Support for campaigns? Saves are already there. It was just removed. WTF?
11-23-2013, 10:11 PM
#61
Support for campaigns? Saves are already there. It was just removed. WTF?
Rest In Peace, Old Friend.
04-26-2014, 05:22 PM
#62
This is an interesting post. I like that you actually gave some thought to your story in a way not too dissimilar to what I did (I took the story of my campaigns very seriously). I was inspired by you and wrote a similar write-up on sc2mapster.
I also like that you admit your flaws. It's honest, but also revealing of how much can change when creating a campaign. You mention writing yourself into a corner by having the action being set on one planet, which is a feeling I recognize. Alhough I avoided that exact problem by allowing planets to have more than one type of climate, there were many times where I couldn't implement a certain idea because of restrictions I put on myself. One such example could be that I had to drop many cool mission mechanics because they didn't fit the story, which isn't necessarily a bad thing (because the story is king), but it shows how hard it is to marry gameplay and story sometimes. When I write the story around the gameplay, the story is often jeopardized, and vice versa.
I played through the entirety of Subjection, and it's a great undertaking. Can I expect another campaign? Trust me, it's easier the second time around. Now you've done it, and you know what mistakes you commit.
04-26-2014, 07:08 PM
#63
The machinima just passed 50000 views: https://www.youtube.com/watch?v=J_IEGhZdeFM
Thanks man. Yeah there's a fine line between being your own biggest critic and just getting the damn thing released. I went into more details about things I would have changed at another forum:
I've got a new campaign in the planning stages, but this time I've got some people (Fanatic, Turalyon & VoK) to bounce ideas off of and co-write with. This time I'm putting much more effort into the planning stages, as well as the synergy between story/gameplay. It's unbelievable how much more the creative process gets streamlined when it's not just you by yourself. Likewise, if you're working on anything else, I'm always here for input.My biggest problems with Subjection:
1) Since Subjection was a learning experience, it was poorly planned out. I didn't intend for 6/8 missions to take place on one tileset.
2) Again, mission 1 was poorly planned. I originally made the map as a standalone, and then incorporated it into a campaign. Mission 1 is way too long and verbose. Way too many characters are introduced too fast. Cinematics in general are too long. Not good pacing for a campaign.
3) Subjection has a couple messages it conveys, but not any real symbolism or themes.
4) Protoss dialog was over the top. If you replay SC, most of the time Protoss just speak plainly, whereas I ransacked the thesaurus while making my dialog.
5) Logan and Parker's arcs were a tad superfluous. Really, Parker sort of disappears in the middle act only to rejoin forces with the heroes at the end again (which I poked fun at with his deja vu comment). He's too easily-gained of an ally.
6) Voice acting. I suck at it. Period. Need to hire professionals. Guess it's a symptom of having no budget though. :P
7) Every mission basically consists of the same concept of "we're about to wipe these guys out, but oh wait, before we can win something else swoops in and prevents us from doing so, further prolonging this conflict".
I could go on forever really. It's a miracle that I released the thing at all in the state it was in. Mostly I was just burned out and wanted to get it out there. Making maps in SC2 is time-consuming. But I'm happy with the reception.
Absolutely. In my opinion, this is the best attitude to have when crafting a campaign.(because the story is king)
07-27-2014, 10:37 PM
#64
I love you Avatar!