Forum Thread
  Posts  
Co-Op Mod Looking For Programmer (Forums : Recruiting & Resumes : Co-Op Mod Looking For Programmer) Locked
Thread Options
May 22 2010 Anchor

Alright, heres the deal. I've started writing a document for multiplayer balanced co-op mod for the Source Engine (Half Life 2 and its Episodes, etc) where the whole game relies on interdependence between the players. Features included to keep this balance are things such as an inventory system not unlike that seen in Resident Evil 4 and 5, Tougher NPCs, and interdependent weapons.

  • What I expect from applicants

Part time or on-and-off work is completely acceptable, but if you set a deadline for when you think it is ready or if you will be able to do it period I expect you to keep your word. Disappearing without warning is unacceptable and very disruptive, so please inform me of any amount of extended absence.

  • What I need first

NPC optimization: I need npcs optimized so a good number of them can be on the map at once without a large amount of lag (30-40 at once)
Vehicle Editing: Changing up the vehicles so more than one person can ride in all vehicles, as well as making vehicles stable for multiplayer
Game Mounting: A menu that gives the player a list of games they can mount and can check/uncheck which games they have.

  • Feature Details

Inventory System: Each item in your inventory takes up a certain number of slots in your 6x4 unit inventory. Rifles taking up 4 units, sidearms taking up 2, ammo boxes taking up one per magazine and special or heavy weapons such as a machine gun or RPG taking up 5. This lets the level designer place a limited number of weapons and ammo without someone winding up without a weapon.
Tougher NPCs: Rather than just pumping up the damage resistance on the NPCs as other mods do. I propose taking features rarely used by the NPCs and making them a more common occurrence, such as fragging out or launching energy balls. On top of that adding new features to them (throwing back projectiles and taking cover more often).
Interdependent Weapons and Items: Weapons designed to not work effectively solo, such as a single shot sniper rifle that you must reload after each shot, or machine guns that burn through ammo quickly without someone to give you a spare magazine when your running low. Non-Weapon examples include a medical kit that recharges your health as you heal others.

Edited by: Rukus_

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.