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Gameplay trailer

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Date Editor Before After
11/4/2016 3:17:23 AMAUrankAdminGoogleFrog before revert after revert
Before After
1 I think there might be too much focus on putting meaning into the scenes. Here are two Spring-related trailers which just made of cool scenes set to music. They are quite effective even though their only structure is the structure given to them by their music. 1 I think there might be too much focus on putting meaning into the scenes. Here are two Spring-related trailers which just made of cool scenes set to music. They are quite effective even though their only structure is the structure given to them by their music.
2 https://www.youtube.com/watch?v=vuP63IobLps 2 https://www.youtube.com/watch?v=vuP63IobLps
3 https://www.youtube.com/watch?v=MpKqQxTURik 3 https://www.youtube.com/watch?v=MpKqQxTURik
4 Note that the NOTA video is three trailers smushed together, it's not as long as it looks. 4 Note that the NOTA video is three trailers smushed together, it's not as long as it looks.
5 \n 5 \n
6 The old ZK trailer is a 'cool scenes' trailer which is also structured by the progression of a single game. 6 The old ZK trailer is a 'cool scenes' trailer which is also structured by the progression of a single game.
7 https://www.youtube.com/watch?v=vkZaLLyhEgI 7 https://www.youtube.com/watch?v=vkZaLLyhEgI
8 The trailer has a nice buildup and structure. The zooming out shots at the end wrap it up nicely and show 'epic scale'. I think this trailer has two main weaknesses: 8 The trailer has a nice buildup and structure. The zooming out shots at the end wrap it up nicely and show 'epic scale'. I think this trailer has two main weaknesses:
9 * Scene selection. 9 * Scene selection.
10 * Old graphics (models and effects). 10 * Old graphics (models and effects).
11 The scene selection is the weak part of an overall great trailer. It's hard to do when you've only got a single battle to work with. For example we don't need to see Bandit feet because nobody will look close enough to see them. The Penetrator scene could shot something blowing up at the end of the laser. There could be more action scenes and fewer construction/setup scenes. 11 The scene selection is the weak part of an overall great trailer. It's hard to do when you've only got a single battle to work with. For example we don't need to see Bandit feet because nobody will look close enough to see them. The Penetrator scene could shot something blowing up at the end of the laser. There could be more action scenes and fewer construction/setup scenes.
12 \n 12 \n
13 I really think real game footage is superior to staged things. There is some action in the background. You get groundscars and smoking wreckage. The game gets a sense of scale which is either lacking in constructed environments or really tedious to fake. 13 I really think real game footage is superior to staged things. There is some action in the background. You get groundscars and smoking wreckage. The game gets a sense of scale which is either lacking in constructed environments or really tedious to fake.
14 \n 14 \n
15 If I were to create a ZK trailer I would basically do the same thing as the old trailer and try to select scenes better. The basic method is: 15 If I were to create a ZK trailer I would basically do the same thing as the old trailer and try to select scenes better. The basic method is:
16 * Spectate or play some games on nice looking maps. 16 * Spectate or play some games on nice looking maps.
17 * Pick a game with a few good looking bits/buildups that could be shown in a trailer. 17 * Pick a game with a few good looking bits/buildups that could be shown in a trailer.
18 * Find some good scenes 18 * Find some good scenes
19 * Match them to Thunderdome. 19 * Match them to Thunderdome.
20 * Also consider this as a possibility: https://soundcloud.com/denny-schneidemesser/thunderdome-extended 20 * Also consider this as a possibility: https://soundcloud.com/denny-schneidemesser/thunderdome-extended
21 The rapid pace of Thunderdome might make scenes too short. However, I think a fast pace accurately reflects ZK. 21 The rapid pace of Thunderdome might make scenes too short. However, I think a fast pace accurately reflects ZK.
22 \n 22 \n
23 All three trailers show that good camera work is possible and these trailers were not using COFC. I use COFC to take screenshots but it is extremely annoying to get it into the right location due to its random buggy jumps whenever I try to do anything. Perhaps FPS camera is more reliable. Just experiment. '/trackunit' might have some hardcoded useful behaviour in the more exotic cameras. 23 All three trailers show that good camera work is possible and these trailers were not using COFC. I use COFC to take screenshots but it is extremely annoying to get it into the right location due to its random buggy jumps whenever I try to do anything. Perhaps FPS camera is more reliable. Just experiment. '/trackunit' might have some hardcoded useful behaviour in the more exotic cameras.
24 \n
25 I don't think UI needs to be shown in the main trailer. It is the hardest to record (you need to play the game) and the UI is the most likely part of ZK to change.