@TheScott and I are two of the three developers for SuperiorServers, which actively develops the largest roleplay servers currently in Garry’s Mod using completely in-house production. With many many years of experience in Garry’s Mod and making tools for the Source Engine, we want to create something that contributes to the S&box community and all of the new faces that will be inspired to learn programming because of S&box, just as Garry’s Mod did for us.
Please feel free to pull apart the gamemode idea or ask any questions. While we both have exposure to modeling, animations and hammer 1 & 2, our most obvious experience is in code and it would be really cool to find someone who is willing to make some art to contribute to the open source project or become part of the team.
This is a WIP game we started working on in Unity recently and would find it better suited as a gamemode in S&box as we’re both very familiar with Source as well as the community. Better exposure versus an entire game release could help the gamemode gain traction as well.
It’ll be publicly available, as well as any tools that we make and find useful in the process.
Variant is a game based in a tiered underground science facility where the “monster” must escape without directly killing others until the final level. There are two main teams; the variant and the humans. The variant must progress through each level of the facility until it reaches the top where it will win the game upon escaping. The humans must stop the variant.
On the lowest level possible the Variant will find itself inside of a “secure” containment area where only a small amount of NPC scientists are present. The Variant will be given a minute to plan ahead but can choose to start the break-out sooner. Once they break out they must kill the NPCs before they’re able to set off the alarm. By avoiding triggering the alarm they are able to continue the rest of the game in stealth mode if they wish.
As the variant is progressing through the facility they gain access to new abilities and perks. If they avoid detection by using their various abilities or by avoiding the guards they are able to keep progressing with their unlocks in each tier without giving the guards their upgrades. Whenever the guards manage to subdue the variant, their team will steal upgrades from it.
This esentially means if the Variant is skilled (or lucky) enough they can play most of the escape without the guards having any real way to track or subdue them. The variant’s “health” will only impact its abilities and mobility until the final exit level of the facility. On the final stage the remaining health the Variant has will be used against guards that are finally given very lethal weapons.
At the start of development we only want to begin with a few abilities and polish them out. So far we have:
This allows you to pickup and/or ram a guard into a wall which knocks them unconcious for a few seconds. They are unable to communicate with their team while they are knocked out.
By default you will be able to climb along walls and through vents as soon as you start the escape. This lets you slowly traverse through the current facility level and look for guards so you can plan your escape route. Vents will not let you go directly up a level.
This lets you become a guard temporarily (think Parasite or The Thing). Guards can only detect you if they attack you or they stay very close to you for too long.
This lets the variant move at high speeds allowing them to escape when too many guards get close. They can only do this a handful of times throughout the entire escape.
This lets the Variant rip apart anything that gets in its way.
Eating a dead guard will give you back a portion of HP
Guards are all the other players who were not picked to be the variant. Spawns are distributed across each level with an exception to the lowest level (where the variant spawns). For every new level the variant is spotted on the more gear and weaponry the guards will have access to.
Will stun the variant if it gets too close. This slows down the variant.
Only a small perctenage of guards are given these at the start of the game. These can slowly take down the monsters health.
Allows you to heal other guards or yourself but will stop you from moving for a small amount of time.
You will be able to place down different traps that stun the variant.
Does not trigger an alarm. Guards must see them in the trap.
Triggers the alarm for that facilities level. Will give you access to new unlocks
A small percentage of heavy emergency doors can be locked permanently for that level depending on how many doors there are.
Heavy weapons will be given on the final escape tier if the Variant is spotted. The facility has decided that it can no longer contain the monster without killing it. The remaining health from the Variant will now kill the variant upon it depleting.
The first (lowest) level in the facility. Where the scientists and several test subjects (monsters) are. This is where the Variant also is. The variant wants to escape from the facility without harming the guards. It just wants to be free
The scientists are the NPCs. Depending on how you want to escape you can let the scientists trigger the alarms and alert all the guards or kill them and decide to go through it fully or partially stealthy.
Each of these tiers contain an armoury that the guards must go to in order to pick up the new equipment when they detect the Variant. Each tier will represent a function in the facility and will have a different theme compared to the next. The plan is also to have mechanics that match these enviroments that let the guards and the Variant capture and escape easier if they decide to risk completing them.
If there are enough guards near the variant when it is trapped or stunned then the monster may be contained and the game is over (WIP?)
This is where both teams can finally kill eachother if they come into contact. If the Variant was not spotted they can simply start the escape sequence and complete the game. If they are caught then defense systems are activated and they must survive for a small amount of time before being able to escape.
Guards gain XP depending on how many times they have seen the Variant, if they killed them, if they subdued them (more xp), how far the variant got etc.
The Variant gets more XP depending on how far it got, how many people it avoided, how many people it avoided killing, if it exited while stealthed etc.
Feel free to check out our publicly available content: SuperiorServers · GitHub
Noteworthy gmod projects:
A large collection of libraries and extensions designed to streamline development and help produce optimized code
gm_tmysql4 : https://github.com/SuperiorServers/gm_tmysql4
Performant MySQL connector module built on MariaDB Connector/C
gm_redis : https://github.com/SuperiorServers/gm_redis
Redis connector module. Supports normal client and pubsub functionality. Developed with help from MetaMan