Topic: [SUBPROJECT] Introduction cutscene

Introduction cutscene
Administrative

These are the specifications of the introduction cutscene. According to this, the leaders of this task are: Race (art), KZR (audio) and SilverstepP (scripts). We have a deadline of 3 weeks (until Saturday, April 2nd, 2011), hence I ask the leaders to send me, in intervals no longer than every 3 days, an estimative, in percentage, of the progress of your work. You can send the percentages to this thread, via PM or to my e-mail: alemartf at gmail dot com

You, task leaders, are responsible for getting this done on time and according to the specifications below. I'll be here to assist you in anything you need, but I can't do the real work myself. I'll be logging the progress. You're free to do the work the way you are most comfortable with. Since there must be cooperation between the 3 of you, I encourage you to use this thread to exchange media and ideas.

If you're not a task leader in a specific area and want to help in that area, we invite you to. You will be credited. The leader on your area (art, audio or scripts) will decide how to incorporate your contribution and will tell you about eventual changes your work might need. Task leaders have autonomy. However, again, the responsibility of getting things done on time belongs to the task leaders!

If you have any questions, please contact me. My msn, gtalk, email: alemartf at gmail dot com



Specifications

Summary

Images appear on the screen like a slideshow, while a narrator speaks a text in a dark, deep voice. A dark and calm music is required. Subtitles must also be displayed. This is the text of the cutscene, taken from the Game Design Document:

Long time ago, the ancient gods have created a sacred and powerful item, the Dimensional Scepter. This scepter grants ultimate power to anyone who possesses it, and since it can be very dangerous in the wrong hands, the gods have hidden it in the Dimensional Gate.

Gimacian the Dark is an evil wizard who needs darkness to increase his powers. He knows where the Dimensional Gate is located and he will try to open it using the Dimensional Rings. If he gets that power, he will rule the universe, and nothing will be able to stop him. Surge and his friends must prevent Gimacian the Dark from opening the gate, or existence as we know it will be over!

http://upload.surgeswarehouse.com/upload/specs.png

As we value creativity, task leaders are free to change the specifications a little bit. Please don't change it too much, as we need to tell the main plot in a short amount of time.

Art

The screen area is 320x240. We'll need a few polished drawings. The list of drawings is given below (4, in total). You can save your pictures as .jpg

Audio

Dark, calm background music. Dark, deep voice for the narration. Splitting the narration in a few .ogg files will help the scripting part. How the narration must be split up is said below. Watch out the file sizes!

Scripts

In order to achieve a nice widescreen (16:9) effect, there must be two black strips of 320x30 pixels at the top and at the bottom of the screen (note that 320/180 = 16/9). The subtitles are displayed in front of the bottom strip, and the dark image, provided by the art area, is displayed behind the two strips.

In order to avoid monotonicity, there must be a slow movement of the dark image. So, for example, when a picture of Gimacian the Dark appears, you can make it move slowly to the left. Make sure that there are no borders on the sides of the image!

The subtitles must be stored in languages/english.lng, so that people can translate them later. Use TTF fonts, as they support special characters. The text must appear like one letter at a time. Example:

L
Lo
Lon
Long
Long
Long t
Long ti
Long tim

etc.

Of course, the subtitles must be synchronized with the narration in terms of art and in terms of audio. You can clear the subtitles if the screen gets too full.

Make it all in one .lev file, as there must not be loading screens in the middle of the cutscene. Fade in/out effects must be fast (like half a second).

Timeline

<START>

* fade-in
* display image: the dimensional scepter with some light on it (because it's mystical, sacred and powerful)
* narrator speaks: Long time ago, the ancient gods have created a sacred and powerful item, the Dimensional Scepter. This scepter grants ultimate power to anyone who possesses it, and since it can be very dangerous in the wrong hands, the gods have hidden it
* fade-out
* clear subtitles

* fade-in
* display image: the dimensional gate
* narrator speaks (with emphasis): in the Dimensional Gate. (PAUSE)
* fade-out
* clear subtitles

* fade-in
* display image: Gimacian the Dark and a Dimensional Ring
* narrator speaks: Gimacian the Dark is an evil wizard who needs darkness to increase his powers. He knows where the Dimensional Gate is located and he will try to open it using the Dimensional Rings. If he gets that power, he will rule the universe, and nothing will be able to stop him.
* fade-out
* clear subtitles

* fade-in
* display image: Surge, Neon and Charge posing like heroes
* narrator speaks:  Surge and his friends must prevent Gimacian the Dark from opening the gate, or existence as we know it will be over!
* fade-out

<END>

Good luck and have fun!! wink

The clock starts ticking... NOW!

