[IMG]http://dl.dropbox.com/u/41968/gayben.jpg[/IMG]
So today I decided I wanted to try coding a multiplayer mod in 1 week. Now, usually you'd think this would be a dumb idea but I am certain I can pull it off with your help.
[B]Tell me about this... mod....[/B]
The mod itself is going to be a fast paced, semi-classbased multiplayer CTF game. Think a mix of Starsiege Tribes (main inspiration, alot of concepts coming from here), TF2 and Halo.
One of the main ideas is along with the player health, there is an "energy" bar. The energy bar acts a hybrid of power/armour. For instance, the sniper rifle does as much damage as your reserved energy. However jet packing reduces your energy so you'll have to decided when to use it.
Your energy acts as a shield too.
More importantly, I'm not setting the quality bar on the mod very high so instead of spending 1 month working on a weapon model,you guys can get them out really quickly.
[B]But JLea, shouldn't you be working on Ivan's Secrets?[/B]
Correct! However, I've been working on that for 2 years now and haven't really taken a break to flex my new coding muscles. I would like to try coding some unrealistic things for once.
[B]What do you need from me?[/B]
If you can model/animate/do voices that'd be great. I'll need voices for the player classes and announcers ("The flag has been taken, get it back"). I'll also need particle systems for jetpacks and the like. Minor props like flags, and weapons will need to be done too. I'll need mappers to do some maps aswell.
[B]If anyone has an art-style in mind that could save time, feel free to tell discuss it. . <<< THIS IS IMPORTANT WORK THIS OUT FIRST[/B]
I'll be putting up the public SVN soon
Anyways!
[B]DAY 1 - 8/02/2011[/B]
[LIST]
[*]Valve code setup classes and the basics for me
[*]CTF Game mode basics completed. There's a capture area + flag that attaches to the player, you can score with the flag.
[*]Jetpack completed.
[*]Laser rifle coded (does damage based on your energy reserves, has a constant beam emitting from it other players can see)
[*]Energy system coded
[*]Chaingun coded, works like the TF2 minigun except there's a much larger cone of fire and no speed reduction.
[*]Projectile system that can be used for all weapons.
[/LIST]
[img_thumb]http://dl.dropbox.com/u/41968/is_flagcapture0000.jpg[/img_thumb]
Flag attaching to player.
[img_thumb]http://dl.dropbox.com/u/41968/LAER.jpg[/img_thumb]
Laser rifle beam.
[URL="http://www.facepunch.com/"]View YouTUBE video[/URL]
[URL]http://youtube.com/watch?v=JzKr25DQ__s[/URL]
Tommorow I plan to add announcer support, deployables, 3 new weapons, a base "power source" which is connected to a generator.
[B]DAY 2 - 9/02/2011[/B]
[img_thumb]http://i711.photobucket.com/albums/ww115/IIHazard/Battlesuits.png[/img_thumb]
We have a player model!
[img_thumb]http://i711.photobucket.com/albums/ww115/IIHazard/FLAG.png[/img_thumb]
We have a flag
[LIST]
[*]Generator + power system coded
[*]HUD messages added to events (generator blown up, flag captured)
[*]Projectile system REALLY fixed.
[*]Blaster weapon that deals direct damage to targets health (instead of energy first)
[*]forcefield entity added, turns off when the teams power is down.
[/LIST]
[B]DAY 4 - 11/02/2011[/B]
[LIST]
[*]Added plasma gun, moderate rate of fire, slow projectiles, high radius damage
[*]Added rocket, low rate of fire, fast speed, radius damage, sends targets flying around
[*]Added 1/4lifes lense flare to the mod, acting as a visor of sorts
[*]Added impact FX on shields
[*]Changed server convars, players can now bounce around more and there's less friction
[*]Added IHazards flag model.
[/LIST]
[B]DAY 5 - 11/02/2011[/B]
[LIST]
[*]Added particle splashes (REALLY)
[*]Plenty new effects
[*]Announcer voices
[*]Added models for all new weapons.
[*]Added pickups
[*]Plenty of maps added
[/LIST]
[URL="http://www.facepunch.com/"]View YouTUBE video[/URL]
[URL]http://youtube.com/watch?v=QKYz4Tipsxc[/URL]
[B]DAY 6 - 13/02/2011[/B]
[LIST]
[*]Added money system
[*]Added deployables
[*]Added chaingun, spinup time.
[*]Made various nerfs + buffs based on feedback.
[*]Added new grenade system.
[/LIST]
[URL="http://www.facepunch.com/"]View YouTUBE video[/URL]
[URL]http://youtube.com/watch?v=pDAognPH2mE[/URL]
Thanks IHazard!
[B]PATCH 1.02 is out[/B]
[URL]http://filesmelt.com/dl/1week102.rar[/URL]
JOIN OUR STEAM GROUP IF YOU WANT ANNOUNCEMENTS ON WHEN WE'RE PLAYING!
[url]http://steamcommunity.com/groups/facepunch1weekmod[/url]
I'm on the team. :smug:
I can do a map or two if you want.
