
Megacannon v3 | Proof of concept (temporary russian only!) | Freelancer Nomad Legacy
Proof of concept for new idea of SP-freelancer gameplay. This is NOT story-script-driven gameplay. Everything is based ONLY on level design: some amount of locations, divided by death zones, and unlockable teleports
In this video you can see
- Context-based voice by NeuralNet: enter location, leave base, planet destroyed, loot acquired
- Cutscenes, played inside extra virtual room (you can watch cutscene or leave room and continue mission)
- Hidden teleports: after cutscene you will be automatically teleported to next location
- Megacannon working without any story script - just fire on "generators" and make MegaCannon functional (this is cropped version of mission, in release version you also need to acquire "megacannon energy" in this system, it will be returned back later)
- Find next key inside planet wrecks
- Open final base by destroying of enemy fighters: every kill will increase rep to hidden faction (need to set less amount of destroyable ships later)
So... this is script-less-lancer and seems like it working. Some "skyrim-lancer", because without script you have no story-restrictions and can play game in any way.
But... as always. Skyrimlancer:
Expectation: a lot of possibilities
Reality: a lot of loadings (because I can't make teleports and keys without jumpgates and docking with bases)
Also. Internationalization already supported. But at the first is need to create main script and missions. This is only prototype
Main objective of this gameplay structure: make more FL and make it cheap as possible. Looks like it's still FL, not perfect, but ultra-cheap and not based on dangerous infinite 13 mission. I really afraid to make "crossfire-like" architecture, because it adds many restrictions and can broke game anytime