Perfection is an action packed game where the player takes control of a mentally disturbed assassin whose sanity is warped to the point of accepting contracts to indulge his perfectionist habits. The player will have the ability to scout out the victim’s location, using logic to formulate a plan of attack beforehand and then use whatever methods they deem necessary to carry out the assassination. Perfection allows the player to participate in both the planning and execution stage of being an assassin and has them striving for that ‘Perfect Kill’.

Perfection is a project being developed by N104, a team of games students at Staffordshire University in the UK as part of their course. As part of the module we will have a demo level created for April with plans to go into full development at the modules end.

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1 comment by AlliedCarpet on Nov 30th, 2009 digg this super bookmark


We've been quiet this past week, so I thought I'd finally speak out and tell you all about our little project, Perfection.

Please note, everything here is subject to change. Nothing you read here is final.

As some of you may have guessed, Perfection is an assassination game based around the demented mind of Marshall Garson. His awful childhood due in part to his uncaring and over-ambitious parents gradually twisted his mind over the years, resulting in his current mental state. However it isn't until a series of unfortunate events occur that he becomes the demented killer that you'll come to meet in the game. As Marshall you'll be expected to fulfil his only ambition in life, to achieve a perfect kill.

The game itself is rather different compared to existing assassination games. Two reasons for this, first and foremost is the ability to pre-plan every hit by walking around the target area the evening/morning before the hit takes place. By allowing players to explore and familiarize themselves with the sandbox environment we hope to give them the forethought and tactical edge when it comes to planning a decent hit. If you need a door to be unlocked (or blocked), a weapon concealed inside a building or a bomb planted to help you on the day then you'll have the power to do so. The levels will be large enough to offer a wide range of potential approaches, while not dwarfing the player in possibilities (that's the plan anyway ^^).

Our second difference is how the player isn't limited to stealth. We're trying to implement a way of doing things where you're free to use whatever weapons are on offer but not be penalised for being unstealthy. We believe in a trade-off wherein the player taking the time to plan the hit while acting stealthily can glide out of the crime scene unhindered, whereas the player going 'rambo' will have most of the local police force to contest with (on top of existing hostiles). Whatever happens the player must escape the location without being followed.

So, about the group. Right now there are roughly 12 of us all in all, however as this is a university project (and we being university students), we're limited to what we can make at the current time what with other university modules taking up time, booze, free time, more booze etc. We won't officially begin creating levels until the next semester (along with weapons, textures etc), right now we're concentrating on getting the hefty design document done and making sure what we're planning will actually work within the source engine. When January hits, all hell will break loose (hopefully).

We'd like to thank everyone who's already taken an interest so far and extra thanks to those who've given us feedback and constructive criticism. Hopefully we'll be able to churn out something awesome. For those seeking to join us, until the final submission next Easter I'm afraid we'll have to turn you down. However! We are planning on taking this beyond the course, so once things have been cleared up with the university there's a strong possibility that we'll be looking to hire a few people to help out.

As for a release date, we will have a basic working level by the time of our final hand in (Easter), which will consist of the apartment/menu area, pre-planning stage and the hit itself. Understand that for each level we need a huge amount of events, possibilities and generic scripting which can take quite some time, not to mention actually fleshing out the large areas (in some cases indoor and outdoor areas).

In any case, if there's any questions then by all means leave comments and things! Just make sure they're nice! Psychotic killers are our specialty after all! We'll see you in the next update!

Cheers! :)

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Comments  (0 - 10 of 16)
iopzx
iopzx Dec 9 2009, 8:58pm says:

Wow what university do u go? It's an awesome project!
TRACKING

+1 vote     reply to comment
EuricaeriS
EuricaeriS Dec 10 2009, 12:52pm replied:

Staffordshire University in the UK :)

+1 vote     reply to comment
Flameman88
Flameman88 Dec 3 2009, 9:23pm says:

Hmmmmmmmm. A killer who kills because he's paid AND because he's insane. Interesting combination.

+1 vote     reply to comment
Spenzerr
Spenzerr Nov 11 2009, 6:32am says:

good luck guys!

havent seen a assassin mod yet

tracking :D

+1 vote     reply to comment
dr_ice27
dr_ice27 Nov 10 2009, 4:13am says:

you guys need a Level Designer?

+1 vote     reply to comment
NickEd90
NickEd90 Nov 10 2009, 8:48pm replied:

We may be interested in the future when we go into full development, but for the moment this is still a University project as part of our Games Design course so we can only be made up of those currently on it.

+1 vote     reply to comment
Oshimai
Oshimai Nov 5 2009, 11:15pm says:

Sounds like Dexter Morgan!

+1 vote     reply to comment
Raider7
Raider7 Nov 5 2009, 6:34pm says:

Like the trailer, well done :D

+1 vote     reply to comment
EuricaeriS
EuricaeriS Nov 5 2009, 8:15pm replied:

Thank you :)

+1 vote     reply to comment
EuricaeriS
EuricaeriS Nov 3 2009, 7:46pm replied:

All models are made in 3D Studio Max 2010.

+1 vote     reply to comment
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