Larry's Rumble

Larry’s Rumble

As I posted in the WAYWO megathread, I am working on a game mode featuring Larry the Lobster. I will keep this thread updated as I continue work on it, both before and after I get access to S&box. In my original comment I didn’t provide a lot of info about it, but here is a little update:

Since this project is 2 years old, the code is a mess. I fixed a few bugs and made it somewhat playable. Doing much more felt like a waste of time, as I eventually will have to remake animation graphs and the code for S&box.

Player models

As a placeholder I am using Larry the Lobster, but once I get coding I will commission a custom humanoid lobster model, and I will also make use of our friendly Terry model.

The main gameplay loop:

If you know the game mode Warlocks from Warcraft 3, it will look like a FPS version of that.

The objective is to be the last man/woman standing in an ever shrinking arena. Every time you hit a player they lose a very little amount of health. As each new round begins you are given a selection of new abilities (ranged weapons, higher jumps, more powerful knockbacks etc.)

The maps featured will range from some very similar to the Warlocks game mode where your life slowly ticks away as you are out of bounds, and some will instagib you as you are thrown off. Another idea I’m toying with is an obstacle course where you try to fight your opponents as you escape a death trap.

The abilities

I’ve been brainstorming some abilities I want to implement into the game mode. I am trying to keep the list short to not feature creep. More abilities will be added in the future when the core gameplay loop is polished. The initial idea is that you start with the Lobster Hands ability in the first round. In every intermission round you can buy new abilities (might limit how many). Abilities can be upgraded by rebuying them, and they will gain more damage and knockback.

By default all spells will be available for purchase, but the player hosting the game will have the ability to turn off specific spells or archetypes/elements.

Here they are ingame (Note: the objects will be moving whenever I get access to S&box, for now they are static)

And as a bonus, bare bones gameplay from what I created in a couple of weeks 2 years ago:

Another bonus, Larry celebrating his victory:

All icons used so far are supplied to me with the Creative Commons 3.0 license.

Icon Credits:

Icon Creator Link
Crab Claw Lorc https://game-icons.net/1x1/lorc/crab-claw.html
Fireball Lorc https://game-icons.net/1x1/lorc/fireball.html
Quake Lorc https://game-icons.net/1x1/lorc/earth-crack.html
Dash Lorc https://game-icons.net/1x1/lorc/sprint.html
Frost Bolt Lorc https://game-icons.net/1x1/lorc/ice-spear.html
Bommerang Delapouite https://game-icons.net/1x1/delapouite/boomerang.html
Vampirism Delapouite https://game-icons.net/1x1/delapouite/vampire-dracula.html
Jump Boost Delapouite https://game-icons.net/1x1/delapouite/upgrade.html
Runspeed Delapouite https://game-icons.net/1x1/delapouite/running-shoe.html
Heal sbed https://game-icons.net/1x1/sbed/health-normal.html
Knockback Immunity sbed https://game-icons.net/1x1/sbed/shield.html
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Can’t wait, some have waited years for this!

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You mean it’s finally coming out? Facepunch, hire this man!

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Hope there will be Garry and Jerry aswell

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Animation Update

I tried to import my animations this morning and found out that Source 2 does not like capital letters when you’re naming assets. I’ve had to update all the names of the bones in my models to use a snake_case naming convention.

That being said:

I’ve added a few animations and started setting up the third person model in AnimationGraph.

I’ve also added the first person model and animations.

Next steps

I will be polishing the animation graph and maybe add a jumping animation to the third person model. After I’ve messed a bit more with AnimationGraph, I will either start looking into particle effects for abilities or I might mess a bit with Hammer

these videos are kind of scary 0-0
keep up the great work!

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Thanks!

I had to use YouTube fair use music to not make the videos completely silent… gave it an eerie vibe lol

(Tbf. Larry chasing you would be really scary)

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Over the weekend I’ve been working on different things, and I’ve updated the main post to reflect the general idea about the game mode. Here are the specific things I’ve been working on this weekend so people don’t have to reread the main post.

Abilities

I’ve been brainstorming some abilities I want to implement into the game mode. I am trying to keep the list short to not feature creep. More abilities will be added in the future when the core gameplay loop is polished. The initial idea is that you start with the Lobster Hands ability in the first round. In every intermission round you can buy new abilities (might limit how many). Abilities can be upgraded by rebuying them, and they will gain more damage and knockback.

By default all abilities will be available for purchase, but the player hosting the game will have the ability to turn off specific abilities or archetypes/elements.

Particle effects

I’ve played a bit with the Particle Editor and created some particle effects. It’s been fun to toy around with the parameters, and I made two Wiki pages if you want to try it out for yourself!

Anyways here they are in HL ALyx:

And here they are moving in the Hammer editor (They are not self illuminated here, which is why they appear darker):

And finally here they are i nthe Particle Editor:

Ragdolls

Ragdolls are always fun to see and shoot, so I’ve created a ragdoll of Larry in ModelDoc.

What’s next?

I’m going to work on a few more particle effects and maybe start looking into the Hammer editor. I am programmer and I am learning all these new tools and work flows, but it’s been fun so far!

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Thank yoi for the wiki pages!!! Always wanted to try out the particle editor but the tutorials out there suck ass.

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progress still going strong. i like how its going, seems like it would be a good laugh to quickly hop on and just kill everyone as larry.
but thanks for the particle stuff, will use that in my stuff im making for a bonk effect when you hit people and a powerup effect and stuff.

be cool to help test or play it if i can

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