ofp:missions:campaign_design
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ofp:missions:campaign_design [2007/07/12 13:56] – created campaign_design initial page snakeman | ofp:missions:campaign_design [2024/07/31 13:08] (current) – links added. snakeman | ||
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- | ====== Campaign Design ====== | + | ====== |
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+ | [[https:// | ||
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+ | **Operation Flashpoint (OFP)** aka ArmA: Cold War Assault (CWA) | ||
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+ | **Campaign Design** by Snake Man | ||
This is some thoughts about how to design a campaign. | This is some thoughts about how to design a campaign. | ||
- | First of all you need to decide if its a storyline | + | First of all you need to decide if its a story line driven or mission content driven. What it means is that if you have really good story line, you can manage with slim mission content (however it is at the end first person shooter which you cant forget) or if you lack story line elements you need to beef up the mission content to the maximum. |
- | **Storyline | + | **Story line Driven** |
- | You have intensive characters which player familiarizes and attaches himself, there is alot of cutscenes which make movie kind of atmosphere and tells the story. This sort of campaign can be small like 5-10 missions or so. | + | You have intensive characters which player familiarizes and attaches himself, there is a lot of cutscenes which make movie kind of atmosphere and tells the story. This sort of campaign can be small like 5-10 missions or so. |
**Mission Content Driven** | **Mission Content Driven** | ||
- | If the storyline | + | If the story line is slim, there is maybe no characters to recognize, cutscenes are just something random or similar non interesting, |
- | Of course who's to say that you cant have storyline | + | Of course who's to say that you cant have story line driven campaign of 200 missions with team and weapon save, I just haven' |
====== Mission Techniques ====== | ====== Mission Techniques ====== | ||
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**Campaign description.ext** | **Campaign description.ext** | ||
- | When you have decided what sort of campaign you want to have, you must make absolute sure that the campaign description.ext (not the mission!) works perfectly, this can be easily tested with the // | + | When you have decided what sort of campaign you want to have, you must make absolute sure that the campaign description.ext (not the mission!) works perfectly, this can be easily tested with the // |
**Triggers** | **Triggers** | ||
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**Music** | **Music** | ||
- | Put all music files into the campaign root under its description.ext so they are available on all missions, this way you can have many tracks on all missions with only one sound file download per track. It is stupid to duplicate same music track for two or more missions on their individual mission\music\ dirs. | + | Put all music files into the campaign root under its description.ext so they are available on all missions, this way you can have many tracks on all missions with only one sound file download per track. It is stupid to duplicate same music track for two or more missions on their individual mission\music\ dirs. For more details please read [[ofp: |
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+ | **Scripts** | ||
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+ | Put all your scripts into campaign root under " | ||
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+ | ====== Design Document ====== | ||
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+ | **Creating Campaign Manuscript** | ||
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+ | When I design a campaign I can just start to slam units in editor which shapes itself then into a campaign, this actually was what happened to //PMC Command Campaign//. It started with one generic mission, then came another one and soon I noticed I already changed island when I did the missions in campaign style. Lateron PMC Command Campaign evolved into its present state which is so much more than it started, even its name evolved to [[https:// | ||
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+ | Another way is to not even touch mission editor, but open a text file and map of the island terrain(s), then start to plan how you want to missions to proceed by looking interesting places on the map or just to see that you cover each city or landmark. You then proceed to write the mission names, dates, times and small descriptions into the text file. Also recently on the **PMC Joint Justice** campaign I wrote the normal text file, but also made 1 jpg image out of each mission showing illustration in the island map of where the units are starting, attacking, defending and where the objectives are etc. It became so easy to afterwards start to build the missions in mission editor, as the complete manuscript / design document was already done. In programming circles its been said that you have to design the program first, then the coding itself goes without a problems. I'd say same applies to campaign creation. | ||
====== What you should know ====== | ====== What you should know ====== | ||
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* Make use of root\Scripts\ directory for all your scripts | * Make use of root\Scripts\ directory for all your scripts | ||
- | ====== Notes ====== | ||
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- | This text is work in progress, more to come, stay tuned... |
ofp/missions/campaign_design.1184248591.txt.gz · Last modified: 2007/07/12 13:56 (external edit)