UGC Mission Design

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Ok guys, I could do with some people to test drive my new mission.

Just finished it and it's quite a complex one and has required a stupid amount of tweaking. I'd like if I could get some feedback on it, if you're interested.

 

http://www.infamousthegame.com/en_GB/infamous2/community/ugc/mission.html?missionId=82040a3f-a22e-47...

 

It's in Flood Town, not far from the bridge on the left.

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Level 6

Level 6
Mikal_Drey
Posts: 2,271
Registered: ‎23-09-2007
Message 2 of 9 (100 Views)

Re: Ok guys, I could do with some people to test drive my new mission.

[ Edited ]

hey hey

 

firstly, please dont be ofended if you dont like what i say. 

 

I had to abandon your mission twice on the evil route and i couldnt complete the good route. not specifically because of a flaw but mainly due to my playstyle bugging out your mission.

 

walkthrough.

 

I wasnt keen on getting frozen out as you played through your narrative as flashing icon = go there i felt like i was being forced to read rather than play through. i would have liked to read as i traveled there. 

 

when i got there and played throughthe narrative the mission died before i had a chance to think.  because of the way locking out cole works and the angle i entered the mission ment that my view of the event was cut off so without mini map icons i had no idea where to go and the timer was short.

 

I then got the evil side mission for some reason as being neutral (watching the outcome) gives you the evil side without the choice popup so it was a forced choice rather than me doing x or y as the mission asked.

 

then the first problem happened . .

 

I couldnt escape and there was no hint to how. I got power back, but wasnt aware of the limitation :/ and the item you had to give me power I kinda blew out the way and exhausted cole before i could escape. so i had to abandon.

on the second playthrough I couldnt figure it out as the trigger was unclear but i did escape by chance me randomly letting of steam :smileyhappy:

 

everything from then was fine except for the unclear triggers.

 

 

the second route i couldnt complete because of the timer timing out waaay before i got to each location. ( i like to stray a bit sometimes) i find the same issue with the normal side missions. i need a few seconds to find the event but it will time out. its all dependent on which direction i arrive fromm too as i can trigger an event and be on the other side of the building. i've lost bombs like that because they trigger as i'm floating by and the icon vanishes or i'm just gone by then.

 

overall i loved your narrative and the split pathing choice. the escape was a greeat touch too.

 

its a good mish, well done.

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Re: Ok guys, I could do with some people to test drive my new mission.

[ Edited ]

 


Mikal_Drey wrote:

hey hey

 

firstly, please dont be ofended if you dont like what i say. 

 

I had to abandon your mission twice on the evil route and i couldnt complete the good route. not specifically because of a flaw but mainly due to my playstyle bugging out your mission.

 

walkthrough.

 

I wasnt keen on getting frozen out as you played through your narrative as flashing icon = go there i felt like i was being forced to read rather than play through. i would have liked to read as i traveled there. 

 

when i got there and played throughthe narrative the mission died before i had a chance to think.  because of the way locking out cole works and the angle i entered the mission ment that my view of the event was cut off so without mini map icons i had no idea where to go and the timer was short.

 

I then got the evil side mission for some reason as being neutral (watching the outcome) gives you the evil side without the choice popup so it was a forced choice rather than me doing x or y as the mission asked.

 

then the first problem happened . .

 

I couldnt escape and there was no hint to how. I got power back, but wasnt aware of the limitation :/ and the item you had to give me power I kinda blew out the way and exhausted cole before i could escape. so i had to abandon.

on the second playthrough I couldnt figure it out as the trigger was unclear but i did escape by chance me randomly letting of steam :smileyhappy:

 

everything from then was fine except for the unclear triggers.

 

 

the second route i couldnt complete because of the timer timing out waaay before i got to each location. ( i like to stray a bit sometimes) i find the same issue with the normal side missions. i need a few seconds to find the event but it will time out. its all dependent on which direction i arrive fromm too as i can trigger an event and be on the other side of the building. i've lost bombs like that because they trigger as i'm floating by and the icon vanishes or i'm just gone by then.

 

overall i loved your narrative and the split pathing choice. the escape was a greeat touch too.

 

its a good mish, well done.


 

Interesting. I suspected a certain playstyle might cause fault. Well, there's really only a couple playstyles. "Go to the objective" and "straying away, then going to the objective". It seems you're the latter, from what you've said.

 

I don't know what you mean by "the way locking out Cole works and the angle I entered the mission". Are you talking about the first objective with the train carriage? I'm guessing you deviated away from the straight path and double-backed to go to the point at which the event occurs? That's the only way I can see people missing the event - because they entered the volume from a weird angle. If only there was a "look" camera of some kind. Things like this could be much, much easier to handle.

