• GhostRun (A horror gamemode)
    54 replies, posted
[IMG]http://drive.google.com/uc?export=view&id=0B_0JpEO7XmcIbl9obDJiZGZhVDg[/IMG] [B]Intro on my GhostRun project / Small gameplay - V0.3.2 / V.3.3[/B] [url=https://www.youtube.com/watch?v=0ZqKvHKfLYk&list=UUY1N7MwM_2kKSU2V8iL1uJw][IMG]https://i.ytimg.com/vi/0ZqKvHKfLYk/hqdefault.jpg[/IMG][/url] [url]https://www.youtube.com/watch?v=0ZqKvHKfLYk&list=UUY1N7MwM_2kKSU2V8iL1uJw[/url] [B]My Youtube channel:[/B] [url]https://www.youtube.com/user/kretorus[/url] [B]About[/B] Hi all. This project began as a map but as I kept on rewriting all the map logic in LUA (Because hammer was too limited), it grew to a gamemode. It's still in it's early stages. But I hope to recieve alot of suggestions :). In this gamemode, you have to survive by running away from ghosts or by killing them, and to complete objectives. I know this sounds vague, just watch my concept videos where I show the current features and you'll get an idea of what this gamemode is all about :). [B]Features so far[/B] - A ghost that fulfills random duties at the moment (will try to sabotage you in the future). If you get to close the ghost will hunt you down. - A ghost detector that gives the distance from the ghost detector to the ghost in 3 lights. - A flashlight that kills the ghost. - Batteries to charge up the flashlight. - Ghost is invisible by default. You can make the ghost visible if the ghost is in the orange light range, this will cost 10 times more battery per ghost! - The ghost is randomly spawned across a the map by the use of special 'node' entities that I created. These nodes will be used to create random paths/tasks for the ghost. - There can be multiple ghosts, this can be set by a variable. - If a ghost kills you, a new ghost will spawn the position where you got killed. This ghost will spawn, even when the limit of max ghosts has been reached. - Ghost detector and flashlight power in a custom unfinished and unpolished HUD. - External ghost detector with 3D hud. You have to charge it with your own battery power! - A hiding place, you can now hide from ghosts! They will try to find you though.. [B]BETA Gameplay videos[/B] [QUOTE] [B]Old Gameplay of V0.1.0 by Isotyra[/B] [IMG]https://i.ytimg.com/vi_webp/wjV44iBzo_w/mqdefault.webp[/IMG] [url]https://www.youtube.com/watch?v=wjV44iBzo_w&list=UUMviu5hVtWhdFqXZiprQT6A[/url] [/QUOTE] [B]Update Videos[/B] [QUOTE] [B]Hiding places! - GhostRun update V0.3.2 for Gmod/HL2 [/B] [IMG]https://i.ytimg.com/vi/zQfeMBK9oWk/mqdefault.jpg[/IMG] [url]https://www.youtube.com/watch?v=zQfeMBK9oWk&list=UUY1N7MwM_2kKSU2V8iL1uJw[/url] Changelog: + Changed: Have to press left mouse button while aiming with flashlight at the ghost to kill it. + Changed: Ghosts in the orange light radius now become visible by just turning on your flash light. + Changed: Battery power discharges 4 times slower, this applies to the external ghost detector as well. + An external ghost detector starts out without battery power. You have to charge it to use it. + When a ghost kills a player, the player will respawn with only 23% battery power. Not enough to kill a ghost. Hide! + Added: The hiding place game mechanic. [B]External Ghost detector! - GhostRun update V0.3.1 for Gmod/HL2[/B] [IMG]https://i.ytimg.com/vi/qPVY4JgAaPA/mqdefault.jpg[/IMG] [url]https://www.youtube.com/watch?v=qPVY4JgAaPA&list=UUY1N7MwM_2kKSU2V8iL1uJw[/url] CHANGELOG: + Added the external ghost detector :) [B]MEGA UPDATE! - V 0.3.0[/B] [IMG]https://i.ytimg.com/vi/b2HF8kuy2Mc/mqdefault.jpg[/IMG] [url]https://www.youtube.com/watch?v=b2HF8kuy2Mc&list=UUY1N7MwM_2kKSU2V8iL1uJw[/url] CHANGELOG + Ghost is invisible by default + You can make the ghost visible if the ghost is in the orange light range, this will cost 10 times more battery per ghost! + Killing a ghost costs 25% of battery power, and if you haven't got enough than you won't be able to kill the ghost. + Changed the HUD size, it now scales per resolution. + The ghost is randomly spawned across a the map by the use of special 'node' entities that I created. These nodes will be used to create