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How about a 007 stealthy mod. (Forums : Ideas & Concepts : How about a 007 stealthy mod.) Post Reply
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Jul 17 2008, 9:50pm Anchor

I stretch STEALTHY here, cause those 007 run and gun games is just stupid. I want to get the feeling of a real assassin like Tenchu or MGS here. Like you have to going through it all stealthy, not fight head to head with a whole platoon cause you're dead even if you're shot once( badly wound to say the least just like in the REAL WORLD). Here, our 007 will have plenty of novelistic tools just like in the movie, but then again how he use them and the consequence will stay realistically.

The spy element can be pretty much utilize as well, like how the conversation with peoples, guard,...etc will help him gather infomation and/or help him infiltrate a building or otherwise leave him dead.

 With the aid of next gen contents, I can almost feel the game now. If you're fan of the genre then tell me how is this idea?

Edited by: Fernir

Henley
Henley Currently Occupied for Reasons Unknown
Jul 17 2008, 10:36pm Anchor

you could just wait a few months for the new bond game im sure that will meet your needs

Jul 18 2008, 12:29am Anchor

NO, it won't. It will just another gun and run game, sure there is stealth element but too little. Well, I may go overboard with the stealthy things compare to the whole 007 series, but I just love the genre. Heck, I can even throw away the whole 007 stuff, just need a good stealthy spy game where most of the bad guys is stealth killed, not some "No One Live Forever" again where spy gun like a super soldier or something.

Gibberstein
Gibberstein Generic Coder Type Thing
Jul 18 2008, 2:44am Anchor

If the bad guys shoot in the games with the same accuracy as the films, you don't need stealth. Just take position in a room full of things that smash dramatically when shot and you can stand still in plain sight for a good minute before anyone will hit you ;)

--

"lets say Portal is a puzzle game, so its a rehash of Tetris"
- Wraiyth points out the craziness of stereotyping games by their genre

zenarion
zenarion Non-Player Character
Jul 18 2008, 5:58am Anchor

Throw away the James Bond thing, and make a mod about stealth? Or join an existing mod? Nightblade for UT is medieval, but what the hell, it is about sneaking. So is The Dark mod for Doom3.
I think that Subject311 will have stealth elements as well, as well as gadgets and/or geneboosted mutations to use.
And if you are going solo on this, you better visualise the task ahead of you. Think through the single player story, write it down, make a script or even a storyboard. Take notes on what things you need to add to the game, such as extra movement (repelling with ropes, fencing with swords?) and what game art assets are needed (textures, models, maps, animation). After you have that omg huge list of things you need to do, you start making them yourself. If there is progress, and the idea is good, you might get help.
So do you have a singleplayer story?
What can you start making yourself?
What engine will this be working on?
How will the stealth in your mod work? Will the enemies have very limited field of view, as in Metal Gear, or will you be hiding shadows, as in Thief or Splinter Cell?

Henley
Henley Currently Occupied for Reasons Unknown
Jul 18 2008, 7:17am Anchor

i agree james bond was never ment to be anything more then a spy with a taste for rough vodka and a cheesy grin. Making a new ip would be better suited

Jul 18 2008, 8:23am Anchor

I've just thought of it after several hours replaying tenchu 1. Love how things is dealt realistic in that game( to an acceptable extend, not overboard), make you feel like you actually live there, where enemies and death mean something. And I'm still seeing if this idea is good or not. If it's worthy enough I'll go solo on this, then it's time for technical stuff, then hopefully someone will join me. But that's for later. Now's the IDEA.

The bad guys won't shoot badly like in the film, or some crazy AI that shoot you in the head in a split of second. Just deadly enough for you to not show your face around more of them. The view will be 1st person with no UI that show you health and radar. If you want to access to radar or goggle or something you have to hit a hotkey, and the spy will pull the tool off his shirt, kinda like that. When he about to sneak into a room, he'll use a radar that display things from satelite or a goggle that see through wall in some fashion but not so far so it won't kill the gameplay. So from a far distance you can also peek around the corner. When you're hit, you will be damaged the similar way in the real world,like if your leg is shot, you'll have to stop the bleed( in a spy way), then you'll have to walk wobbly the entire mission or to restart it. Guards will have the same sight as the player, but it'll decrease in shadow and depend on player's wardrobe too. That's pretty much everything I have in my mind up to this point.

