AE:Trailer: Difference between revisions

From OniGalore
Jump to navigation Jump to search
(completed the list a bit, now let's see some footage)
(filling in some more)
Line 8: Line 8:
::[[User:Geyser|geyser]] 00:48, 28 July 2008 (CEST)
::[[User:Geyser|geyser]] 00:48, 28 July 2008 (CEST)
;Basic idea for the footage
;Basic idea for the footage
:Two sections: original Oni footage and Edition footage. There should be more than enough footage for the original Oni (e.g., ZDLO's Fighting School and stealth tactics, grenade jumping, some unmodded Serious Konoko stuff, maybe snippets from Resurrection or a few anthological screenshots).
:Two sections: original Oni footage and Edition footage. There should be more than enough footage for the original Oni (e.g., ZDLO's Fighting School and stealth tactics, grenade jumping, parkouring, maybe snippets from Resurrection or a few anthological screenshots).
:As for the Edition part, the basic idea is a sequence of feature highlights à la 1999 trailer, each highlight rather short, announced by similar-looking full-screen titles. Before and after the systematic highlights, there can be intense mixed-bag sections.
:As for the Edition part, the basic idea is a sequence of feature highlights à la 1999 trailer, each highlight rather short, announced by similar-looking full-screen titles. Before and after the systematic highlights, there can be intense mixed-bag sections.
;General advice
;General advice
Line 14: Line 14:
:Content doesn't necessary have to be in-game Oni (can be an external render or an editor view), as long as it looks good.
:Content doesn't necessary have to be in-game Oni (can be an external render or an editor view), as long as it looks good.
:Animated video is not a must (e.g., an ultra-quick slideshow is fine). Varied viewing angles and camera effects welcome.
:Animated video is not a must (e.g., an ultra-quick slideshow is fine). Varied viewing angles and camera effects welcome.
:A very nice setting for fights are the foggy rooms in {{C|11}}: the characters disturb the fog as they move, which is a feast for the eyes; plus, the rooms themselves have nice colors and shapes
;Specific scene ideas
;Specific scene ideas
*Mixed-bag (spanning first "verse" and "chorus" of NOLTT, and maybe the last chorus as well)
*Mixed-bag (spanning first "verse" and "chorus" of NOLTT, and maybe the last chorus as well)
Line 23: Line 24:
**characters appearing where they don't belong (globalization)
**characters appearing where they don't belong (globalization)
**animated consoles (those are easy to do, but easily overlooked)
**animated consoles (those are easy to do, but easily overlooked)
**fighting doppelgänger Mukades
**modded parkouring
**Konoko pointing the gun at the secretary in One Small Mistake
**...
**...
*Developer mode
*Developer mode
Line 48: Line 52:
**brutal Konoko (possibly with other ONCC) pwning the player (e.g., block-circle-backbreak, but ***pleeeeeeease***, not in the Warehouse!)
**brutal Konoko (possibly with other ONCC) pwning the player (e.g., block-circle-backbreak, but ***pleeeeeeease***, not in the Warehouse!)
**dodging fire spreads and projectiles (preferably in a realistic-looking situation, e.g., {{C|5}} SP1)
**dodging fire spreads and projectiles (preferably in a realistic-looking situation, e.g., {{C|5}} SP1)
**dodging grenades or Screamers: e.g., in the atrium of {{C|9}} for best results (the closer to the origin, the better)
**...
**...
*Alarm logic
*Alarm logic
Line 73: Line 78:
*Consolidated plot
*Consolidated plot
**black Strikers (aka Muro's pets): a good spot is at the end of {{C|7}}
**black Strikers (aka Muro's pets): a good spot is at the end of {{C|7}}
**Casey (challenging Konoko in the training course, or fighting alongside her at the Warehouse)
**Comguy ninja (maybe just a few of those in a combat stance), Kojiro facing Mai...
**Casey (challenging Konoko in the training course, or fighting alongside her; the {{C|2}} intro is a good setting to introduce him)
**BGI troopers (black Halo Spartans with phase cloaks, heavy weaponry and electric melee)
**BGI troopers (black Halo Spartans with phase cloaks, heavy weaponry and electric melee)
**BGI executives (men in black; trivially retextured male scientists; weird eyes optional)
**BGI executives (men in black; trivially retextured male scientists; weird eyes optional)
**DeLorean again? ^_^ (I even have a BGI HQ building... maybe worth an editor shot of two)
**DeLorean again? ^_^ (I even have a BGI HQ building... maybe worth an editor shot of two)
**a horde of Screamers homing in on Mai (e.g., in Hasegawa's room)
**Iron Demon (the best we can do is editor shots of either model, preferably the Walker)
**Iron Demon (the best we can do is editor shots of either model, preferably the Walker)
**...
**...