random paths/tasks for the ghost. + There can be multiple ghosts, this can be set by a variable. + If a ghost kills you, a new ghost will spawn the position where you got killed. This ghost will spawn, even when the limit of max ghosts has been reached. [B]Redesigned the Detector and Flashlight system. Flashlight batteries!! - V 0.2.0[/B] [IMG]https://i.ytimg.com/vi/ZDvxbywFMV8/mqdefault.jpg[/IMG] [url]https://www.youtube.com/watch?v=ZDvxbywFMV8&list=UUY1N7MwM_2kKSU2V8iL1uJw[/url] CHANGELOG + Integrated the detector and the flashlight battery in the GUI + Implemented the hl2 source flashlight as the ghost kill flashlight with lua code. + Added batteries to pickup and charge the flashlight battery. [B]Kill the ghost with flashlight! - Update V0.1.1[/B] [IMG]https://i.ytimg.com/vi/c-CQzAh12So/default.jpg[/IMG] [url]https://www.youtube.com/watch?v=c-CQzAh12So&list=UUY1N7MwM_2kKSU2V8iL1uJw[/url] + Added a flashlight that kills the Ghost. - Future features include flashlight batteries and the flashlight will be able to run out of battery or be charged. [B]Ghost Run concept BETA V0.1.0[/B] [IMG]https://i.ytimg.com/vi/RXdK847gbII/default.jpg[/IMG] [url]https://www.youtube.com/watch?v=RXdK847gbII[/url] [B]Confronting the ghost! - V0.1.0[/B] [IMG]https://i.ytimg.com/vi/hLsGf6_RQlI/default.jpg[/IMG] [url]https://www.youtube.com/watch?v=hLsGf6_RQlI&list=UUY1N7MwM_2kKSU2V8iL1uJw[/url] + Added sound when the ghost notices a player. [/QUOTE] [B]Quick inDev Ideas[/B] [QUOTE] GhostRun Quick inDev AA - Friendly ghosts, should I use this in my gamemode? [IMG]https://i.ytimg.com/vi/9zv1LB_DDq0/mqdefault.jpg[/IMG] [url]https://www.youtube.com/watch?v=9zv1LB_DDq0&list=UUY1N7MwM_2kKSU2V8iL1uJw[/url] Friendly Ghosts + Only move when a player is within the orange light distance from the ghost. + Is only visible if the friendly ghost is in the orange light range (Just like the evil ghosts), but unlike evil ghosts, these ghosts show them selves and don't discharge battery power. + If they are in groups, they all converge at one point every now and then. + If the player is within the orange range from the friendly ghost, it will try to kill any evil ghost if the ghost is also within the orange range. It might be a bit overpowered, maybe if I let all those ghosts become evil at some point? [/QUOTE] [IMG]http://drive.google.com/uc?export=view&id=0B_0JpEO7XmcIaEFwUC1halN5ZE0[/IMG] [B]Every player has a ghost-detector and a flash light.[/B] [IMG]http://drive.google.com/uc?export=view&id=0B_0JpEO7XmcIYzE2QlJoVjdaZms[/IMG] [B]1 Light means that the ghost is nearby 2 Lights means that the ghost is close 3 Lights means that the ghost has spotted you it will chase you untill it killed someone. The ghost-detector only works if you have your flahlight turned on. It will consume a little power. If you have your flashlight turned on, you can press the use-key to show all the ghosts that are within the 'orange (2nd) light range'. This will discharge your battery 10 times faster than usual, per ghost. You can pickup batteries to charge up your battery, each battery charges at a max of 50% per battery. You can also kill the ghost, you can do this by shining on it with your flashlight. The ghost has to be in the 'red (3nd) light range' to kill it. It costs 25% of battery to kill a ghost. If you haven't got enough battery power, than you won't be able to kill the ghost. If a ghost dies, it will randomly respawn at one of the special 'ghost nodes' that a script spreads across the map, per map. It is also possible to have more than one ghost by default. Te script will spawn the number of ghosts randomly across the 'ghost nodes', that the variable is set to. The default limit is 1. If a ghost kills a player, it will respawn a ghost at the location where the player died. If the ghost limit has been reached, the ghost will still be spawned. But if the ghost dies, a new ghost will only spawn when the ghost count is below the limit. I personally
This seems interesting. Its a cool idea. But damn, that big orange font, haha.
Nice idea. Reminds me of Luigi's Mansion gamemode on Nintendo Land.
