Good stuff Sir_Brizz.
I have two feelings/thoughts about this once I read the plan:
First Thought
I LOVE Unreal, from 1998 till 2008 it remains my most played game and of course Unreal to go next-gen is one of my biggest dreams.
I dislike most games today and this whole console game industry bores me, so Unreal (cooperative) is about the only game I play right now (exceptions are Alien Versus Predator 2 and Ghost Recon/Raven Shield from time to time).
Actually, I do play Unreal in co-op but not as an unreal player, because I am a realism fan and am mainly into tac-sim's, I play Infiltration (UT tac-sim mod, real weapons, real soldiers) using the Unreal levels in a cooperative game mode with a bunch of like minded folks. This
screenshot shows nicely what this Infiltration/Unreal game is about.
There is a company called Blackfoot Studios, they are currently developing a tactical simulation called "Ground Branch", which sounds to be the most realistic tac-sim to date. They just confirmed to use the Unreal Engine 3, so my first though was: Ground Branch + Unreal Evolution = the realistic Unreal co-op experience like we have it with Infiltration/Unreal right now, but next-gen and muuuuch better then ever = VERY GOOD!!
Second Thought
The second thought was that it is a MAMMOTH project and such fail to often, so I remain sceptical like probably most here.
How to realize?
In my opinion the best and most efficient way to go is to release the mod in fragments, in Chapters.
Why that? Because you can focus on a first release to be relatively soon with little overall work, because the first chapter can have:
- only few maps with the same design and architecture (like a temple for example), easier and faster to develope.
- just like unreal the first levels to have only few creatures to begin with (20% of creatures in the first chapter Vs. 100% of creatures in the whole game), better start with 20%.
That is the only realistic way to see things, going for a full or almost full realease is unrealistic, going for the first chapter with the initiation of the story and introduction of only few creatures sounds more grounded and can actually really work.
Advantage of such an aproach is, that if people see how actually good this stuff is and that it actually works, you might get more people beeing interessted to help out (those talented modders who refuse to help solely because they believe the project will fail anyway).
Why Unreal for me?
I'm into tac-sim's, so why I love Unreal? Because I see Unreal not as a fast paced sci-fi shooter, but as an adventure game, where you visit fantastic locations, explore worlds and secrets. The locations in Unreal are so great, that I sometimes just stand and watch the sky and hear the wind and ambient sounds.
Playing Unreal slowpaced with realistic weapons through the Infiltration mod was the most immersive and fantastic Unreal experience I ever had.
I personally would prefer a next-gen Unreal game to be more slowpaced and realistic even if it still has sci-fi weapons and characters, but I see that most want it Unreal like (fast paced, mmmmonster weapons), but since there is this tac-sim in developement unsing the UE3, I will get my fun with Unreal Evolution the way I want it anyway.
My only skills are photoshop stuff and I think I'm not even good at it, but I like to develope concepts for creatures and weapons. I'm not volunteering or so, first I need to be sure the idea is not just a naive wish, but a solid project. I personally can only help out (in whatever form) when I can believe in the project, but you defenitely set me on fire with this Sir_Brizz.
I can only say plan the thing out solid like a war plan and start very small'n'solid instead of big'n'never.