Re: [SUBPROJECT] Introduction cutscene

Progress log

https://spreadsheets0.google.com/oimg?key=0AnwwyfcLWzIPdFd6UElSUmFGYWh4REpFUlgzVFRrNUE&amp;oid=2&amp;zx=uv5w0zt82rja

Spreadsheet: https://spreadsheets.google.com/ccc?key … &hl=en

The green curve in the graph is the control curve. Above the curve means good: we're doing things on time. Below the curve is bad: we're late.

This is based on the estimations given by the task leaders.

Hit F5 to update.

Re: [SUBPROJECT] Introduction cutscene

end of day #1,

I haven't received the percentages of the task leaders today, so I'm assuming it's all 0%

https://spreadsheets0.google.com/oimg?key=0AnwwyfcLWzIPdFd6UElSUmFGYWh4REpFUlgzVFRrNUE&amp;oid=2&amp;zx=uv5w0zt82rja

Re: [SUBPROJECT] Introduction cutscene

end of day #2,

everything is still at 0%. I know it should be more than 0%, as there is some work being made, but I haven't received any percentages from the task leaders. Please send me your percentages. Thanks. smile

https://spreadsheets0.google.com/oimg?key=0AnwwyfcLWzIPdFd6UElSUmFGYWh4REpFUlgzVFRrNUE&amp;oid=2&amp;zx=uv5w0zt82rja

Re: [SUBPROJECT] Introduction cutscene

These are the drawings of some scenes from the cut-scenes big_smile :

http://upload.surgeswarehouse.com/upload/opensurgeheroes.jpg

http://upload.surgeswarehouse.com/upload/dimensionalobjects.jpg

I'll redo my Gimancian's drawing  to look more evil.

Last edited by Race the Hedgehog (2011-03-15 02:19:05)

PunBB bbcode test
Creating and Editing Sprites.

Re: [SUBPROJECT] Introduction cutscene

2 days passed and there are no contributions or volunteers on this side. i'm going to start recording the narration tomorrow, even if it is temporary. Jobro's dramatic cutscene song will be used (unless a better one comes up) and a rough shorter version of it is already done. I'd say we're under 10% right now

https://image.ibb.co/kuSYrm/SD_sml.pnghttps://image.ibb.co/kHq8P6/SeD_sml.pnghttps://image.ibb.co/cJf8P6/LTot_W_sml.png

Re: [SUBPROJECT] Introduction cutscene

thanks for the feedback. smile

Re: [SUBPROJECT] Introduction cutscene

end of day #3,

art = 5%
audio = 10%
scripts = 0%

https://spreadsheets0.google.com/oimg?key=0AnwwyfcLWzIPdFd6UElSUmFGYWh4REpFUlgzVFRrNUE&amp;oid=2&amp;zx=uv5w0zt82rja

Re: [SUBPROJECT] Introduction cutscene

end of day #4,

the scripting part has advanced a bit, but we're still below the ~20% expected for this date.

https://spreadsheets0.google.com/oimg?key=0AnwwyfcLWzIPdFd6UElSUmFGYWh4REpFUlgzVFRrNUE&amp;oid=2&amp;zx=uv5w0zt82rja

Re: [SUBPROJECT] Introduction cutscene

end of day #5,

no progress. percentages, please? thanks smile

https://spreadsheets0.google.com/oimg?key=0AnwwyfcLWzIPdFd6UElSUmFGYWh4REpFUlgzVFRrNUE&amp;oid=2&amp;zx=uv5w0zt82rja

11

Re: [SUBPROJECT] Introduction cutscene

20 % here. recorded the narration, but i think my voice isn't so good for this neutral i still have to edit it though and fit it to a smaller version of jobro's song

https://image.ibb.co/kuSYrm/SD_sml.pnghttps://image.ibb.co/kHq8P6/SeD_sml.pnghttps://image.ibb.co/cJf8P6/LTot_W_sml.png

