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[Unreal 227J] The One

Posted: 10 Jan 2020, 23:22
by Turboman
Developer: Turboman
Status: Beta Testing / On Hold
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Synopsis: The One is a small/medium-sized mappack for the upcoming Oldunreal 227J patch, inspired by classic unreal community maps such as Nali Cove, One Day or Tashara’s Cove, utilizing 227J’s latest features.
Welcome to the island of K’tharia, where the Nali have established a peaceful haven free from oppression. Unfortunately the island holds a dark secret, an ancient deity demanding a sacrifice. Unfortunate victims are drawn to the underground, never to be seen again. Unfortunately for you, you are about to become the latest victim…

Features:
  • Utilizes new 227J features and effects such as emitters, distance fog, staticmeshes, weather.
  • Explore 5 maps set on the island and the underground ruins beneath.
  • Face new variations of classic unreal enemies (a few courtesy of Qtit)
  • Meet other survivors and friendly natives, including dialogue (silent protagonist style)
  • Wield two new weapons, including a grapple-gun and a homing blade.

Latest News:
Currently the mappack is almost (99%) complete, but there’s a few things that urgently need to be done in order for it to be released, I’m not going to promise any date because it depends on a few things:
  • I need to wait for the final 227J release, no use in releasing it when only a few people can play it, plus many features are still subject to change and the mappack can still break from the current to final 227 release.
  • I need to add voice acting, I’m looking for anyone interested in helping out, otherwise it’s just me and Microsoft Sam.
  • Real Life, while I’m REALLY REALLY close I can still disappear for months in a row because you know, Real Life.

Links:
Oldunreal
Moddb
Youtube

Re: [Unreal 227J] The One

Posted: 13 Jan 2020, 22:19
by Mister_Prophet
Turbo, I have missed you my friend :)

I would have been worried about tying myself to the 227 patch but you've been here before with Firestorm. Only advice I'd give on voice acting is...if at all possible, consider how hard it would be to reverse action the story elements that NEED it into a functional alternative and then weigh that against how difficult you think it will be to record and mix agreeable voice talent for Unreal in 2020. If you think it's better to go forward then trust your own judgement, the best talent I ever worked with was Zynthetic but I don't regularly keep in touch and I do not know his availability. He is the only one I can suggest.

Re: [Unreal 227J] The One

Posted: 13 Jan 2020, 23:29
by Diego96
Alternatively it could be just plain text and let the maps do the talking.

Re: [Unreal 227J] The One

Posted: 13 Jan 2020, 23:32
by UBerserker
Diego96 wrote:Alternatively it could be just plain text and let the maps do the talking.


This. VA is unneeded in Unreal for a compelling story. Once again, don't go overambitious, keep things simple - you're pleasing a relatively small community.

Re: [Unreal 227J] The One

Posted: 14 Jan 2020, 17:46
by Preki
I second this. Every single voice acting effort in Unreal mods turned out to be cheesy, especially in cutscenes due to lack of proper facial animation. And the worst example that comes to mind is Operation: Na Pali in which the protagonist sounds like a dumbass talking to himself most of the time, effectively depriving the mappack form any form of seriousness. Scripted sequences (not cutscenes) and translator messages are one of things that made Unreal so great, after all.

As of the mod itself - by the Nali gods, no wonder you had to put Firestorm on hold, this is even better than JazzyB's Skaarj maps from Interloper.

Re: [Unreal 227J] The One

Posted: 19 Jan 2020, 11:47
by Turboman
UBerserker wrote:
Diego96 wrote:Alternatively it could be just plain text and let the maps do the talking.


This. VA is unneeded in Unreal for a compelling story. Once again, don't go overambitious, keep things simple - you're pleasing a relatively small community.


Point taken there, but the narrative has already been completed with these characters in mind, it's nothing big and fancy. Just brainless NPC's in need of help, spouting out one-liners, think of Chronicles of Weedrow vol. 1 to get an idea. I just thought it'd be better for them to say at least a generic sentence or two instead of doing the good ole BEEP BOOP BLIEP unreal message broadcast sound. I do not intend to create Shakespearean monologues that go on for hours.


Preki wrote:I second this. Every single voice acting effort in Unreal mods turned out to be cheesy, especially in cutscenes due to lack of proper facial animation. And the worst example that comes to mind is Operation: Na Pali in which the protagonist sounds like a dumbass talking to himself most of the time, effectively depriving the mappack form any form of seriousness. Scripted sequences (not cutscenes) and translator messages are one of things that made Unreal so great, after all.


There isn't much else to be concerned about, the protagonist won't EVER speak a word, as far as cutscenes go, there will be very rare situations where the player's control will be interrupted for a brief moment to establish a story detail, i personally think i really tucked these away nicely without being too obnoxiously un-unrealish (for example a big plot driver are a certain amount of dreams the player will receive from the ancient deity trying to enslave you) :)

Preki wrote:As of the mod itself - by the Nali gods, no wonder you had to put Firestorm on hold, this is even better than JazzyB's Skaarj maps from Interloper.


Yeah actually putting FS on hold is a story on it's own, lets just say that for the last few years (nearly a decade now) i've been struggling with some things IRL that i had to completely abandon unreal, but I've been itching to return and do something again! :o

Re: [Unreal 227J] The One

Posted: 27 Jan 2020, 20:06
by radios
Turboman wrote:
UBerserker wrote:
Diego96 wrote:Alternatively it could be just plain text and let the maps do the talking.



Yeah actually putting FS on hold is a story on it's own, lets just say that for the last few years (nearly a decade now) i've been struggling with some things IRL that i had to completely abandon unreal, but I've been itching to return and do something again! :o
a decade is a very long time, :( hopefully advances in medicine will be able to cure you :)