• Find Me! - Prop Hunt the game
    53 replies, posted
So I've had this idea for awhile, if you've ever played Prop Hunt for Garrys Mod then its basically the same idea. Two teams, one team consists of players disguised as foliage that blend in around the map who attempt to sneak up and kill the other team; the Aboriginals. The Aboriginals are hunting the forests to rid them of the "foreign" foliage. Both teams have the ability to kill the other players on the opposing team, but they have different methods of doing so. Aboriginals will have weapons such as Bows, Spears, and rocks, who can kill from a distance, where as the foliage have to be close enough to the Aboriginals where they can explode and kill them, requiring them to be much closer to their targets. The foliage teams main line of defense is their ability to blend in extremely well with other non-player foliage such as rocks, small trees, and bushes. The only way to differentiate a player from a non-player bush is to catch them moving or taunting, but in a forest filled with foliage, it can be very hard to keep track of where the player is! This is a very early work in progress, and Im interested in knowing whether or not people would find a game like this fun to play. I have tons of ideas I can implement if there are people who would enjoy this game. [t]https://dl.dropboxusercontent.com/u/4112921/HighresScreenshot00002.png[/t] [t]https://dl.dropboxusercontent.com/u/4112921/HighresScreenshot00003.png[/t] [t]https://dl.dropboxusercontent.com/u/4112921/HighresScreenshot00004.png[/t] [t]https://dl.dropboxusercontent.com/u/4112921/HighresScreenshot00005.png[/t] [t]https://dl.dropboxusercontent.com/u/4112921/HighresScreenshot00006.png[/t] [t]https://dl.dropboxusercontent.com/u/4112921/HighresScreenshotIsland01.png[/t] [t]https://dl.dropboxusercontent.com/u/4112921/HighresScreenshotIsland02.png[/t] [t]http://i.imgur.com/fwYAzFE.png[/t] [t]http://i.imgur.com/PmGiRlW.jpg[/t] [t]http://i.imgur.com/ad20Zqg.jpg[/t] Some Plains [t]http://i.imgur.com/dyFcAZ4.jpg[/t] [t]http://i.imgur.com/ytsGfXy.jpg[/t] [t]http://i.imgur.com/RvA9HNq.jpg[/t] A forest [t]http://i.imgur.com/uabJmOH.jpg[/t] [t]http://i.imgur.com/7P15akw.jpg[/t] [t]http://i.imgur.com/rbTAsXk.jpg[/t] Alpine [t]http://i.imgur.com/tLKGzjj.jpg[/t]
In the Gmod version of Prop Hunt, didn't they make it so that if you shoot or hit a prop that isn't a player, it'd hurt you? If you could find some other way of discouraging the player from going wild on objects, that would be great. I really love the artstyle though.
[QUOTE=slayer20;47037364]In the Gmod version of Prop Hunt, didn't they make it so that if you shoot or hit a prop that isn't a player, it'd hurt you? If you could find some other way of discouraging the player from going wild on objects, that would be great. I really love the artstyle though.[/QUOTE] One repercussion would definitely be losing ammo. I find if the player is given a small amount of ammo, then they conserve it more. Once the player runs out of ammo, they could possibly have to search around the area for more, which would also prevent them from attempting to camp or anything like that, keeping a constant flow of movement.
Working on a desert level. [t]http://i.imgur.com/EY3Icmv.png[/t]
As long as I can be a cactus I will be happy with this game
These kind of minigame is going to be super easy to go viral with mainstream Youtubers
[QUOTE=Shirky;47076672]Working on a desert level. [t]http://i.imgur.com/EY3Icmv.png[/t][/QUOTE] The art style is brilliant and you should keep it if you think of making it more complex. And I think that if you could put effort into it, you could actually sell the game for a good amount of money. However if you don't i'd be the first to pick it up. :v:.
[QUOTE=Kylel999;47078022]As long as I can be a cactus I will be happy with this game[/QUOTE] [t]http://i.imgur.com/4JxIM7J.png[/t]
[QUOTE=Shirky;47081422][t]http://i.imgur.com/4JxIM7J.png[/t][/QUOTE] I APPROVE.
The main thing about prop hunt servers was always that people who had played the level before had a MASSIVE advantage over new players in knowing which props came with the map and where they appear. Having some sort of randomizer for foliage locations each level (even if a lot of them do look the same) might be something to consider.