[QUOTE=Its Waffles;45616333]This seems interesting. Its a cool idea. But damn, that big orange font, haha.[/QUOTE] I changed it to normal text now ;)
Sounds neat, wasn't there a mod like this on Arma 3?
I'v got a question. Is there any way to win?
[QUOTE=SGT. KAMIKAZI;45630887]Sounds neat, wasn't there a mod like this on Arma 3?[/QUOTE] Thx :). I'll do my best to make this gamemode scary as hell! I don't own that game so I am not aware of such gamemode.
Nice job, this could be entertaining.
[QUOTE=jack10685;45631274]I'v got a question. Is there any way to win?[/QUOTE] The concept is still barebone atm. The gamemode can already be implemented in a map wich has its own 'mission' built in, by spawning 'ghost nodes' (a special entity I made), to implement this gamemode. You can kill the ghosts, but this is only a temporary solution. But this gamemode will have a way to win. I will make special entities, that will let the player progress further. For example, maybe a mission to actually catch the ghost eventually by activating certain generators and luring the ghost to a spot. So there will be a dynamic way to create missions for existing maps, as well for implement it within the map with specialized entities.
GhostRun Quick inDev AA - Friendly ghosts, should I use this in my gamemode? [url]https://www.youtube.com/watch?v=9zv1LB_DDq0&list=UUY1N7MwM_2kKSU2V8iL1uJw[/url] [IMG]https://i.ytimg.com/vi/9zv1LB_DDq0/mqdefault.jpg[/IMG] Friendly Ghosts + Only move when a player is within the orange light distance from the ghost. + Is only visible if the friendly ghost is in the orange light range (Just like the evil ghosts), but unlike evil ghosts, these ghosts show them selves and don't discharge battery power. + If they are in groups, they all converge at one point every now and then. + If the player is within the orange range from the friendly ghost, it will try to kill any evil ghost if the ghost is also within the orange range. It might be a bit overpowered, maybe if I let all those ghosts become evil at some point?
[QUOTE=kretorus;45644686]GhostRun Quick inDev AA - Friendly ghosts, should I use this in my gamemode? [url]https://www.youtube.com/watch?v=9zv1LB_DDq0&list=UUY1N7MwM_2kKSU2V8iL1uJw[/url] Friendly Ghosts + Only move when a player is within the orange light distance from the ghost. + Is only visible if the friendly ghost is in the orange light range (Just like the evil ghosts), but unlike evil ghosts, these ghosts show them selves and don't discharge battery power. + If they are in groups, they all converge at one point every now and then. + If the player is within the orange range from the friendly ghost, it will try to kill any evil ghost if the ghost is also within the orange range. It might be a bit overpowered, maybe if I let all those ghosts become evil at some point?[/QUOTE] a few things to nerf them a bit - 1. very few at a time 2. can turn evil 3. can be killed by evil ghosts 4. respawn time longer 5. weaker than evil ghosts (in a 1v1 so to speak, evil ghost would win)
Thanks for your input. On your 5th suggestion. Do you mean that multiple friendly ghosts have to sarciface them selves in order to kill the evil ghost? [QUOTE=jack10685;45645089]a few things to nerf them a bit - 1. very few at a time 2. can turn evil 3. can be killed by evil ghosts 4. respawn time longer 5. weaker than evil ghosts (in a 1v1 so to speak, evil ghost would win)[/QUOTE] [editline]10th August 2014[/editline] When should they turn evil? And why?
[QUOTE=kretorus;45647552]Thanks for your input. On your 5th suggestion. Do you mean that multiple friendly ghosts have to sarciface them selves in order to kill the evil ghost? [editline]10th August 2014[/editline] When should they turn evil? And why?[/QUOTE] 1. yeah 2. that's up to you, i think the more evil ghosts a good ghost is near/subjected to, the higher chance of it turning evil
[QUOTE=jack10685;45648421]1. yeah 2. that's up to you, i think the more evil ghosts a good ghost is near/subjected to, the higher chance of it turning evil[/QUOTE] Ah, sounds balancing. You run the risk of being surounded by evil ghosts. What is your opinion about portable ghost detectors? An object you put down, and shows a signal on your screen when a ghost is close to the object. Have you got some other awesome ideas? Just brainstorming over here :P
[QUOTE=kretorus;45648505]Ah, sounds balancing. You run the risk of being surounded by evil ghosts. What is your opinion about portable ghost detectors? An object you put down, and shows a signal on your screen when a ghost is close to the object. Have you got some other awesome ideas? Just brainstorming over here :P[/QUOTE] I think the portable ghost detector idea would be great, like you put down a "node", and ghosts withing a certain proximity are shown, and it's "charge" dies after a certain amount of time (say like, 5 minutes). You also have the ability to re pick it up and move it, as well as sacrifice some of your own charge to recharge it.
