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Vulture Wheel - release, two trailers

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Vulture Wheel
by darrenkitlor

(=| Release Trailer (720p) |=)
(=| Old Teaser Trailer |=)


Vulture Wheel Wallpapers (16x9 aspect ratio)
hint: click on the images to see them full-size
panorama15.th.jpg |=| panorama35.th.jpg |=| panorama25n.th.jpg |=| panorama45.th.jpg

Feedback welcome!
Requirements:
KDF, Levels 16+
Synopsis:
Against the backdrop of a Gorn revolution, a Lethean doctor stands accused of murder on a corrupt Klingon border world. Exonerate her and bring order to the region…
Further Information:
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    I have to be honest; this looks pretty epic. Cant wait to try :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    I have to be honest; this looks pretty epic. Cant wait to try :)

    I think I'm going to get negative reviews because the trailers look so epic.

    It's actually more character oriented that my previous missions. The "dramatis personae" is fairly long too. Even the space battle in the beginning has character elements. There's quite a bit hidden dialogue in the branches and even a TNG reference or two.

    Also, you choose whether there's ground combat in the night map. I tried to leave a lot of it up to the player.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    I havent finished yet but man that city is incredible :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    I havent finished yet but man that city is incredible :D
    It's not much. Hopefully, I can create more to it by using project/map import.

    If you could post what you did or (preferably) didn't like, I'll make both this mission better as well as any follow-ups.

    There are quite a few background stories in the mission:
    • Gorn v. Klingon racial tensions (esp. after the genocide)
    • The Boatman and Kookaburra (Nausicaan brothers: one a smuggler between factions and another a fragile, broken thing)
    • Doc Jesse's past as a KDF combat medic
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Update:
    Vulture Wheel Wallpapers (16x9 aspect ratio)
    hint: click on the images to see them full-size
    panorama15.th.jpg |=| panorama35.th.jpg |=| panorama25n.th.jpg |=| panorama45.th.jpg
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    I loved this mission Darren, great work. My only complaint is it didnt last long though(although thats really a compliment) :p
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    I loved this mission Darren, great work. My only complaint is it didnt last long though(although thats really a compliment) :p
    I understand. :) I really should go all out on one (more puzzles).

    It's a common complaint for most of my missions. It's tough judging how long a mission should be, especially when you have access to all the dialogue options (there were a bunch--and I plan on more, though disguising some as puzzles like the PADD puzzle in Bulldog Days).

    Chances are most players were able to avoid ground combat but I designed the ground portions so that players could choose that, based on their route. :)

    Hopefully, this mission was slightly longer than State Secrets or Drawing Proof (which were both dialogue heavy).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    The city is incredibly well made. The basic idea of the story is good.

    PLEASE add some puzzles/choices to make it a mystery/detective story instead of a straight-forward click'n'go.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Leirus wrote:
    The city is incredibly well made. The basic idea of the story is good.

    PLEASE add some puzzles/choices to make it a mystery/detective story instead of a straight-forward click'n'go.

    There's only so much choice I could put in it without branched objectives, sadly.
    • Ground combat is determined based on whether you go near lighted areas to get to the bar.
    • There are fail states for dialogue (but ultimately, few like failing dialogue, so this was rather minimal).

    I'll add more, if you really want it. I thought about a hacking puzzle for the lethean simulator device.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Then, why didn't you use branching options? ;) I know it is some work, but so worth it!

    If you want to, mail me inGame and we can talk about it. I just feel the beauty of the maps is wasted on the overall shortness & straight forward solution in the end.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Leirus wrote:
    Then, why didn't you use branching options? ;) I know it is some work, but so worth it!

    If you want to, mail me inGame and we can talk about it. I just feel the beauty of the maps is wasted on the overall shortness & straight forward solution in the end.
    Strictly speaking, branching options aren't possible, unless there was some stealth update I wasn't aware of.

    The best I could do was fail states in dialogue and having patrols from the local garrison (depending on the route you take).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    I know my missions are in German, but, yes, you can do branching options with a bit of trigger work and it does not have to be (too) confusing for the player. ;) Lets talk about it someday.

    What's a mystery without an investigation that could lead to... Grossly wrong decisions.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Leirus wrote:
    I know my missions are in German, but, yes, you can do branching options with a bit of trigger work and it does not have to be (too) confusing for the player. ;) Lets talk about it someday.

    What's a mystery without an investigation that could lead to... Grossly wrong decisions.

    Dude. I've started working on triggers last night.

    I've got a really nice one set-up in a mission: you can't find a Cardassian defector and are given the option whether or not to break communications silence (there's a reason to do so and a reason not to).

    Completely different dialogue choices appear and there's combat and more that can happen.

    I'm incorporating it into each mission in subtle ways: whether an allergic reaction to [redacted] at [redacted] for your Captain to whether or not Supervisor Rigby dies. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    the city looked incredible, and i liked the set up. maybe it was me but i found the story hard to follow as to what was going on. maybe it was im not used to the out of character text, or all the klingon names or possibly just not paying enough attention.

    was a bit short, would have liked it to have been twice as long.

    the opening was confusing as you say go to otha system in eta eridani but on the first goal it says seeda. now seedea (similar spelling) is an actual system in pi canis and it threw me off as after getting to eta i almost turned round to go back to pi canis. i think it could do with some adjustments.

    the opening start text when you reach the system should probably say 'begin' rather than 'continue', although thats just a personal thing.

    the ending was also very abrupt. needed a closing dialogue from a Bridge officer or something.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    the city looked incredible, and i liked the set up. maybe it was me but i found the story hard to follow as to what was going on. maybe it was im not used to the out of character text, or all the klingon names or possibly just not paying enough attention.

    was a bit short, would have liked it to have been twice as long.

    the opening was confusing as you say go to otha system in eta eridani but on the first goal it says seeda. now seedea (similar spelling) is an actual system in pi canis and it threw me off as after getting to eta i almost turned round to go back to pi canis. i think it could do with some adjustments.

    the opening start text when you reach the system should probably say 'begin' rather than 'continue', although thats just a personal thing.

    the ending was also very abrupt. needed a closing dialogue from a Bridge officer or something.

    I'll need to make another pass. I briefly published it to gather video footage for trailers than removed some parts. I should probably put them back in. :)

    These branching dialogues are hard to judge :)
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