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Crytek seems to be focused on producing a very tactical and dynamic gameplay method unlike any other. A game which provides the tools and story to allow the player to play how they see fit.

 One of the things that makes the gameplay so great are the dynamics. You have the ability to re-model the environment as well as customise your abilities and weaponry in real-time as you fight it out against koreans and aliens.

Every game claims to have "tactics", but compared to Crysis, they just don't. Below are descriptions of all the major gameplay elements in Crysis.


Gameplay Elements of Crysis

  • Natural Events & Disasters: Crytek is pushing hard to make the Crysis world more believable and exciting than any other game. The world will act and react like the real world with things like dynamic weather, physical wind, varying temperatures and disasters. What does "disasters" mean you may ask, well things like earthquakes, tornadoes and maybe tsunamis. This should make things very interesting in combination with the destructible environments.

  • Dynamic Day & Night: In all games up until now, the game would always wait for you before it progressed in time. In Crysis, the game continues on regardless of how long you are taking.
  • So, if aliens are attacking and you're not helping anyone, the situation is going to get worse and worse. But the great thing is, the game won't force you to do anything, you can do it all at your own pace or even skip certain missions. But you may suffer the consequences.

     

  • Mission Dynamics: Not all missions in Crysis are compulsary. But if you complete an optional mission, you will usually get rewarded. As well as the ability to skip some missions, the outcomes of certain missions will vary, and so the lead up to the next mission will be different both ways. You will play with squad mates during certain missions, however if one dies, you won't ever see him again and so future missions may become more difficult.
  • Interactive and Destructible Environments: This probably has the biggest effect on gameplay. It's certainly the most unique feature to Crysis. Your actions and how you fight will directly effect the environment in either a positive or negative way. If you're playing online for example, and you find a good camping spot behind a tree.
  • The next time you join a server, someone may have blown that tree up so now you will instantly have to change your tactics to adapt to the dynamic and ever changing environment.

    The AI also needs to be smart enough to adapt to this very dynamic and ever changing environment. The natural disasters mentioned above will be as destructible as you'd expect, but there's also non-natural distasters in Crysis such as nuclear bombs which can literally flaten the surrounding environment on a scale never before seen in a video game.

  • Weapon Modifications: You will have the ability to add and remove attachments such as scopes, lasers and flashlights while also having the ability to adjust what method of attack you wish to use. You may change your ammunition to a tranquilizer for a softer approach, or use explosive bullets for that little extra warmth. The combinations are almost endless and every weapon has some kind of customizable componant.

  • Vehicle Modifications: In the power struggle multiplayer mode, you'll be able to capture alien technologies and use them on your own human vehicles. You can mix and match just about anything. For example, you could replace the .50 cal machine gun on your jeep with an alien freeze ray. This will create some interesting and possibly 'odd' gameplay.

  • Nano-Muscular Suit: The year is 2020, of course there has to be some hi-tech suit. Your suit can perform many things, as long as it has the power to do so. In different situations you will require different enhanced attributes.
  • If you want to take the fast and agile approach, you would set your suit to speed as an example, but as a consequence, you will not only lose power from your suit, but you will decrease your other attributes. So it's extremely important to adjust your suit perfectly to match your tactics and the situation. The different suit functions are speed, strength, armor and cloak. I think you can work out for yourself what each function does.

  • Dynamic Story: The plot is set, but the rest is up to you. While some missions will be forced, others will be optional. Optional missions usually end with some kind of reward and they have the potential to alter the rest of the story.
  • Crysis has what the CEO of Crytek likes to call a multi-threaded storyline. This means every major character has a storyline of their own, this includes your squad mates. If you let a squad mate die for example (mentioned above), it may make your future missions a little tougher, or you may have to find an alternative to a certain task.

    Another thing about the story is this. There are no cut scenes, nor is there anyone telling you what to do (not directly or constantly anyway).

    The story will unfold around you, its your job to find out what's going on. You need to keep your eyes open and ears tuned. A squad mate may mention to another squad mate that there is a weak spot to destroying one of the alien crafts. If you don't hear what that is, your going to have to kill it the hard way. That's just one, there will be things like that the whole way through Crysis.



    Conclusion
    In conclusion, Crysis will be a huge leap ahead in terms of gameplay. It will keep the proven-to-be-fun fps formula and add a whole new level to it.

     It will be the most unique gaming experience you will have had in a long time - if not of all time. This will set the standard for pc and console games in the years to come.

    Crysis Mod SDK v1.0 (1 viewing) (1) Guest
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    TOPIC: Crysis Mod SDK v1.0
    #3737
    Vairo (Visitor)
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    Crysis Mod SDK v1.0 3 Years, 11 Months ago Karma: 23  
    Another e-mail from Alex, this time the title says everything as they have mentioned the surprise in crysis weekly update nr.4 , so here it comes!



    QUOTE:
    Crysis Mod SDK v1.0 Hits The World-Wide Community!



    Today the existing world-wide modding community of Crysis will receive a major boost as Crytek is happy to release the first version of the Mod Software Development Kit for the award-winning FPS.





    Mod SDK - Description

    With the tools and the assets provided now modders will be able to not only get their own creations exported into the Sandbox2 Editor but will also be able to create complete new levels and modifications with outstanding content.



    This SDK is only the first version that has been released to the community in order to provide the necessary exporters, plug-ins, and also respective documentation.