That'd be good. With maps, think vertically since the player has a jet-pack. There needs to be a "flag area" and a "generator" area. They need to be somewhat defendable, think a TF2 room (although maybe not, because 2fort is the worst map ever)
So the idea of the Jetpack is similar to how your power is used in Crysis?
[QUOTE=P1X3L N1NJA;27933031]So the idea of the Jetpack is similar to how your power is used in Crysis?[/QUOTE]
what the hell do you mean?
[QUOTE=larrymastodon;27933053]what the hell do you mean?[/QUOTE]
He means it in the sense that you have 100% power, and when you use one of the powers in crysis your power goes down. When it hits 0% you are put at a disadvantage to everyone else and have to wait for it to recharge.
I guess you COULD call it a suit power.
The way the energy works reminds me of crysis
Here's a list of what I need.
*flag model
*thing that goes around the flag on the floor
*force field
*rocket sentry
*bullet sentry
*blast wall
These can be really low poly stuff, I don't care.
Best OP banner ever.
I'd be more than happy to make maps. Playing too many [del]Halo clones [/del]iPod touch FPS's inspired me
[QUOTE=JLea;27933685]Here's a list of what I need.
*flag model
*thing that goes around the flag on the floor
*force field
*rocket sentry
*bullet sentry
*blast wall
These can be really low poly stuff, I don't care.[/QUOTE]
I might be able to model some stuff. Judge my modelling skills with this picture:
[img_thumb]http://img17.imageshack.us/img17/2464/gtpmuseum0012.jpg[/img_thumb]
(I made the orbs and the things under them and the map)
Since I started thinking about the art-style,
I would like to know if things like location,back story,time (sci-fi duh),etc are set in stone or are they open for discussion?
make all the weapons finger guns.
You should also make it like Smashball, with the crowd in the background
I'm on it bro.
Futurama laser tag.
[QUOTE=Lost Darknes;27934409]Futurama laser tag.[/QUOTE]
Sparky is going to enjoy making some of those viewmodels animations.
What exactly does this "generator room" do?
answer quick I have a rough sketch of a map right here right now
[QUOTE=JLea;27932630]That'd be good. With maps, think vertically since the player has a jet-pack. There needs to be a "flag area" and a "generator" area. They need to be somewhat defendable, think a TF2 room (although maybe not, because 2fort is the worst map ever)[/QUOTE]
What is this generator area you speak of?
Shit, ninja'd :ninja:
I'm guessing a generator area is where you recharge your super suit batteries
[QUOTE=Ihazard;27936432]I'm guessing a generator area is where you recharge your super suit batteries[/QUOTE]
Perhaps maintaining it would buff everyone on the team, letting their suit recharge faster :iiam:
Here JLea, have a map. I kept the dev textures just incase you wanted to change them :h:
[img]http://gyazo.com/d6a79343a9c5ffb4a7f4ecfef914e5ba.png[/img] [img]http://gyazo.com/d0008907e9cb89edc222d2558350818f.png[/img] [img]http://gyazo.com/2bec4e5f1a19810fe03014150f1d0bd9.png[/img]
I added light props so ignore the random light blobs
Linky: [url]http://www.mediafire.com/?cx03btcucmq6i9h[/url]
Feel free to change it up.
I assumed generator room was a room where there is a generator you destroy it maybe. I have no idea though :v:.
[QUOTE=GameDev;27936503]Here JLea, have a map. I kept the dev textures just incase you wanted to change them :h:
[img_thumb]http://gyazo.com/d6a79343a9c5ffb4a7f4ecfef914e5ba.png[/img_thumb] [img_thumb]http://gyazo.com/d0008907e9cb89edc222d2558350818f.png[/img_thumb] [img_thumb]http://gyazo.com/2bec4e5f1a19810fe03014150f1d0bd9.png[/img_thumb]
I added light props so ignore the random light blobs
Linky: [url]http://www.mediafire.com/?cx03btcucmq6i9h[/url]
Feel free to change it up.[/QUOTE]
Well by the looks of what this mod is trying to acomplish in the given time I doubt hell worry about textures on the maps.
[QUOTE=P1X3L N1NJA;27937715]Well by the looks of what this mod is trying to acomplish in the given time I doubt hell worry about textures on the maps.[/QUOTE]
Well, just incase.
I totally made a flag, what do you guys think? Textures are a WiP
[IMG]http://i711.photobucket.com/albums/ww115/IIHazard/FLAG.png[/IMG]
Donno if it's any good or not but I have this old thing lying around:
[img]http://filesmelt.com/dl/Sentries3.png[/img]
It's untextured and not even compiled into source but I'm not using it for anything so... yeah.
[QUOTE=Ihazard;27937882]I totally made a flag, what do you guys think? Textures are a WiP
[img_thumb]http://i711.photobucket.com/albums/ww115/IIHazard/FLAG.png[/img_thumb][/QUOTE]
Lovely and quake/unreal tournamenty. Looks awesome.
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