Yeah, like rly show the ghosts, make the visible. But should I show something on the hud of the player, or just make it beep or something in the real world?
[QUOTE=kretorus;45650221]Yeah, like rly show the ghosts, make the visible. But should I show something on the hud of the player, or just make it beep or something in the real world?[/QUOTE] beep in the real world would be great imo
Is this a closed source gamemode (meaning only you can run the server), or will you be releasing the files so anyone can run a server for it? I ask this because i would be interested in hosting a server.
[QUOTE=Question Mark;45655117]Is this a closed source gamemode (meaning only you can run the server), or will you be releasing the files so anyone can run a server for it? I ask this because i would be interested in hosting a server.[/QUOTE] I'm going to release this when it's done.
[QUOTE=jack10685;45652396]beep in the real world would be great imo[/QUOTE] I've build the base, it has working lights just like the HUD detector. Furthermore it beeps in the real world and has a battery bar. It has a 3D HUD with the lights and the bar. I only have to make a new system to regulate the battery for each player, so players can actually give the machine battery. And I gotta make it drain faster and make it show ghosts when the ghosts are in the orange light range. It will work exactly the same way as the detector each player has. Any more suggestions?
It would be nice if you could interact with the ghost somehow, maybe some dialogue. "hello ghost, why are you here?" "blah blah blah imma ghost" see?
[QUOTE=Frozendairy;45659205]It would be nice if you could interact with the ghost somehow, maybe some dialogue. "hello ghost, why are you here?" "blah blah blah imma ghost" see?[/QUOTE] Well maybe through a special radio? I could make an 'evil' system, which determines how evil a ghost is. Maybe the ghost has demands, which might be map specific? And when you fullfill them the ghost gives you a map specific reward (like a room that opens) or becomes a friendly ghost? I already coded friendly ghosts, but they have no specific use yet.
What if certain things you do (map specific/ghost request) can make a friendly ghost stay friendly for a longer amount of time
[QUOTE=jack10685;45660375]What if certain things you do (map specific/ghost request) can make a friendly ghost stay friendly for a longer amount of time[/QUOTE] That's brilliant!! But it would have a higher impact if it was a group of ghosts that have to be kept happy. That way its more of a threat, otherwise you can just kill the ghost with 25% battery. [editline]11th August 2014[/editline] I have finished the bare bone of the external ghost detector! I will upload an update VID in a few hours or tomorrow. Depends on when I'm back.
UPDATE!! [B]External Ghost detector! - GhostRun update V0.3.1 for Gmod/HL2[/B] [IMG]https://i.ytimg.com/vi/qPVY4JgAaPA/mqdefault.jpg[/IMG] [url]https://www.youtube.com/watch?v=qPVY4JgAaPA&list=UUY1N7MwM_2kKSU2V8iL1uJw[/url] CHANGELOG: + Added the external ghost detector :)
Any chance I could beta test it? I'd love to test it :)
[QUOTE=john552;45663378]Any chance I could beta test it? I'd love to test it :)[/QUOTE] Atm im keeping everything in a close circle. But maybe if the project starts to become a little more playable, and I have COOP support I'll organize a public beta test or just release a beta.
New update! [B]Hiding places! - GhostRun update V0.3.2 for Gmod/HL2 [/B] [IMG]https://i.ytimg.com/vi/zQfeMBK9oWk/mqdefault.jpg[/IMG] [url]https://www.youtube.com/watch?v=zQfeMBK9oWk&list=UUY1N7MwM_2kKSU2V8iL1uJw[/url] Changelog: + Changed: Have to press left mouse button while aiming with flashlight at the ghost to kill it. + Changed: Ghosts in the orange light radius now become visible by just turning on your flash light. + Changed: Battery power discharges 4 times slower, this applies to the external ghost detector as well. + An external ghost detector starts out without battery power. You have to charge it to use it. + When a ghost kills a player, the player will respawn with only 23% battery power. Not enough to kill a ghost. Hide! + Added: The hiding place game mechanic. I am open for suggestions! :)
I have a new battery HUD! Does everybody like this one more than the previous one? [IMG]http://drive.google.com/uc?export=view&id=0B_0JpEO7XmcIbl9obDJiZGZhVDg[/img]
you could check if the sun is above the ghost, if it is kill him
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