@loha from your newest forum member…
Posted: Thu Dec 09, 2010 1:05 am
Greetings Programs, Users, and A.I.’s of the digital world!
I have been an avid player & fan of Tron 2.0 for the PC since shortly after it was released. I have installed and re-installed this game on every computer I’ve owned over the last seven or eight years. I was one of those kids in the eighties who loved the original movie, and the writings of William Gibson (Neuromancer, etc.), and was deeply intrigued by the concept of Net Running as set forth in the Cyberpunk RPG that soon followed. When Tron 2.0 came out, I saw in its sleek depiction of the digital world the very place I imagined my Netrunner character was visiting when going ‘Online’. Because of my love for plot-driven gameplay, and character development, I played the single player aspect of the game mostly and didn’t get into the multiplayer aspects very much (I tried it a few times, but became bored with it pretty quickly due its lack of storyline).
Anyway, fast forward to just a month ago, and it finally dawned on me, “I know there are Modding communities out there for many older games, so why not look and see if there is a specifically Tron-based one?” And Vwalla! Here you guys are!
At this point I must be frank… I am by no means a Modder myself. As much as I would love to translate my own ideas into cool maps & mods like User Error and KillerApp, I just don’t have the skillz or the time needed to dedicate to such things (I am after all a middle-aged man, working shift-work, trying to raise a family, etc.) Be this as it may, I am very interested in learning what the limits of game design are with the Tron 2.0 platform, to see whether or not any of my ideas could be translated into “virtual reality”. So I’ve played the mods, and explored some of the multiplayer maps (fabulous work BTW), and I’m fiddling with the Tron Tools (DEdit, tutorials, etc.) in order to get a feel for what it is you guys do, and what I’ve learned is that it is a monumental task bringing an interesting map/mod to life, so my humble hat is off to you guys for what you have done and are continuing to do. Perhaps the only real contribution I might be able to make is in the area of writing grammatically correct English in whatever capacity that may be useful to any of you (more for mods than maps I’d presume – not to criticize, but the writers of the dialog in User Error really could have benefitted from my talents in this respect). In any case, feel free to send me stuff for review if you’re not sure how it ought to look or how certain thoughts should flow when written.
So to help set the tone for the kind of conversation I’d be interested in having with you folks, let me end this intro with a few open-ended questions: Is it possible to create a multi-player map that incorporates story/mission-driven elements as seen in the single-player game, like character development and/or goal setting? What are the hard limits on importing single-player game elements into your multi-player maps (example: could 2-way Data Streams be used in a multi-player map as, “televators”)? Is it possible to “save” the current state of a player’s avatar at certain points during a multiplayer session in order to preserve achievements accomplished during that session?
Nice meeting you all, and I look forward to reading your replies!
I have been an avid player & fan of Tron 2.0 for the PC since shortly after it was released. I have installed and re-installed this game on every computer I’ve owned over the last seven or eight years. I was one of those kids in the eighties who loved the original movie, and the writings of William Gibson (Neuromancer, etc.), and was deeply intrigued by the concept of Net Running as set forth in the Cyberpunk RPG that soon followed. When Tron 2.0 came out, I saw in its sleek depiction of the digital world the very place I imagined my Netrunner character was visiting when going ‘Online’. Because of my love for plot-driven gameplay, and character development, I played the single player aspect of the game mostly and didn’t get into the multiplayer aspects very much (I tried it a few times, but became bored with it pretty quickly due its lack of storyline).
Anyway, fast forward to just a month ago, and it finally dawned on me, “I know there are Modding communities out there for many older games, so why not look and see if there is a specifically Tron-based one?” And Vwalla! Here you guys are!
At this point I must be frank… I am by no means a Modder myself. As much as I would love to translate my own ideas into cool maps & mods like User Error and KillerApp, I just don’t have the skillz or the time needed to dedicate to such things (I am after all a middle-aged man, working shift-work, trying to raise a family, etc.) Be this as it may, I am very interested in learning what the limits of game design are with the Tron 2.0 platform, to see whether or not any of my ideas could be translated into “virtual reality”. So I’ve played the mods, and explored some of the multiplayer maps (fabulous work BTW), and I’m fiddling with the Tron Tools (DEdit, tutorials, etc.) in order to get a feel for what it is you guys do, and what I’ve learned is that it is a monumental task bringing an interesting map/mod to life, so my humble hat is off to you guys for what you have done and are continuing to do. Perhaps the only real contribution I might be able to make is in the area of writing grammatically correct English in whatever capacity that may be useful to any of you (more for mods than maps I’d presume – not to criticize, but the writers of the dialog in User Error really could have benefitted from my talents in this respect). In any case, feel free to send me stuff for review if you’re not sure how it ought to look or how certain thoughts should flow when written.
So to help set the tone for the kind of conversation I’d be interested in having with you folks, let me end this intro with a few open-ended questions: Is it possible to create a multi-player map that incorporates story/mission-driven elements as seen in the single-player game, like character development and/or goal setting? What are the hard limits on importing single-player game elements into your multi-player maps (example: could 2-way Data Streams be used in a multi-player map as, “televators”)? Is it possible to “save” the current state of a player’s avatar at certain points during a multiplayer session in order to preserve achievements accomplished during that session?
Nice meeting you all, and I look forward to reading your replies!