Revision as of 02:51, 31 July 2008

Soundtrack
  • First 50 seconds of Ambient Suite (the part that sounds redundant) for the mini-overview of Oni.
  • No One Left To Trust for the actual Edition trailer.
  • Maybe something else at the end (mini-credits)
Draft versions
HERE is something that I'll keep filling in with directions and placeholders. I don't have the ambition to author the final trailer myself in Windows Movie Maker and will do so only if I really have to. Otherwise, I'll expect others to reproduce the sequence with the editor of their choice. I will provide the ingredients of all the footage I use.
geyser 00:48, 28 July 2008 (CEST)
Basic idea for the footage
Two sections: original Oni footage and Edition footage. There should be more than enough footage for the original Oni (e.g., ZDLO's Fighting School and stealth tactics, grenade jumping, parkouring, maybe snippets from Resurrection or a few anthological screenshots).
As for the Edition part, the basic idea is a sequence of feature highlights à la 1999 trailer, each highlight rather short, announced by similar-looking full-screen titles. Before and after the systematic highlights, there can be intense mixed-bag sections.
General advice
Nice-looking and varied locations are a plus (e.g., if you want to show new AI skills, don't do it all in the Warehouse).
Content doesn't necessary have to be in-game Oni (can be an external render or an editor view), as long as it looks good.
Animated video is not a must (e.g., an ultra-quick slideshow is fine). Varied viewing angles and camera effects welcome.
A very nice setting for fights are the foggy rooms in CHAPTER 11 . DREAM DIVER: the characters disturb the fog as they move, which is a feast for the eyes; plus, the rooms themselves have nice colors and shapes
Specific scene ideas
  • Mixed-bag (spanning first "verse" and "chorus" of NOLTT, and maybe the last chorus as well)
    • massive OTA gameplay (early on, to make people wonder: "multiplayer?")
    • jetpacking as Barabas (don't forget to add the particle to the TRAM)
    • sniper scope (shooting remote targets from crouching or prone poses)
    • kangaroo and marypoppins cheats, dev mode teleportation and cam fun
    • playing against the TCTF as Mukade or a comguy-ninja (Kojiro)
    • characters appearing where they don't belong (globalization)
    • animated consoles (those are easy to do, but easily overlooked)
    • fighting doppelgänger Mukades
    • modded parkouring
    • Konoko pointing the gun at the secretary in One Small Mistake
    • ...
  • Developer mode
    • various debugging visuals (panels, lines, messages... the more, the better)
    • runtime scripting in fast-motion (spawning AI, issuing weapons, etc)
    • act of god (F6), shapeshifter, gunshifter (F7)
    • manual camera in single step mode, e.g., orbiting a jumping character
    • "teleportation": End, man-cam+End, Ctrl+Shift+U, and anim-freeze key
    • ...
  • Weapons
    • WMC Lite (grenade then ray, all while doing acrobatics)
    • Telekinetic bracelet (dragging enemy around, blasting him away, preferably with some body movement, duh)
    • Chaingun (in the hands of an enemy, please; otherwise it's boring; Ed's "too hard Oni" is actually quite good)
    • microwave chaingun, bazooka, flame thrower... pending
    • Chaingun Too: mini-cutscene with BGI troopers (Black Halo Spartans) mowing down Strikers and civilians
    • ...
  • Collision effects
    • wall collision? maybe... nice comic relief with the pillar in the TCTF HQ parking lot; one scene is enough
    • combos and throws breaking glass? definitely; one of each, please, with varied locations and player characters
    • glass shards dealing damage - not sure how dramatic the effect can be; beef up the damage, kill a whole crowd?
    • probably not characters sliding down stairs or through windows, unless it accidentally looks good ^_^
    • ...
  • combat logic
    • brutal Striker (possibly with other ONCC) pwning Konoko (e.g., tackling her, back-kicking her as she's preparing for a backbreaker, etc)
    • brutal Konoko (possibly with other ONCC) pwning the player (e.g., block-circle-backbreak, but ***pleeeeeeease***, not in the Warehouse!)
    • dodging fire spreads and projectiles (preferably in a realistic-looking situation, e.g., CHAPTER 05 . HOT PURSUIT SP1)
    • dodging grenades or Screamers: e.g., in the atrium of CHAPTER 09 . TRUTH AND CONSEQUENCES for best results (the closer to the origin, the better)
    • ...
  • Alarm logic