I'm going to make a Walther PPS for my character as a main weapon. Here's what I've done so far:

And what's more, do you know what's the limit for weapon's polycount in engine like UT3?

Micah
Micah Black Sierra Lead Animator
Jul 21 2008, 3:27pm Anchor

There isn't so much a "limit" as there is a guideline.

Everything is in Tris (Triangles)
Largest Weapon 1stP: 12,533 Tris
Average Weapon 1stP: 8,580 Tris
Smallest Weapon 1stP: 4,135 Tris

Largest Weapon 3rdP: 3,202 Tris
Average Weapon 3rdP: 2,774 Tris
Smallest Weapon 3rdP: 1,772 Tris

I hope that helps.

--

User Posted Image
Officially full of BS.

Jul 22 2008, 2:31am Anchor

Some more progress:
Guess I'll just trim it up after it's finish

Finished at last

How is the model now?

If I was to dev this mod then would it hard to recruit a programmer, for I can only do the modeling and texturing stuffs.

Henley
Henley Currently Occupied for Reasons Unknown
Jul 22 2008, 11:18pm Anchor

your right it does look like a gun. :P

Jul 23 2008, 6:16am Anchor

just a bit curious, but if a small gun can be this insanely dense then how about a character's polycount?

Midnitte
Midnitte Visual Prophet
Jul 23 2008, 1:51pm Anchor

quite the nice looking detailed gun, nice :)
Not sure how 007 would fit into such a mod, hes never been know as a "spy" per say,  I think something along the lines of Thief or Splinter Cell is much more stealthy and spy-like then 007. 077 is usually sneak into this place as this type of person, uncover plot and go guns ablazing/cars ablazing.

Wasn't there a good looking stealth mod in production, they had like a detailed model of the person who looked much like a splinter cell theme'd character.

Not sure what engines could support such a high detailed model, perhaps unreal 3? :)
Cant wait to see that baby textured :D

Edited by: Midnitte

Micah
Micah Black Sierra Lead Animator
Jul 23 2008, 2:27pm Anchor

Unreal Tournament 3 has a Spy Vs Mercenaries game going, which is based off of the Splinter Cell multiplayer modes. It's called Project Stealth.

Player Model Guideline for Unreal Tournament 3:
Largest Playermodel: 24,876 Tris
Average Playermodel: 10,000 Tris
Smallest Playermodel: 6,474 Tris

Also, it's hard to look at the model with the wireframe over top. How about an image that is just the model without the wireframe?

Edited by: Micah

Gibberstein
Gibberstein Generic Coder Type Thing
Jul 23 2008, 2:54pm Anchor

Effectively, you can have as many polygons as you like in an engine like UT3 - you tend to run out of a need for polys long before you max out the engine, and that's why there's such a huge range above. They didn't keep the count down to 6474 to help the framerate, they stopped there simply because that model didn't need any more polys than that.

Shaders are what kills the framerate now, not polys. Put the wrong material on that 6k poly model and the framerate dies. Put well-chosen materials on even a 50k poly model and you'll be fine :)

--

"lets say Portal is a puzzle game, so its a rehash of Tetris"
- Wraiyth points out the craziness of stereotyping games by their genre

Jul 24 2008, 3:05am Anchor

Thanks for comment, texturing it isn't easy, I'm still doing research.

By the way, what kind of material is right you say? (Yeah, the kind of material that used most inside the engine, and shader too) Can I manipulate the same graphic inside max?

The gun without wire is here

Gibberstein
Gibberstein Generic Coder Type Thing
Jul 24 2008, 7:42am Anchor

I'm not too sure on the specifics of the material system, I just know that that is where technical artists look first if they need to optimize a character model. If you need to know more I'd try asking on the forums of beyondunreal.com.

Edited by: Gibberstein

Micah
Micah Black Sierra Lead Animator
Jul 24 2008, 4:38pm Anchor

Much better, I actually really like the model. Can't wait to see it with a texture over top of it.

--

User Posted Image
Officially full of BS.

Jul 26 2008, 7:28pm Anchor

Sorry for making you wait so long, my computer crash a whole day, so I stuck doing nothing, So here's the gun.

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