This modification originally started out as a Defense Of The Ancients clone for UT2004, but a lot of game design elements had changed over time that it started to become its own game. I am currently actively prototyping this game within RoboBlitz, and it is actually working already (with multiplayer), unlike most other Unreal Engine 3 modifications which are all in 'pre-production' phases. It is possible that two versions of this game will exist, one for RoboBlitz and one for Unreal Tournament 3. The game is heavily team based and takes a new form of cover tactics. where as most other cover games are based on the fact whether players are in cover or not, this game looks from the perspective that players are always in cover but to what extent are they in cover? Mixed with a skill system, onslaught like map node system ... I hope this game will be unique enough to stand out against all the other mods out there.

Add media Report RSS Development Screenshot - 13th of May, 2007 (view original)
Development Screenshot - 13th of May, 2007
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myles
myles - - 854 comments

Was this taken in Robolitz? Or UT2004? Because the shadows, look great!

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RichardL
RichardL - - 55 comments

That my friend is roboblitz.

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Description

This screenshot shows the current development
status.

How cover is calculated is done in two ways. One
of them affects the enemy object attempting to
shoot you, while the other is what type of terrain
the defending object is standing on.
The first method, calculates what is between the
enemy attacker and you. Based on the what is in
the way, factors such as thickness, material of
the cover (steel/wood/ice, etc) negative
influences is calculated on the attacking
strength. The defender will gain positive/negative
influences depending on what he/she is standing on
(trench/marsh). From there, the attacker strength
is compared against the defender strength.

Skills must be first attached to cover points
before they can be used. As you progress in the
game you gain more skills, but this is leveled out
by the fact you have to do this. As in, someone
who has played for 2 hours before you joined
won't hammer you straight away with his/her
thirty skills. The skill icon works perfectly,
including the spinner thing when it gets used.

Skill targeting is also required by some skills,
and the green reticle represents this. it projects
onto surfaces where your skill is going to be
aimed at. That is an area effect targeting
reticle. A specific one is also used for player
targeting.

The minimap is working, but its up to debate if I
decide to keep it or not, since the view is sort
of like a minimap anyways.

This is a working screenshot. Players can move,
aim, select/use skills, functioning minimap,
working attacking & defending game mechanics and
mouse controls.

The place holder art is of course from UT2004,
and I've got some talented artists working
with me to make this a visually appealing game
too!

More updates coming soon.