    Next to some basic sample assets that provide information on how to set things up correctly, this SDK also includes a few serious game assets. These are high poly objects that can be used as reference for own creations.



    With patch 1.2 not being far away from being released, the SDK will get updated with the game source code. The update will then be available for download around the patch is released.





    Mod SDK – Content

    The list below represents everything modders will find from the 400MB sized package. To download the Mod SDK please follow this link.



    Tools:

    Resource Compiler (32 bit only)
    CryExport plug-in for 3DS Max 8 (32 bit only), Max 9 and Max 2008 (32 and 64 bit)
    Polybump plug-in for 3DS Max 8 (32 bit only), Max 9 and Max 2008 (32 and 64 bit)
    Polybump application (32 and 64 bit)
    CryTIFF plug-in for Adobe Photoshop (32 bit only)
    FMOD Designer Tool (32 bit only)
    Rigging, Artist, Animation Tools for 3DS Max


    Example Mod:

    SDK_Mod (inclusive “Nanosuit Playground” level)


    Sample Assets:

    First person model (pure hands, with weapon)
    Third person run animation
    Properties (doors, glass, jointed breakables, ladders)
    Whitebox human male model
    Whitebox head model
    Weapons (SCAR)
    Weapon attachments (magazine, silencer, scope)
    Weapon attachment scripts
    Vegetation (bushes, grass, trees)
    Vehicles (helicopter)


    Serious Game Assets:

    HMMWV Vehicle high poly model
    HMMWV Vehicle high poly model for 3DS Max 2008
    HMMWV Vehicle scripts
    Abrams Tank high poly model
    Abrams Tank scripts




    Cevat’s Community Note

    In addition to the whole surprisingly SDK release Cevat Yerli, founder and CEO of Crytek also would like to take the opportunity and send some words directed to the world-wide community:



    Dear Crysis Community,



    About 3 months ago Crysis shipped worldwide. We started collecting feedback and were confident that we would be able release our first Patch one week after the release. Unfortunately we underestimated the challenges and were forced to move the release of our patches and the full SDK to 2008.



    Since the Demo Release and the Crysis Full Release we have seen wonderful creations of art, design, movies from our community and talented teams have formed to create the next generation of Crysis MODs.



    We as Crytek are thrilled to see the talent, engagement, passion and creative potential out there.



    We always planned to release the MOD C++ SDK close to the Crysis ship date.



    To be plain honest we simply did a bad job, and I personally want to apologize for it. I know the community is growing on a daily base, whilst other members are getting upset and disappointed. We always strife for the highest quality, and sometimes this becomes our Achilles heel.



    Within the last few weeks we have been working extra hard to get the first version of the SDK ready for the community. With the tools, the example assets and the updated documentation we hope that it will kick-start your mod development.



    We have big plans in engaging the community, making you an even larger part of the future of Crytek which we will share with you soon.



    You are the reason why we do games.



    On behalf of everyone at Crytek, I want to say big thanks for your support, feedback and engagement in the community. We do our best to listen to you.





    Thank you for taking the time to read this.



    Cevat Yerli





    Documentation – Sandbox2 Manual Update

    In addition to the huge SDK package it was also important to update the documentation accordingly. The already available “Sandbox2 Manual“ has been extended by a few new references which are listed here:



    Editor References:

    Entities – Volume Object
    Rollup Bar




    Documentation - Asset Creation Update

    We also would like to introduce you to a completely new manual called “Asset Creation”. This manual is especially meant to be used in conjunction with the Crysis Mod SDK and covers various topics regarding asset creation, installing the CryTools and using these together with modeling programs and the Sandbox2 Editor.



    All the included tutorials and references are still Work In Progress material and will get updated within the next days and weeks. Thus it might happen that you read about a functionality that is partially working or differently used to what is written.



    Getting Started:

    Installing the 3DS Max Exporter
    Installing the SOFTIMAGE|XSI Exporter
    Installing the CryTIF Plugin


    Basics – General Info:

    Creating Objects in 3dsMax and Exporting to CryEngine2
    Using the SOFTIMAGE|XSI Exporter
    Material Setup
    Level of Detail
    Exporting and Importing Animations
    Physics Proxy Setup
    Mass & Density Setup for assets used as Entities
    Instancing Objects
    Occlusion proxy
    Pickable Objects


    Basics – Breakable and Destroyable Objects:

    Breakable Objects
    Procedural Breaking 2D Objects
    Procedural Breaking 3D Objects


    Basics – Natural Objects:

    Tree Setup
    Bush Setup
    Grass Setup
    Vegetation Shader
    Touch Bending
    Detail bending for Vegetation
    Soft Cover


    Basics – Vehicles:

    Vehicle Setup
    Car Setup
    Tank Setup
    Helicopter Setup


    Basics – Weapons:

    3rd person weapon models and attachments


    Tutorials:

    Character Creation Tutorial
    How to export a head with morphs
    How to create Wrinkle maps
    How to export a texture from Photoshop with the CryTIF plugin
    Using the Polybump application


    References:

    Polybump Tool Reference




    As usual you can find the complete official documentation on http://doc.crymod.com.



    Enjoy the content and happy modding!

    -Crysis Dev Team



    To find more information and support visit Crytek’s official portal www.crymod.com.




     
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    #3743
    mark (Visitor)
    Crysis Noobie
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    Re:Crysis Mod SDK v1.0 3 Years, 11 Months ago Karma: 0  
    full SDK release in 2008 ? hulala?
     
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