Re: [SUBPROJECT] Introduction cutscene

KZR wrote:

20 % here. recorded the narration, but i think my voice isn't so good for this neutral i still have to edit it though and fit it to a smaller version of jobro's song

thanks for the numbers. smile

can we hear a preview of the voice? maybe i can help you with that, but there's no guarantee my voice is better than yours for this task tongue

Re: [SUBPROJECT] Introduction cutscene

end of day #6,

we're late.

https://spreadsheets0.google.com/oimg?key=0AnwwyfcLWzIPdFd6UElSUmFGYWh4REpFUlgzVFRrNUE&amp;oid=2&amp;zx=uv5w0zt82rja

14

Re: [SUBPROJECT] Introduction cutscene

Great news people: here's a mockup of the audio part of the intro

http://dl.dropbox.com/u/20216605/opensurge%20intro.ogg

Narrated by Optimus Prime big_smile

IMO it will be much easier for everyone if the narration is included with the music, instead of making separate files. And I hope we can hear Jobro's full song somewhere in the game. Here i managed to reduce everything to 1:20 (80 seconds, 20 for each part maybe) what do you scripting people say?

Last edited by KZR (2011-03-19 11:31:39)

https://image.ibb.co/kuSYrm/SD_sml.pnghttps://image.ibb.co/kHq8P6/SeD_sml.pnghttps://image.ibb.co/cJf8P6/LTot_W_sml.png

Re: [SUBPROJECT] Introduction cutscene

KZR wrote:

Great news people: here's a mockup of the audio part of the intro

http://dl.dropbox.com/u/20216605/opensurge%20intro.ogg

Narrated by Optimus Prime big_smile

IMO it will be much easier for everyone if the narration is included with the music, instead of making separate files. And I hope we can hear Jobro's full song somewhere in the game. Here i managed to reduce everything to 1:20 (80 seconds, 20 for each part maybe) what do you scripting people say?

Perhaps. I'll try to script in a mock-up with placeholder images and see what happens.

Re: [SUBPROJECT] Introduction cutscene

end of day #7,

What are the updated percentages, guys?

https://spreadsheets0.google.com/oimg?key=0AnwwyfcLWzIPdFd6UElSUmFGYWh4REpFUlgzVFRrNUE&amp;oid=2&amp;zx=uv5w0zt82rja

17

Re: [SUBPROJECT] Introduction cutscene

Audio should be reaching 50% by the time we agree on how long the intro should be and how it should sound.

Then i think the next 50% are a matter of having everything synced and doing minor required edits to fit audio to images and scripts. Unless there is something else i may have forgotten.

https://image.ibb.co/kuSYrm/SD_sml.pnghttps://image.ibb.co/kHq8P6/SeD_sml.pnghttps://image.ibb.co/cJf8P6/LTot_W_sml.png

Re: [SUBPROJECT] Introduction cutscene

end of day #8,

https://spreadsheets0.google.com/oimg?key=0AnwwyfcLWzIPdFd6UElSUmFGYWh4REpFUlgzVFRrNUE&amp;oid=2&amp;zx=uv5w0zt82rja

Re: [SUBPROJECT] Introduction cutscene

KZR wrote:

Audio should be reaching 50% by the time we agree on how long the intro should be and how it should sound.

Then i think the next 50% are a matter of having everything synced and doing minor required edits to fit audio to images and scripts. Unless there is something else i may have forgotten.

For the scripts to progress further, we need to establish a speed and length before I can get much of a real start on the scripting. Most of the progress I have right now is from making sprs and the like. Plus we need to determine the whole 'lng' gap that will undoubtedly arise from this. (for if the english translation is much longer or shorter than any other given translation)

Is there any way or formula to make it so I could plug in any given amount of time and have a calculation determine how fast the text output should occur based on the number of characters in the .lng definitions? I don't know any way that the engine could count that value at the moment, and for multiple language translations, this could be crucial for not only this cutscene, but for nearly all of them.

If we could somehow come up with some universal formula to do this, making these cut-scenes would be a lot easier.

Or....

