Otis Shift [Spit-Balling For Now]

Moderator: Rex Claussen

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Otis Shift [Spit-Balling For Now]

Post by Rex Claussen » Fri Feb 02, 2018 15:42

All I can say, is: Ha, ha!

This is a hilarious addition to the game. I especially like the emaciated and sunken-eyed look of the new Otis.

Now, a couple of comments: The Beretta appears to be vastly more powerful than the M-16 Assault Rifle. It takes only 4 or 5 Beretta bullets to take Otis down, but many more M-16 bullets to take Otis down. Is this intended (and, more importantly, altered from the original)? If so, it will affect the balance of the gameplay, which was built on an M-16 that is more powerful than a Beretta.

The Otis Shift concept needs to be developed further. I understand the need for the use of DooM Map31 as a place-holder, but the Otis Shift idea will benefit from custom maps. Let me think about this further.

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Re: Otis Shift

Post by Ed the Bat » Fri Feb 02, 2018 17:37

I'm glad you're liking it! It's a very, very early concept of a silly idea that came to mind for me a while back. In short, I was inspired to make an adventure about playing as Otis (like how Blue Shift is about plying Barney), and using his silly one-liners for enemy kills, a la Duke Nukem. In fact, while brainstorming a better name that uses a physics term (like all Half-Life adventures), I'm thinking of going with 'Density', referencing Otis' girthy frame as well as his somewhat slow wit. =P

For the proof-of-concept, I have it simply use the Wolfenstein levels from Doom II (meaning, as we're going to the IWAD model, Doom II has to be loaded as a PWAD to make it work), and I brought in a separate joke I had also come up with: to use the hideous Military Police -- the alpha version of Barney -- to replace the Nazis. I also have some data in here for some actual Nazis, but I'm not sure I'll keep them.

Also, I think you may be confused about the handgun. Perhaps you haven't played Opposing Force, but it establishes Otis' sidearm of choice is the Desert Eagle .357 -- marginally less powerful than the Python revolver, but much more powerful than the 9mm handgun (Glock/Beretta, depending on if you have the HD pack).

I am happy that you wish to develop this further. I had been hesitant to really bring this up before, because I know how silly it is. If I had the skills and resources, I'd love to see it given its own set of maps, and included as a side-story to Paranoid (again, how Blue Shift was for Half-Life)

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Re: Otis Shift

Post by Rex Claussen » Sat Feb 03, 2018 0:28

"Density". I like it.

You mentioned you had some ideas. Now is the time to share.

As for developing a separate story-line and maps to go along, let's get the ball rolling with a discussion and I can do most of the heavy lifting in that department. Btw, not silly at all. Funny. But not silly.

[I'm off to research the story-line for Blue Shift.

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Re: Otis Shift

Post by Ed the Bat » Sat Feb 03, 2018 0:40

I'm happy to leave the story writing to you folks, but the way I see it, there's basically two options:

1) Taking a cue from Blue Shift, a 'B-story' to Paranoid/Paranoiac that happens nearby at the same time -- basically, what was Otis doing during Bellmer's adventures, and what did he have to face?
2) An unrelated adventure, starring Otis, that might have taken place at a different time and/or location.

Option 1 allows for some freedom with recycling assets, such as enemies and perhaps even entire map layouts. It also presents opportunities to make some subtle references for the player, like 'Hey, remember this event in Paranoid?' (example: seeing Bellmer ride the tram on his first day to work).

Option 2 would present more freedom with the story, since it could be theoretically anything, anywhere, with any assets. It could serve as a platform to insert maps that didn't fit in with the Paranoid storyline, for instance. Heck, it could even BE Otis fighting the Nazis (again, just an example), if we wanted. Or... perhaps if that old idea that was tossed around earlier ever comes to life... the one about updating the maps from the old Paranoia mod... we could put Otis behind the wheel so there wouldn't be any concern with shoe-horning them into Bellmer's story.

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Re: Otis Shift

Post by Rex Claussen » Sun Feb 04, 2018 0:51

Ed the Bat wrote:
Sat Feb 03, 2018 0:40
1) Taking a cue from Blue Shift, a 'B-story' to Paranoid/Paranoiac that happens nearby at the same time -- basically, what was Otis doing during Bellmer's adventures, and what did he have to face?

Option 1 allows for some freedom with recycling assets, such as enemies and perhaps even entire map layouts. It also presents opportunities to make some subtle references for the player, like 'Hey, remember this event in Paranoid?' (example: seeing Bellmer ride the tram on his first day to work).
Agreed, that using some of the same resources (including maps) would reduce the effort to create the new mod, and would also create the "aha" moments in players.
2) An unrelated adventure, starring Otis, that might have taken place at a different time and/or location.