There's a source mod that follows the same idea of identical plants attacking people in a forest or garden of identical plants. But I believe you have taken it to a much further level with a theme that the game follows. Also what engine are you doing this in? If unity are you planning on releasing such on the mobile platform, will all operating systems be able to play together?
So, the "prop" team uses explosions to kill? Their only line of defense is to kill themselves? Is there a time limit? If so, who is the default winner, if any? Is this a take-the-piss game or are you selling it? Does the map randomize in any way? Do player props act the same way as normal props when it comes to physics and collisions? Do the hunters have any sort of melee weapon? How hard is it to kill props or hunters?
[QUOTE=Nitrowing;47082402]The main thing about prop hunt servers was always that people who had played the level before had a MASSIVE advantage over new players in knowing which props came with the map and where they appear. Having some sort of randomizer for foliage locations each level (even if a lot of them do look the same) might be something to consider.[/QUOTE] Yeah that was always a problem, as well as the players knowing good places to hide where the other players wouldn't really ever be able to find/kill them. The thing that is different here is that the team that is hiding are all disguised the same, as either a bush, cactus, or any other single prop. And so unless you can memorize the location of over 500 plants, you probably wont have an easy time abusing it. [editline]5th February 2015[/editline] [QUOTE=Sally;47082435]There's a source mod that follows the same idea of identical plants attacking people in a forest or garden of identical plants. But I believe you have taken it to a much further level with a theme that the game follows. Also what engine are you doing this in? If unity are you planning on releasing such on the mobile platform, will all operating systems be able to play together?[/QUOTE] Yeah, this is kind of a successor to Suicide Survival, I got permission to remake it from Naughtyloose about a year or so ago. As for the engine, its on Unreal Engine 4, which does have a lot of options for cross platform and cross play. The game on mobile is a possibility as the graphical requirements and file size is pretty low, it would just be up to whether or not it would be popular enough and functional enough on mobile platforms. [editline]5th February 2015[/editline] [QUOTE=TeamEnternode;47082446]So, the "prop" team uses explosions to kill? Their only line of defense is to kill themselves? Is there a time limit? If so, who is the default winner, if any? Is this a take-the-piss game or are you selling it? Does the map randomize in any way? Do player props act the same way as normal props when it comes to physics and collisions? Do the hunters have any sort of melee weapon? How hard is it to kill props or hunters?[/QUOTE] The prop teams only way to kill is to explode at the moment, but I may add physic traps in the future that the prop team can use to kill the other team. For defense, they don't have any aside from blending in with the other props around them and staying still until the other team gets close enough to them where they can explode. There are plans for a time limit and the default winner to be the prop team (as the other time is trying to rid the environment of them, and failure to do so would result in losing) Im planning on selling it, but for a very cheap price (as I do have to pay my way through school) Currently the map doesn't randomize, but in the future I would like for the foliage that the prop team is disguised as to be randomly generated. The player props and the normal props will both have the same collisions, but neither will be physics enabled to prevent the other team from pushing them around and making them fall over. Its not planned for the Hunters to have any melee as they could potentially go to every prop and attack it exposing the players, which would take some fun out of the game. I might add the ability for the Hunter to punt back the other team if they can react fast enough to prevent them from dying. For the props, all it takes is a single hit from the hunters to expose and kill them, but for the Hunters, they have health that is affected from the explosion. If the prop explodes too far from the player to kill them, it can still hurt them, so if it is done enough, it will eventually kill the player. For the prop to get a guaranteed kill, they need to get very close to the Hunter. [t]https://dl.dropboxusercontent.com/u/4112921/HighresScreenshot00005.png[/t]
Perhaps you could make it so the objective of the 'prop's would be to get rid of a certain percentage of foliage/weapons or whatever by pressing a button near something to deter them from sitting around and winning by default whilst also making it harder over time. This would give the hunters a reason to be hunting the 'prop's, but I don't know, it might be against your vision for the game.
Id like to keep everything pretty simple, so I guess there could be no "default" winner, and the prop players goal is to rid the land of the Aboriginals which leads both teams trying to kill each other to rid them.
