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| Movement first - Fighting second. (Forums : Ideas & Concepts : Movement first - Fighting second.) | Post Reply | |
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| Jul 21 2008, 6:04pm Anchor | ||
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How about a UE3 mod where the key gameplay element is movement, with fighting and shooting second? Way back when Half-Life 2 first came out, I really wanted to make a Parkour mod, because I myself am an avid freerunner. I've always wanted to bring that feeling of 'no limits to your movement except your imagination' to people with a game. Unfortunately though, having no experience in the modding community, and with little to no idea of what I actually wanted to accomplish, the mod never happened. Excitement for the game fell away as I joined up on other HL2 Mod projects, and began to see the enormous amounts of work required. Not to mention the limited flexibility with some game engine... But, all that changed recently. I'm back to thinking up ideas and concepts for this mod, and getting pretty damn excited about it too. With 5 years of modding under my belt now, I'm feel like I could lead a team to make it as well... Only catch is, do people want this kind of game like I do? (And here we come to the point of my post.) Would people be willing to put their twitchy aiming skills aside and try a new game pushing a new idea? Here's a bit of what I've got envisioned: Both teams are placed in a city, and at ten seconds into the round, a location is randomly picked somewhere inside the city. (On a roof top, in a sewer, in a building, on a scaffold, in the street, etc.) Both teams must get their entire team on the spot before the other team. Movement isn't "Stunt X moves you in X direction" but rather a physics based system with momentum, inertia, and gravity determining how you move and where you move. (Obviously, I'll need a coder with a lot of patience for my ambitious ideas, same as any other mod.) Running, vaulting, sliding, jumping, and tons of other possibilities let you move through the city however you want. Climb a ladder, or boost your buddy up and have him help you up. Slide under the obstacle, or jump over it. Leap between rooftops, or run through the streets. I want all secondary elements (Huds, interfaces, guns, and fighting in general) to be really minimal when playing the game. Obviously there's plenty of room for other game plays, more features, and the like... But I wanted to give you a general idea of what I'm reaching for here. Is it something you'd like to see? |
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Jul 21 2008, 6:48pm Anchor | |
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Oh hell yes its something I'd like to see. To be honest, I'd probably be a free-runner if it wasnt for living outside of the city. Most definitly something I'd love to see persued; especially if you had game-modes like Capture The Flag. -- <[[iframe]] src="http://gamercard.xbox.com/fallout81.card" scrolling="no" frameBorder="0" height="140" width="204"> |
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Jul 21 2008, 7:35pm Anchor | |
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Yea, this sounds like a sick idea for a mod, if only I had UE3. |
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Jul 21 2008, 7:49pm Anchor | |
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Sounds like fun, been freerunning myself for the past 5 years + and i'd love to see the ideas placed in a mod :] Edited by: Jakebitezz |
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Jul 21 2008, 7:54pm Anchor | |
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I'm sure it would be challenging to go through with, but conceptually it's really interesting. I love free running games; Mirror's Edge is on my most wanted list and games like Assassin's Creed, despite their flaws, have demonstrated to me the potential of a good movement-focused game. I would definitely play such a mod if it was completed. However, a worry I would have is that having one or two inexperienced players on a team would really drag the entire team down. On one hand, the "getting the entire team there" idea works well to promote team work, but it's very vulnerable to people who cannot play well or do not want to contribute to the team. --
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| Jul 21 2008, 7:55pm Anchor | ||
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Being a traceur AND a gamer/modder (much like yourself), I think this would rock - as long as we we're spared of the silly flips and whatnot you free-runners do I'd probably even help if I had UE3, I've been meaning to pick it up for a while now. If the idea progresses I might hit you up if I get enough time to jump on a mod team (and if you want/need help). Edited by: Kageh |
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| Jul 23 2008, 4:53am Anchor | ||
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Hey guys, just to update on the thread, I've officially kicked the mod off, and have started to recruit team members. PUSH Mod :: Unreal Engine 3 :: Movement First, Fighting Second Thread - Mod DB |
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Jul 25 2008, 1:56pm Anchor | |
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I'd love to see this made. Even alpha-stage, with a part of that free-running system you are devising would rock. |
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| Jul 25 2008, 3:07pm Anchor | ||
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This sounds like a great idea, and I think we need more mods/games that involve the use of parkour or free running into the game mechanics. My only questions is: Will the game take place in 1st person view or 3rd person? For example, Assassin's Creed took place in 3rd person, and Mirrors Edge is taking place in 1st person. |
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Jul 28 2008, 10:33am Anchor | |
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clockworkeye wrote:Is it something you'd like to see?