...we could just do a different text effect method completely. Just making a full sentence fade in and out would be a lot simpler than typing it character by character, and it also would solve synching issues a lot easier. Unless there's a particular reason that it should be typed character by character.

Re: [SUBPROJECT] Introduction cutscene

I believe jobro's music can be a good guide to the timing, but ultimately, you and KZR must figure out this issue together.

----

Regarding the scripting... I understand the problem. Starting from revision 556, you can...

Tip: immediately after you call textout, a global variable called $_STRLEN will be set to the length of the text passed to this command.
Source: http://opensnc.sourceforge.net/wiki/ind … ce#textout

With this, you can solve your problem. You can make textout print a copy of the text outside the screen to get its length, then you use it to calculate the rate of the appearance of the letters in the subtitles.

Example:

 // create this object on startup
 26 object foo
 27 {
 28     always_active
 29     detach_from_camera
 30 
 31     state main
 32     {
 33         hide
 34         set_absolute_position 50 50
 35         textout default 0 0 "$LANG_LANGUAGE"
 36         let "$x = $_STRLEN"
 37         textout default 0 20 "<color=ffff00>length = $x</color>"
 38     }
 39 }

http://upload.surgeswarehouse.com/upload/s014.png

http://upload.surgeswarehouse.com/upload/s015.png

Re: [SUBPROJECT] Introduction cutscene

end of day #9,

https://spreadsheets0.google.com/oimg?key=0AnwwyfcLWzIPdFd6UElSUmFGYWh4REpFUlgzVFRrNUE&amp;oid=2&amp;zx=uv5w0zt82rja

Re: [SUBPROJECT] Introduction cutscene

end of day #10,

percentages, please? Are there any problems you guys can't solve in any way at this time? Please remember we're in the middle of the schedule (only 11 days left - April 2nd)

https://spreadsheets0.google.com/oimg?key=0AnwwyfcLWzIPdFd6UElSUmFGYWh4REpFUlgzVFRrNUE&amp;oid=2&amp;zx=uv5w0zt82rja

Re: [SUBPROJECT] Introduction cutscene

Race, KZR and SilverstepP: are things progressing? how much %? we're past the half of the deadline, and we're way below the control curve. Do you need help in some way?

I need the % to track progress better.

end of day #11,

https://spreadsheets0.google.com/oimg?key=0AnwwyfcLWzIPdFd6UElSUmFGYWh4REpFUlgzVFRrNUE&amp;oid=2&amp;zx=uv5w0zt82rja

Re: [SUBPROJECT] Introduction cutscene

I think it is a nice idea to have a deadline, but in some cases having a deadline set too soon where one has to rush things to be completed on time (like micro$oft always does) results often in less than acceptable quality. Look at Vista just as an example.

A more realistic deadline would be at least 3 months until the 1st July so every obstacle and hurdle in the path can be sorted out. Although I'm sure the dudes responsible for the tasks is up to them I still think it is in the best interest of this games credibility to give them the time they need. Unless you don't want this game to be the laughing stock of the year (afd and all).

Re: [SUBPROJECT] Introduction cutscene

Given enough commitment of the members, I firmly believe 21 days is enough to make such a small cutscene like this one. In fact, if we were all close friends who lived nearby, this could be done in much less time (in a weekend for example). Please remember that there are many bigger obstacles ahead, like making the Sunshine Paradise level and all the cutscenes associated to it! (see the Game Story in the wiki)

If I give you 3 months to make this cutscene - which lasts only a few seconds -, when will we release a first version of Open Surge? 1 year from now? Two? I tell you: never!

I'm not aiming for perfection, as trying to make things perfect inevitably results in abandoned projects. However, I really want the best you guys can do in 21 days. Experiences like this one (and others, like replacing the ripped graphics) will prove whether this development model based on community efforts is feasible or if it's just a waste of time.

... so the success (or failure) of this game is ultimately in your hands (community), as the execution depend on you. I'll always be here to provide direction and to assist you guys in whatever you need, but since the engine is now more mature, I'm no longer working insane amounts of hours in programming like I did in the past.

If there are any problems, please contact me.
You can send me a PM or an e-mail: alemartf at gmail dot com . This is also my gtalk/msn.