 

As for getting the evil path whilst just watching the event unravel without doing anything, you mean you let the timer count down and watched the execution? I'm not sure how that happened. Everytime I've playtested it in its final state, I was given the third outcome when doing this, not the evil or good paths.

 

Yeah, I did toy with the idea of just straight-up telling them how to escape the cage, but I really didn't wanna hold the player's hand. I thought it was obvious enough, being that there's only two items you can interact with from inside the cage. Guess I'll look into making the event more clear.

 

What did you mean by "wasn't aware of the limitation"? As in, didn't know your powers had been taken? There is an objective after you escape the cage that tells you.

 

As for blowing the item away, for some reason I didn't actually think anyone would do that. Is there a way to keep items perfectly still?

 

I adjusted the timers a couple times on that route, unsure of what would be just the right balance of panic but still being able to do it. I'll have to bump the time back up a bit then.

 

Thanks a lot for the feedback ^_^

 

 

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Level 6

Level 6
Mikal_Drey
Posts: 2,271
Registered: ‎23-09-2007
Message 4 of 9 (85 Views)

Re: Ok guys, I could do with some people to test drive my new mission.

[ Edited ]

when you take away the players control of cole the camera angle is fixed. i entered ok but the volume must have been slghtly off at my point of entry and the train carriage was all i could see and the camera was pointing left and towards the other carriage so i missed the event. i sorted mine by making cole walk to a specific point during the dialogue. you can force cole to a vantage point that way but the camera angle can still get a little screwy. - you can also trigger the event without going into the volume and you damage both partied and the execution timer will stil play out. i'll try and see if they will execute without triggering the dialogue.

I got the call from kuo about watching them die then i woke up in the cage. but oooooooh a 3rd path sounds intriguing.

using the transformer as a trigger wasnt clear because ingame they are only for draining. i didnt get any popup about missing powers.

 

 to add a hint you can silently load an objective by setting the objective time to zero and it will only then show on the players demand

 

dunno about making it clear other than having a hint or dialogue and the assets are limited. I had a bomb in mine purely for the narrative. there's nothing vaguely representng a switch :/ i liked the cage though and the way it opened up for you.

you can set items to zero damage and it shouldnt move (time mentioned in another thread about npc's) but you can also try the physics or spawn something drainable but more permanent (not sure what) basically i shot at each of the 4 walls to blast my way out. if youy have the dialogue after exiting the cage it would explain why it didnt appear after the first drain of the cone.

dunno about how you have the timers for the hostages i assumed you have 2 volumes 1 for proximity to set of the execution and one if you make it in time. i havent looked at your logic and only played the mission.

dont forget i was deliberatly trying to break the mission on my first playthrough. i playtested mine to destruction and it will still randomly bug out but thats because the ai is off slightly. one of your policemen walked through a wall and i had to exit the building to kill him.

i will try and playout path 3 and figure out why it wont activate..

good to see the effort you put into the story i bet it was a nightmare. the narrative in some ugc is better than suckerpunch :smileyhappy: and now ive played a few. i'm stunned that the main games side missions are as repetative and not adding to the cannon and playing out a mission rather than short pointless time sink events.

did you create the story on the fly or did you pre script and think it out before hand ?




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Re: Ok guys, I could do with some people to test drive my new mission.

[ Edited ]

 


Mikal_Drey wrote:

when you take away the players control of cole the camera angle is fixed. i entered ok but the volume must have been slghtly off at my point of entry and the train carriage was all i could see and the camera was pointing left and towards the other carriage so i missed the event. i sorted mine by making cole walk to a specific point during the dialogue. you can force cole to a vantage point that way but the camera angle can still get a little screwy. - you can also trigger the event without going into the volume and you damage both partied and the execution timer will stil play out. i'll try and see if they will execute without triggering the dialogue.

I got the call from kuo about watching them die then i woke up in the cage. but oooooooh a 3rd path sounds intriguing.

using the transformer as a trigger wasnt clear because ingame they are only for draining. i didnt get any popup about missing powers.

