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HL2 mod idea - NES Wizards & Warriors sequel (Forums : Ideas & Concepts : HL2 mod idea - NES Wizards & Warriors sequel) Locked
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Jun 7 2003 Anchor

Okay, here's the deal. I've been in the conceptual design phase for this game for several years. I began the design two years ago, during my senior year of high school when I first learned of Doom III, but since Doom III doesn't have support for large outdoor maps, I've decided to use HL2's engine instead. And besides, when I saw the E3 video, I was sold on the beauty of the engine.

*****

The mod will be a sequel inspired by the Wizards & Warriors games that originally came out for NES. They were pretty popular games, and if you haven't played them, I'd suggest you download the roms because they're pretty kick ass. So, anyway, at the end of W&W 3, Kuros (the hero) doesn't really defeat Malkil (the villain). Malkil makes a portal and both characters fall into the year 2196, which is where I plan on picking it up. Several years ago, I wrote to some of the original team members who did Ironsword and W&W 3 (John and Ste Pickford, now at ZedTwo Productions) and asked them if they ever planned a sequel, and they did, but not a serious one (they were jokingly going to call it "Lasersword" (both think the idea of a fourth Wizards & Warriors game is cool). I don't plan on any making "Lasersword" or anything like that, but the series is wide open for a sequel.

I haven't written out the entire plotline in document form yet, but I'm working on it. After defeating Malkil in the city of Piedup in 2196 (the village where W&W 3 took place), Malkil actually dies and Kuros returns back in time, but to a time before he is born. There are many plot details I have worked out, but require a hell of a lot of typing, so I could tell it later, if you're interested.

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Basically this would be a full conversion using the HL2 engine, much like RTCW and Alice were conversions of the Q3 engine. I can do modeling, skinning, texturing, mapping, and coding to some extent, but I'm sort of a jack of all trades, master of none (except for texturing and mapping, which I'm pretty good at). All the details of the plot, gameplay, etc. are up to debate, and we can all put our heads together and try to make this the best game we can. So I'm looking for anyone interested with skill or experience in the following fields of development:

Coding (especially AI)
Modeling and/or skinning
Texturing and/or other 2D art
Mapping
Sound editing/music

and anything else we might need (later on we'll need playtesters).

There are basically three possible outcomes:
1. We create a great game and we're able to license the engine and have it produced by someone like Activision or Electronic Arts and we make some $$$ (hell, Counterstrike is a "game" now, and it's not even that good).

2. We don't get it licensed, but it's still pretty cool and popular anyway, we get our foot in the door in the gaming industry and it looks good on a resume for a real gaming company.

3. The mod falls apart or is otherwise unsuccessful. No harm done. We gave it our best shot.

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Any takers?

Here's my contact information:

AIM: paoekomet
email: ewg118@psu.edu
ICQ: 13700629

Jun 8 2003 Anchor

Doom III has support for large outdoor maps.

Komet wrote: but I'm sort of a jack of all trades, master of none

QUOTE THIEF!!!

- Edited By SeienAbunae On Sun 8th, Jun 2003 @ 7:38:51pm

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