Option 2 would present more freedom with the story, since it could be theoretically anything, anywhere, with any assets. It could serve as a platform to insert maps that didn't fit in with the Paranoid storyline, for instance. Heck, it could even BE Otis fighting the Nazis (again, just an example), if we wanted.
I have been mulling an idea to create one or more maps that are set outside the Half-Life/Paranoi* universe, similar to the 2 bonus maps included in Paranoiac, where DooM enemies were used. This could be something that is done as a stand-alone map (or set of maps).
Or... perhaps if that old idea that was tossed around earlier ever comes to life... the one about updating the maps from the old Paranoia mod... we could put Otis behind the wheel so there wouldn't be any concern with shoe-horning them into Bellmer's story.
For the update of the Paranoia mod, the story has already been developed to follow the adventures of Lt. Col. Alvarez, Ph. D. He is a prisoner in the holding cells, and manages to escape when the "resonance cascade" occurs. The mapping completed so far already incorporates this story, and would have to be reworked considerably to accommodate a new, Otis story-line. Therefore, I propose a completely different set of maps, based on a different adventure, for Otis.

I read through the story for Blue Shift, and it's a very interesting departure from Gordon Freeman's story. Let me think about the Otis Shift/Density story possibilities a bit more. Here are what I see as limitations:

1. Creating a story similar to Blue Shift will require a whole lot of interactions between the player and scientists and other NPC (e.g., Barney Calhoun), and this might not be possible with GZDooM's limitations.
2. Having that level of interaction would require a lot of voice acting.
3. It might also require the creation or adoption of significant new resources.
4. I'm unclear about this, but can Otis or Barney use the HEV chargers for "armor"? It would appear not to be so.

Here are what I see as opportunities:

1. Otis can work with Barney, either for a part of the story or for the entire story. [This would likely require voice acting.]
2. Otis can have a completely different motive than other characters. For example, Bellmer's motives in Paranoid were sabotage, and in Paranoiac were escape. Lt. Col. Alvarez's motives are revenge. Perhaps Otis' motives are pizza. Heh.

On a somewhat related note, if we develop this concept further, perhaps we ought to split the Otis Shift/Density project to its own sub-forum.

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Re: Otis Shift

Post by Ed the Bat » Sun Feb 04, 2018 8:12

I know Blue Shift included a lot of interaction between the player and NPC's, and replicating that would be difficult, if not impossible, in GZDoom. But, to be fair, Half-Life had a lot of it too, and Paranoid did just fine without it.

And to answer your query: No, Barney (and by extension here, Otis) cannot use HEV chargers. He, instead, picks up helmets and vests to increase his Armor value, more like in Doom, Quake, or so many other games. Helmets add 40 armor, and vests add 60, up to a maximum of 100.

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Re: Otis Shift

Post by Rex Claussen » Sun Feb 04, 2018 14:18

Ed the Bat wrote:
Sun Feb 04, 2018 8:12
I know Blue Shift included a lot of interaction between the player and NPC's, and replicating that would be difficult, if not impossible, in GZDoom. But, to be fair, Half-Life had a lot of it too, and Paranoid did just fine without it.
Agreed. I was merely stating an observation, but I think that our mod could benefit from some degree of interaction. We'll have to figure out what is feasible, given our talents and assets.
And to answer your query: No, Barney (and by extension here, Otis) cannot use HEV chargers. He, instead, picks up helmets and vests to increase his Armor value, more like in Doom, Quake, or so many other games. Helmets add 40 armor, and vests add 60, up to a maximum of 100.
Good to know. I'm guessing you can easily acquire the necessary resources for the helmets and vests, correct?

On a related note, I'm also guessing that you can create (at least) simple animations of models, yes? If so, this will allow for more objectives and story-lines. For example, there was a level in Half-Life where Gordon Freeman was required to turn a valve-wheel in order to open an underwater gate somewhere nearby. "Using" the valve-wheel caused it to turn, in-game, and this was likely done by giving it an animation. Knowing that we can do these types of animations will open up the possibilities for various objectives.

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Re: Otis Shift [Spit-Balling For Now]

Post by Ed the Bat » Mon Feb 05, 2018 14:48

Yes, the helmets and vests are not an issue.

As for animating models, I can't do much in the way of creation from scratch, but I should probably be able to find and manipulate existing resources to suit our needs...

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