 

 to add a hint you can silently load an objective by setting the objective time to zero and it will only then show on the players demand

 

dunno about making it clear other than having a hint or dialogue and the assets are limited. I had a bomb in mine purely for the narrative. there's nothing vaguely representng a switch :/ i liked the cage though and the way it opened up for you.

you can set items to zero damage and it shouldnt move (time mentioned in another thread about npc's) but you can also try the physics or spawn something drainable but more permanent (not sure what) basically i shot at each of the 4 walls to blast my way out. if youy have the dialogue after exiting the cage it would explain why it didnt appear after the first drain of the cone.

dunno about how you have the timers for the hostages i assumed you have 2 volumes 1 for proximity to set of the execution and one if you make it in time. i havent looked at your logic and only played the mission.

dont forget i was deliberatly trying to break the mission on my first playthrough. i playtested mine to destruction and it will still randomly bug out but thats because the ai is off slightly. one of your policemen walked through a wall and i had to exit the building to kill him.

i will try and playout path 3 and figure out why it wont activate..

good to see the effort you put into the story i bet it was a nightmare. the narrative in some ugc is better than suckerpunch :smileyhappy: and now ive played a few. i'm stunned that the main games side missions are as repetative and not adding to the cannon and playing out a mission rather than short pointless time sink events.

did you create the story on the fly or did you pre script and think it out before hand ?





You're right in that I could force Cole to vantage point, but unless you can somehow make him maybe jump off the carriage or something with a script command, I don't think I can do it from the carriage. You can't make Cole jump, can you?
The 3rd path isn't anything really. If you let the execution happen, Kuo turns up and says about watching them die, but instead of waking up in the cage, you just fail on the basis that Kuo refuses to help you further in your quest to get all the Blast Cores. Why it sent you to the cage, though, I really don't know. Everytime I play through it, the correct thing happens.
I've fixed that generator problem now - it's more clear. And about the powers being taken, Cole says "Now to get the rest of my powers back..." and also the objective says "Fight through the police and drain the generators to gain your powers back."
Ah I see what you mean. Well as I mentioned a second ago, I've made it clearer. I'll muck about with the physics and maybe change the drainable item if I have to.
The timers for the hostages is just just one volume. You enter it and the timer begins. Wounding the Militia stops the execution. I've made the timer a bit longer and the volumes slightly smaller.
Thanks :smileyvery-happy:. Yeah it was definitely a nightmare. Getting everything together just to make sense narratively is difficult. For each route, you have to make sure the dialogue reflects the motives and the reasons for why Cole or some other character has done something. You've always gotta think "Would they really say that?" Stuff like that. Then there's the crazy logic involved in something like this. Takes a HELL of a lot of tweaking.
I pretty much came up with the story on the fly. I never plan anything out, really. I decide on a theme I want, like multi-path, search and rescue, escort, whatever, then look for neat locations in the game and draw inspiration as to the kinda things that could play out there.


 

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Level 6

Level 6
Mikal_Drey
Posts: 2,271
Registered: ‎23-09-2007
Message 6 of 9 (74 Views)

Re: Ok guys, I could do with some people to test drive my new mission.

no you cant make him jump or climb :''( its very limiting.

http://www.infamousthegame.com/en_GB/infamous2/community/ugc/mission.html?missionId=f12506fe-43db-42... thats my escort mission with 2 paths. it was a nightmare getting 2 seperate people to interract with each other. my narrative isnt as deep as yours but it should be smooth.

i used the power settings as well but as a difficulty preference picking up powers as part of a story is a good idea ive seen a few times.

when you remix your level do you need to upload it again or should you remix from the game ? as i deleted my level once (i could have cried) already and i dont want there to be one level on the server and a different level locally. I've left notes for remixers for difficulty setting tweaks along the path.

would be interesting to swap notes on how the escorting differs. and your dialogue is better than mine.

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Re: Ok guys, I could do with some people to test drive my new mission.

Yeah I'll give yours a go in a sec. You have to just reupload the mission. It should take over the older version of it.

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Level 6

Level 6
Mikal_Drey
Posts: 2,271
Registered: ‎23-09-2007
Message 8 of 9 (54 Views)

Re: Ok guys, I could do with some people to test drive my new mission.

found it.

IF you wait and watch - misison fail trigger (intended)
IF you harm both sides you get the ("good route" popup and "evil route" popup) a death scene with the dont harm both sides popup a few seconds later and then wake up in the cage.

was the dont harm both sides supposed to end in failure or spawn you into the cage because the dialogue doesnt fit when that happens.

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Re: Ok guys, I could do with some people to test drive my new mission.

Oh yeah, so it does. Nah you're not supposed to wake up in the cage, you're supposed to fail when you harm both sides because obviously you can't pick both in such a decision. Well, you could, but making a path for that would be silly.

 

Thanks, man. I just fixed the 'don't harm both sides' issue. Will re-upload.

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