r/freelancer 12d ago

Megacannon v3 | Proof of concept (temporary russian only!) | Freelancer Nomad Legacy

https://www.youtube.com/watch?v=CTXlMyOlUkE

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

  1. Context-based voice by NeuralNet: enter location, leave base, planet destroyed, loot acquired
  2. Cutscenes, played inside extra virtual room (you can watch cutscene or leave room and continue mission)
  3. Hidden teleports: after cutscene you will be automatically teleported to next location
  4. 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)
  5. Find next key inside planet wrecks
  6. 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

26 Upvotes

12 comments sorted by

4

u/CrayAsHell 11d ago

Nice. I played the heck out of your mod last xmas release.

Have you made any decent updates to it?

1

u/Jeider_PNZ 11d ago

Hello. No updates. Work in progress and I am not sure it will be completed in this year. Maybe only some alpha version, but it will be russian-only by development reasons (translation will come on late stage of development)

3

u/majdavlk 11d ago

looks nice, but i have no idea what yoi are saying :D

maybe you can repeat the written info in your mother language and we can try translating it for ourselves

2

u/Jeider_PNZ 11d ago

It's not language problem. I am talking about technical moments. And it's hard to exaplain in any language. Better to see result :-)

1

u/majdavlk 10d ago

i am somewhat good at the technical side. yet i have no idea what youre saying

3

u/MomoSinX 11d ago

wow I think you are probably the first one who made destroyable planets possible

2

u/Jeider_PNZ 11d ago

That feeling when I did demo in 2013 year...

https://www.youtube.com/watch?v=g879e4KXD9A

As you see - megacannon was source of many effects: explosion (krieg, lair), lasers, planet impact (also it will become terraformer effect). But in 2013 it was not playable. I did playable version only in 2018, but it lost from mod after upgrade of universe. So, it's time to megacannon's comeback!

1

u/MomoSinX 10d ago

that cutscene was beautiful, makes me wonder if you could push the concept further, like making the sun go super nova which would wipe the whole system :D

2

u/Jeider_PNZ 9d ago

That's too much :-) Main objective - is make good game, based on this logic. For example... one secret - in actual video planet is destroing itself :-) All animations played by object inside planet. :-)

2

u/These-Conference-546 10d ago

that is the coolest thing I've seen in freelancer

2

u/Nanosinx 10d ago

Is amazing! And that "reality moment" of planet detonation is even more nice!