I like Prop hunt and i've played the sourcemod you're basing this off, what you've done so far seems good, but i think there are a few fairly significant problems that were also there in the mod. The props are at a complete advantage, there's no reason for them to really be hiding if they can defend themselves; a lot of the time in the mod it would be the hunters trying to avoid the props, rather than being the other way around. When the props are all identical it doesn't matter at all where you hide, there's no need to try to blend in like with the prop hunt Gmod gamemode. You have to actually try to think about where you are going to be and what prop you should disguise yourself as, which is part of the fun. It sounds like with this you can just stand there in the open and there isn't really anything to suggest you're a player as long as you don't move, rather than that prop actually looking out of place and not blending in. I think it would be better if the goal of the props was to actually avoid being found and to stay hidden, rather than trying to kill the other team. Trying to find a player out of dozens of identical looking props isn't as fun as trying to a player that actually has a clever disguise and hiding spot.
agreed suicide survival just ended up being "shoot the potted plant flying towards you before it jihad explodes and kills you." It got to the point where playing as the hunter just became ridiculous because you never had a chance to win prop hunt has always been about trying to survive as the prop; not killing the hunters, because once you add that factor in it becomes a ridiculous advantage for prop players
Here's some suggestions for the prop vs hunter problem.. "charge time" for prop attack (probably the worst option) Prop must be still for 2-2.5 seconds before attacking (this is kind of shitty, bringing me to my next one) Prop must be still for a set amount of time, but has a certain range of mobility before they must go still to be able to attack (similar to the last one, but they can move within, say, 5 feet diameter of where they are and still attack. this way you can still close in to ensure a kill)
Why not props can't attack if they are in direct view of a hunter within 5 meters - This way you have to be stealthy about it
you can make alot of money out of this if you make it propely. This will go viral in no time with youtube.
[QUOTE=Stephen427sf;47087999]you can make alot of money out of this if you make it propely. This will go viral in no time with youtube.[/QUOTE] True... Youtubers would love this. Look at Seananners' channel, most of the time it's prop hunt.
I'd love to play this I'd recommend some props other than just foliage though. I always loved having to try to fit in with building props, like a coffee cup or a water jug. You know, stuff like that. [B]Edit:[/B] Oh, you're going for a whole outdoorsy thing with aboriginals
[QUOTE=Karmah;47088657]Oh, you're going for a whole outdoorsy thing with aboriginals[/QUOTE] This gives me an idea: can we maybe get some camps and stuff in the wilderness since aboriginals still had some sort of shelter? I feel like the game might be a little dull if it's just "here's some open wilderness, find the plant that is alive"
You could always do simple things. Randomly placed cacti/rocks/shrubs
Maybe add some sort of moving non-player props. So when some tumbleweed rolls by, it spooks out the hunters. Another player can also be disguised as a tumbleweed so the hunters won't know if it's a player or not. Random foliage scattering too so people who have played before won't know the layout and it's new every time
[QUOTE=Karmah;47088657]I'd love to play this I'd recommend some props other than just foliage though. I always loved having to try to fit in with building props, like a coffee cup or a water jug. You know, stuff like that. [B]Edit:[/B] Oh, you're going for a whole outdoorsy thing with aboriginals[/QUOTE] It wont be strictly outdoors, I am planning on a Wild West themed map with the main strip of buildings that will be enterable, which will also give more variety of what you can disguise as. Generally the maps wont be very small because it will either make it too hard or too easy for a team to win. [editline]7th February 2015[/editline] By the way, the game is more like Suicide Surivival and Suicide Barrels than it is to Prop Hunt. The idea that comes from prop hunt is the ability to be multiple different props and that you can hide, but the rest is like the other games. [t]http://media.moddb.com/images/mods/1/15/14831/sb_killingrooms0054.jpg[/t]
I think not basing this off prop hunt is the wrong way to go about it, really. The other two gamemodes are basically just "Stand anywhere on the map until someone gets close, and then run at them". Adding the ability to disguise as different props would still mean the props aren't really trying to blend in and stay hidden, just keep out of the way until they can run at a player on the other team; staying hidden isn't really their goal, the hunters are trying to find the props, but even after finding one of them they could still at a disadvantage when it should be the other way around, so it sort of takes away from why the other team are hiding and why the hunters are trying to find them. I think it would be far better if this was pretty much just a game version of prop hunt.
