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How would I go about Volunteering to help Zero-k Dev?

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4 years ago
Yo,

I'm wondering how to volunteer to help with the Zero-k Project. I'm a creative writer - I write short stories and am working on my own simple RPG. I'm not capable of scripting in c++ and to be honest the modelling is probably beyond me, but I do have a personality and skill set conducive to creating written content for the game. I play Zero-K and am becoming more and more familiar with the units etc, and I see this as a way in which I can benefit the community - tying in the existing units to an immersive campaign narrative. Even if it's text based, although I do voice acting as well. If there is a manuscript in the pipeline I also would be interested to work collaboratively.


Anyway,

cheers.
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4 years ago
FRrankThornEel
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4 years ago
We can make a writers room on the wiki somewhere.
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4 years ago
FRrankThornEel posted some campaign story improvements just this week. You can check them here, scroll to the bottom. https://github.com/ZeroK-RTS/Chobby/pull/716

There's been some discussion about these changes in the zkdev channel (either on Discord on ZK lobby).
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Edit.

How long have I been out? Could be centuries. No, stars have drifted too much. And this Commander unit- I've never seen it before. How did I get here? I've never piloted anything like this." Cybots are everywhere, and when they aren't skirmishing each other they come after me.



I hoped to avoid local forces, but ther are simply too many of them. Still, this battle should be straightforward. I will have to keep moving and overwhelm them with an army of Glaives and Reavers, and then take that factory out.



There you go.
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4 years ago
Not sure how it works with pull requests, but there must be a way to commit revisions on the github. Any advice from github experts please?

If you want to revise what I've written so far, you're welcome!
English is not my native language, to start with, and my writing is generally not perfect...

The minimum supported resolution is 1024x768, so texts have to fit in that format. Selection menu text (the text variable) is displayed in a rather small window with no scrollbar, so that's the biggest limitation. In-game objective text (the extendedText variable) has a scrollbar, but it shares the window with tips, who must be visible as much as possible, so it is equally limited. A few mission near the end have only two tips, that's why I could have texts a bit longer there.
In the end, it forced me to be concise and as evocative as possible, to rely on the player's imagination, so that was an interesting limitation.

The campaign itself already existed, which limited what kinds of stories could be told. I've gone with a Duskers-like first-person story with no external character, set After The End, for that reason.
Going with that, I tried to have the texts feel both personal, for better immersion and engagement, and neutral, so the players can project themselves better on the player character. That's a fine line to walk, and there may be room for improvements...
It is complicated by part of the mystery being about the player character itself finding clues of its own past. A few texts evoke that, but I intend to go a bit further with codex entries, especially relating to [Spoiler] The other two final planets are the southern one, where [Spoiler] - and the eastern one, which is the closest thing to an actual ending (being the furthest from the beginning, and with its own linear path), is about [Spoiler]

I have started writing codexes, and those will require more editing work than the briefings :)
There isn't the same length constraint, so less limitations for poor writing, purple prose and awkward text construction (or god forbid, technobabble). And they will have to be satisfying to unlock, so story-oriented players are more motivated (instead of discouraged) to continue unlocking them.
They will also have to hint at interesting mysteries and questions, ideally a bit of sense of wonder, and satisfying yet open endings for the three "storylines" (with the final three missions). I have some ideas for those, but they will probably require more work.

Writing codex entries for 70 missions is also no small job, so the more we are on it, the better! We'll have to make sure the style is consistent and the stories are coherent, and that could make for nice result.
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4 years ago
Now that I think about it. Wesnoth uses a forum as a writing room. That is probably better because it is easier to see who posted when.
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4 years ago
Hey AUrankfatist,

What made your mind to decide to help with Zero-k?
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