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Fanmade sequel to Spec Ops: The Line (Forums : Ideas & Concepts : Fanmade sequel to Spec Ops: The Line) Locked
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Aug 29 2014 Anchor

Hi everybody. For a long time I've had an idea for a fan-made sequel to Spec Ops: The Line. And since the announcement of Yager's development of Dead Island 2 during this year's E3, I've realized that more Spec Ops isn't likely to happen anytime soon unless I make it myself. I'm currently working on a concept trailer in Source Filmmaker (I'm a writer/Cutscene guy by trade, so that's what I know how to do), and I know I'm not supposed to set up a page before I have something to show, but I wanted to come on here and see if anyone was remotely interested in the idea. I'll go into detail on the story when I set up the game page, but basically it would follow after the "Road to Glory" ending of the original game, Where Captain Walker successfully kills the U.S soldiers sent to rescue him and goes back into Dubai. The story would follow a team of Tier One Operators sent in to Dubai to find Walker and bring him in for court martial. I know a lot of people aren't in favor of a sequel to Spec Ops (At least those who even know what Spec Ops is) but what I want to do is something like the Bioshock 2 to "The Line's" Bioshock. a story in the same universe made by dedicated fans of the original. Then if Yager ever decides to revisit Spec Ops, their game will be like the Bioshock Infinite of the series. A lot of people like Bioshock 2, but a lot of people don't, and in the same way I expect this idea to be pretty polarizing. Which is why I wanted to post this thread to gauge interest. Given how dead this board seems to be, I'm not expecting much, but if someone sees this who has played Spec Ops, and actually likes the idea of a fanmade sequel, I'd appreciate the support. Thanks for your time. -Nicodemus07

Edited by: Nicodemus07

Aug 29 2014 Anchor

I like the idea! I liked Spec Ops too and wondered what consequence the ending would have on a real " Captain Walker". How would he cope with it and is he really insane himself? You also have the Dubai setting and still a lot of survivors struggling in the city or trying to get out. As I see it, Walker could try to make amends or succumb to lunacy (this could also be either of the two outcomes of a follow up game, a sort of good and evil ending). But surely you realize that there are a lot of features in Spec Ops that cannot (easily) be done on the Source Engine. The Sand, for example, looked like mostly Vertex Displacement, and I'm not sure Source can do that at all (Unity, Cryengine and Unreal can).

In any case, you'd want to use an engine that is easy to use (so Cryengine can be ruled out), which leaves you with Unreal or Unity. Unity is good and free (basic version), so it might be tempting to use it. However, Unreal Engine III is the game's original engine, so why not use U4? I'm insanely happy with that engine, it's probably the best one ever made (for public use). Not, because it can do everything, but because it is relatively easy to work with and allows beginners to quickly establish a workflow. Similar things could be said about Unity, but I'm not that partial to it.

This project would only work, if Yager released some of their Content for re-use in a non-commercial (free-to-play) follow up. The risk with this kind of license is that they can withdraw it at any time. It's worth a shot though. BUT, I suggest working on your concept, so you can show them the actual direction of your project. Writing a mail now and saying you want to make a follow-up will mean less than nothing to them. You need a proof of concept and even then it is questionable, if they will be cool enough to cooperate. If Yager has forums (which I suppose you refer to in your thread), you could test out the idea for a non-commercial release there. You can quote Duke Nukem Reloaded, which was done by a group of amateurs and became so good, Gearbox had to shut it down. You could claim to do the same with Spec Ops, except without the shutting down part. Yager shouldn't feel threatened by this project, in fact it might give them some ideas for a sequel, themselves.

Edited by: SinKing

Aug 29 2014 Anchor

Thanks for the response, SinKing! As far as the engine, I'm actually hoping to use Unreal Engine 4 (since the original game was on UE3) for the actual game. I'm just doing my concept trailer in SFM because that's what I have available. If the game ever comes to pass, would you maybe be interested in helping out? I saw from your profile that you're a modeller. I like your stuff! Let me know if you're interested.

Edited by: Nicodemus07

Aug 30 2014 Anchor

If you manage to get the greenlight from Yager to use some of their models, most importantly the skyscrapers and environment props, you will a) have no problem finding help, and b) I'll gladly help, too. Don't be too disappointed though if they decline the idea of a fan-made game with their assets. All you can try is convince them with good preparation. Unreal 4 should be interesting too, because even if the sequel re-uses all the old assets, everything should look a lot better with the new material system and lighting. I suggest you spread the idea of a non-commercial sequel and see, who's interested in it and if it will maybe even reach the people at Yager. They are damn good and probably alright guys, but big studios always protect their stuff like mad and you'll need a bit of luck to get their okay.

If you'd have to model everything from scratch, it would be too much for a "free" project. Wishing you luck with your idea, I think it's great!

Just out of curiosity - how do you plan to make this on Source? Do you have any models (perhaps using DirectX ripper) from the original game, or how do you plan on making a cinematic?

Edited by: SinKing

Aug 31 2014 Anchor

imagebam.com

SinKing wrote: If you manage to get the greenlight from Yager to use some of their models, most importantly the skyscrapers and environment props, you will a) have no problem finding help, and b) I'll gladly help, too. Don't be too disappointed though if they decline the idea of a fan-made game with their assets. All you can try is convince them with good preparation. Unreal 4 should be interesting too, because even if the sequel re-uses all the old assets, everything should look a lot better with the new material system and lighting. I suggest you spread the idea of a non-commercial sequel and see, who's interested in it and if it will maybe even reach the people at Yager. They are damn good and probably alright guys, but big studios always protect their stuff like mad and you'll need a bit of luck to get their okay.

If you'd have to model everything from scratch, it would be too much for a "free" project. Wishing you luck with your idea, I think it's great!

Just out of curiosity - how do you plan to make this on Source? Do you have any models (perhaps using DirectX ripper) from the original game, or how do you plan on making a cinematic?

Funny story. I actually started a thread in the "Work in Progress" forum on the UDK website, since I am planning on using UE4 for the actual game (athough I'm using SFM for the teaser). The first person to respond to my thread was...interesting to say the least. See the attached pic :D

Aug 31 2014 Anchor

I didn't see the picture at first.

Okay that's a start. Good to get noticed and it shows there is some interest, even from the guys who worked on the game. However, it doesn't explain how you're gonna get the meshes for a machinima. Maybe you can put your thoughts into a script and do some development with placeholder characters and try to get in touch with them, then. At least you have a go-to guy now (at Yager), who you can inform of your progress.

Sep 1 2014 Anchor

Great ideas SinKing! But I want to make it clear that I want to make an actual game using unreal engine 4. The "teaser" I'm making in SFM is just using free assets (a desert map and stock models) just so I can have something to put on a ModDB page to drum up support.

Mar 9 2015 Anchor

i would like to see a mod who says what happend on dubai these six months,with protagonist John McPherson

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