[QUOTE=nightlord;47092818]I think not basing this off prop hunt is the wrong way to go about it, really. The other two gamemodes are basically just "Stand anywhere on the map until someone gets close, and then run at them". Adding the ability to disguise as different props would still mean the props aren't really trying to blend in and stay hidden, just keep out of the way until they can run at a player on the other team; staying hidden isn't really their goal, the hunters are trying to find the props, but even after finding one of them they could still at a disadvantage when it should be the other way around, so it sort of takes away from why the other team are hiding and why the hunters are trying to find them. I think it would be far better if this was pretty much just a game version of prop hunt.[/QUOTE] But in reality, prop hunt is a lesser version of the other games. This is the same, just extended with more features. Essentially what happens in Prop Hunt is the players will generally try to find the smallest prop, like the remote of coffee mug in cs_office which just leads them to hiding and when they are found, they just run around until they are finally shot. This adds a new element to the game where the prop players can still hide and choose what they want to disguise themselves as, but they can also defend themselves and prevent the Hunter team from winning. Imagine this, the way scoring will work is that the Hunters goal is to eliminate the prop team with as little casualties as possible, and so if they can kill the props before they notice, where they wont have time to try and kill the Hunter by exploding, then the Hunters will gain a point. But if a Prop is able to sneak up on the Hunter and eliminate him by exploding, it will penalize the Prop team, but also prevent the Hunter team from gaining a point. So the main objective is for the Props to hide long enough where the timer or whatever it will be runs out, and for the Hunters to eliminate all the Props with as little casualties as possible. There will be some system in place from preventing the Props from sitting still for too long though.
[QUOTE=Shirky;47092962]But in reality, prop hunt is a lesser version of the other games. This is the same, just extended with more features. Essentially what happens in Prop Hunt is the players will generally try to find the smallest prop, like the remote of coffee mug in cs_office which just leads them to hiding and when they are found, they just run around until they are finally shot. This adds a new element to the game where the prop players can still hide and choose what they want to disguise themselves as, but they can also defend themselves and prevent the Hunter team from winning[/QUOTE] Implying this can't be fixed by making the props randomly generate and not having ridiculously small props. [editline]7th February 2015[/editline] [QUOTE=Shirky;47092962]So the main objective is for the Props to hide long enough where the timer or whatever it will be runs out, and for the Hunters to eliminate all the Props with as little casualties as possible. There will be some system in place from preventing the Props from sitting still for too long though.[/QUOTE] But then the goal of the props actually becomes "kill all of them because there's no reason not to as long as one of us survives" Maybe have a point penalty or something for exploding so it's used mainly as a last-ditch kind of thing where if they're about to discover and kill your cactus buddy you can just bomb them and save him if you're in a good position to do it or something?
[QUOTE=Shirky;47092962]But in reality, prop hunt is a lesser version of the other games. This is the same, just extended with more features. Essentially what happens in Prop Hunt is the players will generally try to find the smallest prop, like the remote of coffee mug in cs_office which just leads them to hiding and when they are found, they just run around until they are finally shot. This adds a new element to the game where the prop players can still hide and choose what they want to disguise themselves as, but they can also defend themselves and prevent the Hunter team from winning. Imagine this, the way scoring will work is that the Hunters goal is to eliminate the prop team with as little casualties as possible, and so if they can kill the props before they notice, where they wont have time to try and kill the Hunter by exploding, then the Hunters will gain a point. But if a Prop is able to sneak up on the Hunter and eliminate him by exploding, it will penalize the Prop team, but also prevent the Hunter team from gaining a point. So the main objective is for the Props to hide long enough where the timer or whatever it will be runs out, and for the Hunters to eliminate all the Props with as little casualties as possible. There will be some system in place from preventing the Props from sitting still for too long though.[/QUOTE] I don't think prop hunt is a lesser version, the things this has aren't really improvements. It's different; the goal is different and so is what both teams have to do. This isn't an extended version with more features, it's a similar gamemode with the goal of it changed into something that only slightly resembles prop hunt. In prop hunt the goal of the hunters is to find all the props before the timer runs out or they all die from failing to chose the right props, and the goal of the props is to find a clever diguise and stay hidden until the round is over. With this, the goal of the hunters is to find the props so they can stop them killing them, and the goal of the props is just to get close to the other team. The prop team should always be at a disadvantage; they're hiding because they can't defend themselves. Hiding isn't really the main goal in this, it's not the same at all. The problem of props being small and running around can easily be solved by not having small props, or having a disadvantage to them such as much less health. Even if you make it so the attack for the props something you're only supposed to use as a last resort and it loses your team points or something like that, players would still do what they do in the non-prop hunt gamemodes this is based off and run straight at the other team without even trying to hide. Hardly anyone is going to really care about points either, they'll just think it's a funny thing to do to annoy the other team. I don't think many players are going to stay hidden if you give them an option not to.
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