A long time ago (mid nineties) I was in high school, and I was doing hobbyist game development in Turbo Basic. The game series was called Inertia, and I managed to make three of these things — Wing Commander style presentation of a long, involved story featuring many characters that have evolved into the guys you read and play today. True, the missions themselves were primitive twitch action on a 2-D plane, but the story ENGINE was the fun part.
See, I made TB do things it was never designed to do, like music playback, digital speech, 256 color graphics, etc. And most importantly, I coded an entire scripting system to do Wing Commander style cut-scenes, with animation, artwork, sound, the works. I called it CinemaView 256 and it kicked much ass.
So when I decided I’d tackle the vague unknown of ‘How do I do cut scenes in the new kung fu game?’ I threw all NWN conventions out the window and I coded my own damn cut scene scripting engine. Behold, CinemaView NWN.
It’s fun to teach a game to do something else entirely, using your own rules you define, making generic and reusable components to cut down on the amount of repetitive code you have. I tamed that bad boy and designed a cut scene engine with incredible flexibility — it initially freezes all PCs in their tracks, then you can do any amount of fully speech-driven dialogue back and forth, animations, summoning in baddies, special effects… before returning PC control and getting on with the game. Very nice.
So, a few months from now (this is a 2 month project at BEST) you will be playing what feels very much like a 3-D Capcom side scrolling beat ’em up, with cut scenes, with interactive envrionments, with wacky special attacks, with multiple characters, with multiplayer support, with unlockable extra goodies. Beyond the fact that you only have to click once to continuously attack someone it’s not going to feel like NWN.
And the name?
“FIST OF DISCOMFORT”
A Fleet Street Production
This summer, get your kung fu on in style.