring the various avenues through which I could push things to their limits. This even included an inventory system that replaced the map, arbitrary items (you can do a lot in LUA through the map with annotations, so long as you don’t use the map,) moving interactive 3d scenery such as doors and interactive vending machines… Oh, and hallucinogenic drugs, too.
Over time, the sheer vastness of things I could do kind of bogged me down in a situation where there wasn’t any clear plan of what I actually would do. In the end, what bled off any chance of MPDX becoming an actual scenario can be broken down into the following:
The time to create all the content assets I wantedTextures in high-res with bump maps and all the bells and whistles, 3d objects (again with nice texturing), and so on. It’s the little details that make up for simplistic map geometry, which is why these are probably the most important parts of anything like MPDX.
The implementation and testing of all the LUA scripting to make the game actually workAgain, essential to making it happen. You need more than one map to fit everything, and you need to stitch it together with script tricks. Doors and interactive scenery, as well as other RPG-ish crap all need a lot of stuff happening in scripting. I wasn’t a very good coder/scripter back then anyway, but I did learn a bit from the experience.
The mappingOh god, the mapping. If anyone has seen those maps I did for one contest or another, I can’t remember if anyone actually did get to see the finished product. I think at one point it actually broke Aleph One because of a hard limit on indices or something like that. TL might remember that, I think it annoyed/flabbergasted him a bit. I had overlapped a bunch of floors, split polys everywhere, and basically tried to cram as much shit as possible into a single map. That was like a pretty solid month spent just on that, which was fun, but borderline obsessive. I would have probably expected myself to keep doing that for as many maps as necessary to build the world for MPDX. I even had thoughts to have like a sewer underneath the entire city that would have had non-linear exits and stuff so you could move around… It was a mess. Getting that deep into things means spending time fixing things, tweaking things, and sleeping poorly. I wound up with writers block more than once trying to sketch out parts.
Things I couldn’t/didn’t figure out or just weren’t possibleBridges, tunnels, buildings with doorways, windows, AND roofs without being too gimmicky or buggy, elevators, escalators, etc.
Ultimately, one person isn’t enough to do all of that before hell freezes over, especially if they’re also trying to have a life, go to school, work, and so on. It just kind of faded after a while. Never mind the fact that I have like 3 gigabytes of random crap including textures that were redone or not used, models that were half finished, and levels revised 1000 times. All sorts of junk that just became too much of a task to sort through, and were shuttled around through new computers at least once or twice.
So to look at the more recent history of nothing…A couple of months ago, I decided I’d at least finish the vending machine. I planned to make a really nice model, with high res texture, bump, glow, the whole nine yards. I was going to rewrite the LUA script, and include the HUD script to do the whole buying items thing. I had pretty much finished the project, and then… crash. Lost a lot of data due to corruption, including the model and the texture files. Oops. That basically killed it. I had more important things to deal with, so I forgot about it. I don’t even have any of the surviving stuff like screenshots right now, since I’m overseas and using yet another machine at the moment.
I decided to stop in and see what was going on today. The most recent Halothon stuff is actually starting to make me reconsider taking this up again as a hobby, but I realize that any promises would be worth as much as used toilet paper in a world of shit. If I could get thedoctor and co. on board, that might help seeing what they did for Halothon. I think that nothing I have proposed or imagined is entirely impossible, it just really needs a lot of work, and better organization/planning. I've at least laid down some examples of what *can* be done in esoteric avenues, and Halothon is also proving the flexibility of Aleph One in a very promising way.
If anyone wants to hear about some of the weird crap I did, or to discuss the stuff I didn’t do, I’d be happy to talk about it. I can’t really do anything about uploading the old stuff until I get home sometime in April, but otherwise I'm down to extrapolate on anything I've mentioned so far.