Corsair(pilot)
Spaceman
Hey, I'm just posting this to get an idea of how people would respond to this project before I actually start trying to figure it out more. I'm not even sure it could work effectively, but it's just a thought. Please give me your opinion on whether or not you would enjoy participating in something like this... I already have some support from several wing commander fans.
3 aspects to "Markham Dark: Wing Commander"
#1 - Online Aspect
#2 - Personal Software Aspect
#3 - Flight Aspect
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#4 - Random Notes
#1 - Online Aspect
The online aspect of the game will be a public relations variable of sorts. It should contain information on how the proccess of "Markham Dark" works, and how to join. It should provide the members of the game with vital files and accessories for download, including editors, add-ons, and the personal software package. The online aspect will have recent news, and updated story line for the game. Also, a seperate interactive carrier website will be created, featuring the current flight roster (AI & Human Players), command crew, an up to date killboard, ships database, archives of missions flown posted for view, etc...
#2 - Personal Software Aspect
Essentially the catalyst for the interactive experience. This will be created by me using Visual Basic and several multi-media aspects to make a virtual carrier, the TCS Markham. It will, in effect, act as a normal wing commander game does in between flight missions. The introduction will show the ripped avi from "Super Wing Commander" of a personal shuttle landing on a new Lexington-class Heavy Carrier (suggesting that the carrier is the TCS Markham, not the TCS Tiger's Claw). Then it will move into a split screen where the user must choose between logging in as a registered pilot or crew, or an unregistered visitor. Of coarse, the registered users will be allowed more features. If visitor mode is chosen, it will move directly into the lift, where the user can navigate to different unrestricted parts of the ship. If the user enters in registered user mode, they will be required to enter their callsign and then given password. Then an avi of their eye (Blue, Green, Brown, according to pilot profile) being scanned will be shown and they will find themselves in the lift, with access to all areas of the Markham; Recreational Deck (Bar, Killboard), Barracks (Locker, Main Computer Terminal), and Flight Deck (Show Room, Intel, and Exit). The music in each area will be handpicked from the midi's of Wing Commander 2, Wing Commander Privateer, and Wing Commander Armada featured for download in the WC-CIC Music section.
#3 - Flight Aspect
The flight aspect will be based in the "Wing Commander Armada" flight engine, which is basically the WC3/WC4 engine, running at 320 x 480 (instead of 640 x 480). In order to have maximum potential, the proving grounds add-on will be used for the IPX network funcionality, and run over Kali.net to be played on the internet (also chosen for the capability to have 6 players at once, and cool-ass asteroids).
#4 - Random Notes
Cheating is impossible with the armedit program unless all parties make the same adjustments, due to the Armada multi-player capablity highly relying on synchronicity to run. All edits must be authorized before-hand, or the pilot will simply not fly, and as such ruin the mission for others as well. It is better to fly by the rules than not fly at all.
All multi-media (including flight engine) should resemble the period between Wc2 and Wc3, in an attempt to make the game as authentic as possible and include an element of nostalgia, it's just cool that way.
In the event of ANY continuity issues between games the pre-wc3 explanation will be accepted, unless stated specifically otherwise by Markham Dark. (ex; Reaper Cannon Pre-WC3 inflicts major damage, Reaper Cannon WC3 has fast refire rate... so Reaper Cannon Markham Dark inflicts major damage)
The only fighters that make any sense to use so far are the Arrow and Hellcat, because all the rest don't really fit into the timeline very comfortably.
I would need some help with images of the bar, barracks, and flight deck... so any 3d artist's work would be greatly appreciated.
3 aspects to "Markham Dark: Wing Commander"
#1 - Online Aspect
#2 - Personal Software Aspect
#3 - Flight Aspect
-----------------------
#4 - Random Notes
#1 - Online Aspect
The online aspect of the game will be a public relations variable of sorts. It should contain information on how the proccess of "Markham Dark" works, and how to join. It should provide the members of the game with vital files and accessories for download, including editors, add-ons, and the personal software package. The online aspect will have recent news, and updated story line for the game. Also, a seperate interactive carrier website will be created, featuring the current flight roster (AI & Human Players), command crew, an up to date killboard, ships database, archives of missions flown posted for view, etc...
#2 - Personal Software Aspect
Essentially the catalyst for the interactive experience. This will be created by me using Visual Basic and several multi-media aspects to make a virtual carrier, the TCS Markham. It will, in effect, act as a normal wing commander game does in between flight missions. The introduction will show the ripped avi from "Super Wing Commander" of a personal shuttle landing on a new Lexington-class Heavy Carrier (suggesting that the carrier is the TCS Markham, not the TCS Tiger's Claw). Then it will move into a split screen where the user must choose between logging in as a registered pilot or crew, or an unregistered visitor. Of coarse, the registered users will be allowed more features. If visitor mode is chosen, it will move directly into the lift, where the user can navigate to different unrestricted parts of the ship. If the user enters in registered user mode, they will be required to enter their callsign and then given password. Then an avi of their eye (Blue, Green, Brown, according to pilot profile) being scanned will be shown and they will find themselves in the lift, with access to all areas of the Markham; Recreational Deck (Bar, Killboard), Barracks (Locker, Main Computer Terminal), and Flight Deck (Show Room, Intel, and Exit). The music in each area will be handpicked from the midi's of Wing Commander 2, Wing Commander Privateer, and Wing Commander Armada featured for download in the WC-CIC Music section.
#3 - Flight Aspect
The flight aspect will be based in the "Wing Commander Armada" flight engine, which is basically the WC3/WC4 engine, running at 320 x 480 (instead of 640 x 480). In order to have maximum potential, the proving grounds add-on will be used for the IPX network funcionality, and run over Kali.net to be played on the internet (also chosen for the capability to have 6 players at once, and cool-ass asteroids).
#4 - Random Notes
Cheating is impossible with the armedit program unless all parties make the same adjustments, due to the Armada multi-player capablity highly relying on synchronicity to run. All edits must be authorized before-hand, or the pilot will simply not fly, and as such ruin the mission for others as well. It is better to fly by the rules than not fly at all.
All multi-media (including flight engine) should resemble the period between Wc2 and Wc3, in an attempt to make the game as authentic as possible and include an element of nostalgia, it's just cool that way.
In the event of ANY continuity issues between games the pre-wc3 explanation will be accepted, unless stated specifically otherwise by Markham Dark. (ex; Reaper Cannon Pre-WC3 inflicts major damage, Reaper Cannon WC3 has fast refire rate... so Reaper Cannon Markham Dark inflicts major damage)
The only fighters that make any sense to use so far are the Arrow and Hellcat, because all the rest don't really fit into the timeline very comfortably.
I would need some help with images of the bar, barracks, and flight deck... so any 3d artist's work would be greatly appreciated.