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Overview: Campaign Planning in Vector Thrust (Games : Vector Thrust : Forum : Campaigns : Overview: Campaign Planning in Vector Thrust) Locked
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Mar 30 2014 Anchor

Everyone has stories they'd like to see played out in their head, there's no denying that. Occasionally you find a medium to express those stories and you hope that you can create what you see in your mind into something tangible. This is true with Vector Thrust.

I'm going to be straight here, it's not going to be easy, and it's not going to turn out how you think it will, but we all start somewhere and the stories in your head won't always translate well into videogame form.

With that out of the way, a refresher on Campaigns in Vector Thrust:

  • Campaign structure
    - In Vector Thrust, and indeed in many other notable games, the missions proceed in either one of typically three fashions:
    -Linear
    -Free Form linear
    -Dynamic

    - This can pretty be summed up in a report from around a year ago, showcasing what is possible with VT and its own/custom campaigns:

    - This is what you have to play with, and if you want to use either options C or B, you have to understand the scripting and triggers that allow such variation in playthroughs (ex: Amount of units destroyed didn't meet a certain threshold and the next mission is tougher because of more survivors or Wingman A did or didn't survive an ambush). Now most stories follow a linear route, and so Structure A is undoubtedly the most common throughout most story telling mediums. Needless to say it is also the easiest to progress with in this game. Make a point that this is also still a videogame, where gameplay should come first.

    -Progressing on that, I'll pursue a few of the Ws that are fairly relevant to campaign creation in this game: Where and When.

    - When is important in the fact that it gives you a time frame for the aircraft and weapons available for you to either shoot down or fly. In fact all of the aircraft are categorized by dates among other things, and in the actual campaign structure you will have to identify a rough span of time when your story takes place. This isn't to say we can't have an F-22 engaging MiG-21s in the 1980s becuase of a plot device, but all of the aircraft come equipped with chronological tags and it is best to utilize them, campaigns having a different aircraft and weapon unlock system than the Battle Scenarios and Skirmish.

    - Where is important in the fact that no matter the location, you have to either improvise with provide materials or provide your own assets in the area of maps, buildings, etc. Limitations are key, and there's nothing wrong with reusing assets, however acknowledging what you can and cant do, and where you can place the plot without any hiccups is key. If you use other people's assets, remember to credit. Maps are ideal above all, seeing as briefings are a thing you will have to work with in campaign creation.

  • -Work in Progress-

Edited by: flyawaynow

Nergal01
Nergal01 I stopped supporting Vector Thrust. AMA.
Mar 30 2014 Anchor

Wait, but I thought someone once said VT doesn't support branching campaign yet?

--

anon wrote:

There are only two things in this world worse than Vector Thrust; Star Citizen and No Man's Sky

'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is

Mar 30 2014 Anchor

Report 12 said it was already possible. I don't think anyone mentioned changes since then.

Mar 30 2014 Anchor

Nergal01 wrote: Wait, but I thought someone once said VT doesn't support branching campaign yet?


I did once look into the campaign files, and if my memory servers me right there were these campaign variables or something like that. I never really went into them or anything because I was expecting an update(or a report) that would explain the campaign making process.

Of course, my memory might be tricking me into thinking that I saw something with variables and campaign.
(Though I think I also saw something in the in game editor)

MyHatismyFriend
MyHatismyFriend Synchronized Drowning Expert
Mar 30 2014 Anchor

I believe the branching campaign system is in, but it's not exactly ready for use yet. Recent changes to the game in terms of mechanics and other details regarding mission structure have caused the game to break when I've tried to load them up.

Edited by: MyHatismyFriend

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