Decadence is a story-driven multiplayer modification based on Valve Software's Source Engine that combines the personal relationship to characters and surroundings of single-player games with an adrenaline filled multiplayer experience. Decadence pits two teams against each other in a fight over territorial control. Each map is designed in stages to offer a more compact and action filled gameplay that puts focus on teamwork and strategy. Decadence is multiplayer with personality, where you play as one of four different characters. The character you pick is specifically for you and will give you certain weapons and other advantages, and you need to use every single one of them together in combination with your teammate to succeed. The environment will also be key to survival, providing cover from enemy fire as you advance towards their flag. Staying close to your teammate is vital in Decadence. They are able to help you in many ways, not only as an extra hand in combat, but they can...

Report this article State of Decadence – Part one: The Capture System

News hasn’t exactly been flying out of the Decadence camp lately, but that doesn’t mean we’ve slowed things down. I’d like to take this moment to re-cap and inform you where we currently are in development of Decadence. With the risk of being lengthy, this news post will consist of a number of posts released in regular intervals.

Posted by Majestic_XII on Sep 8th, 2008 digg this super bookmark


As some of you might already know, the team behind Decadence is also friends with each other in the real world, and we’re all studying game development at the University of Skövde. This allows us to involve Decadence in our university work for school credits. So now when the summer is over, the whole team has gathered once again to work full time on the mod as part of a university course.

The most important news of all, and something the team is really proud of, is that Decadence is fully working. All important features are implemented and working. Of course, there’s still some tweaking to be done and hours of testing still left, but it’s really nice to see the mod in a fully working condition. This has, however, some negative impacts on the development; a game test can easily last for three hours and everyone is enjoying the mod enough to stop working (which is one of our favorite pass times otherwise). However, there’s still programming work left to be done, so our dear programmer can’t take a break just yet! Neither can the art department, which is playing catch up to the programming at this point.

The topic of this news post will be the capture system. The capture system for Decadence is one of the key gameplay features and something we’re really happy about.

Every map in Decadence is divided into three smaller levels or arenas as we like to call them. The neutral arena is where the match starts out in, with two base arenas belonging to each of the teams. Each team fights over control of the water node in each arena of the map and when a water node has been taken over, the game moves on to the adjacent arena in favor of the winning team. The match will go back and forth like a tug-of-war until one team has captured the water node in the enemy’s base arena.

The capture system in place to make this work has been tested since day one, and we’re really happy with the system we got right now. Here’s the basic run down of how the system is in-game right how:

To capture a water node, a team member needs to be in proximity of a water node console which is located close to the actual water node. The speed of the capture will increase if you’re two players in the capture zone at the same time. The console has a screen displaying two progress bars, one bar for each team representing how close they are to capturing the water node. However, if an enemy moves into the capturing zone, the capture will stop until the enemy retreats or is killed. If you manage to get yourself killed in the middle of a capture, the amount of time you spent in the capture zone will be saved into something we call a bucket. The bucket saves 80% of the time you managed to stay in the capture zone without getting interrupted, so when your team returns to the capture zone after getting killed, you will almost start where you left off.

What’s more, there’s an additional bucket in the base arenas called a permanent bucket. As the name suggests this bucket saves 90% of the time captured into a permanent bucket, which means you could lose the arena and but when you return, there’s still something in the bucket waiting for you so you don’t have to start over from scratch.

If you manage to capture the last water node in the enemy’s base arena, you win the match!

And as an extra treat, here’s a screenshot of how it looks in-game. The dark colors represent old capture times while the light colors show you where you are right now.

Capture System


For more information, visit www.decadencemod.com

Comments
Ennui
Ennui Sep 8 2008, 8:10pm says:

Really exciting to see this coming together fully, I can't wait for release! :)

+1 vote     reply to comment
barronofhellion
barronofhellion Sep 8 2008, 10:30pm says:

some really intresting mods coming out, god knows hl2 need some

+1 vote     reply to comment
vfn4i83
vfn4i83 Sep 9 2008, 12:34am says:

Great news, hope seeing a beta soon.

+1 vote     reply to comment
ChromeAngel
ChromeAngel Sep 9 2008, 2:27am says:

Having implemented a simpler capture system for my mod my testers asked for the HUD to show the ownership of the capture points.

How do Decadence players know which team owns a water node? Does the HUD have a map to help new players find them?

+1 vote     reply to comment
Majestic_XII
Majestic_XII Sep 9 2008, 2:38am replied:

ChromeAngel,

I may have been unclear about it in the news post, but only one water node is in play at any given time. Each arena is separate from each other so the only way of getting to another arena is to capture (or lose) the current water node. We also have a system in place for audio feedback for when one or two players are in the capture zone as well different teams. Furthermore, we do have a scoreboard with a map of the city where Decadence takes place in. This map will show the different arenas and who owns them.

We have tried this system on external testers with great success, so it seems to give enough information without them being confused.

Thanks for the comments!

+1 vote     reply to comment
FJS
FJS Sep 9 2008, 12:04pm says:

Does this mod uses OB SDK?

+1 vote     reply to comment
Majestic_XII
Majestic_XII Sep 10 2008, 1:30am replied:

No, it does not.

+1 vote     reply to comment
Silverfisk
Silverfisk Sep 10 2008, 11:20am says:

This mod is awesome, work hard! :-D

Go Sweden!
^^

+1 vote     reply to comment
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