(I'm not sure this can be visually stunning and NOLTT-friendly... depends a lot on the setting)

    • "butt-touching sensor" ***pleeeeeeease***, not in the Warehouse!
    • "dead comrade" please make the patrol discover the corpse around a corner (for a more credible "surprise"), preferably showing the player on-screen (hidden from the patrol, but visible to the camera) for a better effect
    • "dead comrade too" make one of the patrol guys run away (call for backup, sound alarm, whatever) while the other one guards the dead body
    • AI stopping to fight off the player shortly before reaching an alarm console, then resuming the run once the player is stunned (the bastard has a VDG, of course)
    • group of AI noticing you after you engage one of its members (even if they can't see each other; again the camera work is essential)
    • large group of ninja (supposedly alerted) surrounding and overwhelming the player
    • ...
  • Modding tools
    • OniBrowser and AE Tools capture (show texture/geometry preview for OniBrowser)
    • View of levels, characters and weapons in XSI/Cheetah/Blender (for characters and weapons, show a texture editor panel)
    • View of new weapons, vehicles and level parts in those editors (keep the view panning or rotating while you capture)
    • ...
  • New content
    • DeLorean (ideally a moving shot: be creative and use the OBAN available at the airport or at the TCTF HQ)
    • "Carmaggeddonish" SteamBo (basically a replacement for the van that breaks into the TCTF HQ's lobby.
    • weapons again
    • HD Griffin (e.g. in a CHAPTER 14 . DAWN OF THE CHRYSALIS, with a manual cam closeup on his arrival in the helicopter)
    • textures (coool's Konoko texture will do fine here, but only as comic relief, admittedly)
    • level part candidates (turbosquid and Daz3D stuff that I haven't been talking about much)
    • ...
  • Consolidated plot
    • black Strikers (aka Muro's pets): a good spot is at the end of CHAPTER 07 . A FRIEND IN NEED
    • Comguy ninja (maybe just a few of those in a combat stance), Kojiro facing Mai...
    • Casey (challenging Konoko in the training course, or fighting alongside her; the CHAPTER 02 . ENGINES OF EVIL intro is a good setting to introduce him)
    • BGI troopers (black Halo Spartans with phase cloaks, heavy weaponry and electric melee)
    • BGI executives (men in black; trivially retextured male scientists; weird eyes optional)
    • DeLorean again? ^_^ (I even have a BGI HQ building... maybe worth an editor shot of two)
    • a horde of Screamers homing in on Mai (e.g., in Hasegawa's room)
    • Iron Demon (the best we can do is editor shots of either model, preferably the Walker)
    • ...
Directions for the footage recorded so far
The intro sequence was done with this script, and an act-of-god to kill everybody at the start of the boss battle. The camera was turned slightly to the right so as to better capture the dead bodies. Recording was done with Taksi (Microsoft Video 1, rate of time compression at 1.0, compression level at 75), using Rossy's DLL for better hooking. Time inversion was done with Video Time Reversal. The text effects in WMM are rather primitive. Other notable problems are lag while recording (the open environment as well as the dish and Daodan particles make Oni use more CPU than usual) and the low detail of the dish particles.
geyser 00:48, 28 July 2008 (CEST)