Yes, please! |
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| Jul 30 2008, 1:45am Anchor | ||
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Personally, I would love to see this mod happen. But one thing I want clarification on, is that the concept of move and then fight could be applied to defense and offense? Eg. Move as fast as you can with your teammates to said point, and defend it from the other team that have similar capabilities as you? Lots of tactics and different environmental considerations. Edited by: Peccavi |
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| Jul 30 2008, 10:59pm Anchor | ||
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i would help if you wernt using unreal. mirrors edge is using unreal so it makes no sence to make it on their.do it on source. -- Source Mapper - my blog Ryansfreakingblog.blogspot.com |
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| Jul 30 2008, 11:33pm Anchor | ||
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Peccavi: You'll see all that and more. Stubby: How is 'Mirror's Edge is using that engine, so don't use it' any sort of justification? I couldn't care less about Mirror's Edge, or what engine it's using. DICE has openly said it's not going to be free roaming, which in my opinion, ruins the whole point of making a freerunning/parkour game. I'm not just making the game I've been wanting for Four years, but I'm also going to bring everyone the game they thought they we're being when they finish Mirror's Edge. I've worked with Source more than I would like, and am very glad to leave it behind. |
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| Jul 31 2008, 2:12am Anchor | ||
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clockworkeye wrote:Peccavi: You'll see all that and more.
Effin sweet... Ill reinstall UE3 just for this game. Any openings for level design? |
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| Jul 31 2008, 5:48am Anchor | ||
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Yes, there are openings for level designers, but you'll have to contact me through my email to get a bit more info on that. |
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Jul 31 2008, 6:52pm Anchor | |
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You might want to consider waiting to see if Mirror's Edge can be modded at all. Then you could expand the gameplay as you see fit without having to create an entirely new game first. -- Unreal is better than Quake. |
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Jul 31 2008, 11:12pm Anchor | |
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Stubby wrote: is using unreal so it makes no sence to make it on their.
multiplatform development and an actual thought-out sdk and an engine that's not as horribly frankensteined and slow. Edited by: leilei |
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Jul 31 2008, 11:29pm Anchor | |
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If you guys work in Source I can help consult you guys in character animation stuff. I've been doing Source character animation code and animating for the past half a year. -- Project Berimbau - Third-person sword fighting game HL2 mod. |
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Aug 1 2008, 7:29am Anchor | |
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Source can't handle the kind of map he's talking about from what I hear anyways, Unreal is pretty suitable for giant maps like that. Which is a pretty cool idea I think. If you guys ever need help figuring out how to import animations into Unreal let me know, it's a bit of an awkward system sometimes. |
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Aug 1 2008, 10:16am Anchor | |
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Someone wrote:Source can't handle the kind of map he's talking about from what I hear anyways
Someone wrote:Officially full of BS.
I'm just messin -- Project Berimbau - Third-person sword fighting game HL2 mod. |
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Aug 1 2008, 11:26am Anchor | |
| Aug 1 2008, 4:02pm Anchor | ||
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Source was recently improved to help render larger maps, but what it does is very different from Unreal. It takes the map, and divides it into chunks based on a simple grid. Once a chunk is 'far enough' away from the player, it vanishes completely, and doesn't have to be rendered. Obviously that only works in certain situations, and remains fairly hard to work with. So in short, yes, it could probably do what we want it to do in the long run, but I have chosen Unreal, and won't be chancing my decision. |
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Aug 1 2008, 4:06pm Anchor | |
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Source can do pretty big maps. Far larger than the ones for HL1. Also, you can scale down your characters a lot, but according to some release notes from Valve, that will result in collision bugs. But seriously, screw Source. It does not even let you mod it if you are disconnected from the web. Unreal3 has a more friendly SDK. Also, screw Mirror's Edge. The guy wants his mod, let him make it now, while the iron is hot and can be forged. Later he might get tired of the idea, and lose the interest. |
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| Aug 1 2008, 9:59pm Anchor | ||
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zenarion wrote:quote]The guy wants his mod, let him make it now, while the iron is hot and can be forged. Later he might get tired of the idea, and lose the interest.
clockworkeye wrote:
Way back when Half-Life 2 first came out, I really wanted to make a Parkour mod, I don't see that happening too soon. Methinks he's gots the passions. |
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| Aug 26 2008, 3:30am Anchor | ||
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Great idea. |
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