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An idea for a great Source Mod I'm planning | Locked | |
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Jan 11 2011 Anchor | ||
hello moddb community! So yeah, I have experience with projects, and I am good at putting in effort, and being al eader, so I believ I am cut for Director. I don't have much experience with 3d Modeling, animations, or programming much at all, but I can definitely lead the project. A friend of mine has some experience with 3D modeling, but that's all I have for people committed to the project. If you are by any chance interested in my concept, and would like to help, at this point, any help is appreciated. OK you guys all requested to know stuff about actual gameplay, so here is what I am planning. It will be a RPS (Role Playing First-Person Shooter) first of all. Throughout the game, like in other First Person shooters, you aquire more weapons as you go through the game. Before you leave Milton, Minglana gives you the Sunset, but lets you know it is a prototype, and to save it for a situation where it is absolutely needed, because it can only be used twice. Another interesting thing in this game is like Crysis, you can equip different attatchments to your guns. Such as different sights, grenade launcher, Laser pointer, silencer etc. Throughout a lot of the game you are working co-op, but at some points you will have to go solo. THere will also be parts where you have to drive an aircraft, or a land vehicle, or any vehicle for that matter. ACtually that'll be a big part of the game. The Supra can take quite a beating. It is important to go for weak spots like the head, or the chest. Otherwise you could be burning through your ammo. Throughout lots of points in the game, you will reach different buildings. At the end of those buildings, after facing lots of obstacles and opponents, you will face a boss. Now onto multiplayer. For multiplayer, I was planning on a number of ideas of game modes. One would of course be a team deathmatch. Then of course there's regular deathmatch. The way it'll work is there is the Supra team, and the Rebel team. I was thinking of doing something similar to team fortress for gameplay. DIfferent classes will all have different abilities. For instance, there will be a person, whom like engineer, can build stuff, such as a sentry gun, or a portal gate. There will also be a class that specializes in healing, a class that can go faster and can use a powerful assault rifle, a sniper of course, and more classes to come. So as for game modes, there will be a number of them. I already mentioned DM and TDM. But there will also be capture the flag, a mode where you plant a bomb in the enemy's base, a mode where you must destroy the base little by little by bombing it with an aircraft, and probably the most unique of my ideas for multiplayer modes, is a mode where your team has to be the first one to reach the underwater base, collect all the money, then carry it back to your base. If the enemy destroys your sub on the way, the money will respawn in the underwater base. AN interesting thing they can do though, is infiltrate your sub, and try and take the money. Now you may be thinking, if the Supra are so much more superior to humans in strength and intelligence, how can you even fight them well. Well don't worry, in this mod, you will have really nice armor. I think you shouyld play my mod, one because it will have a really good story, two the single player and especially multiplayer gameplay will be extremely fun, and three, I think in a lot of ways, it will revolutionize what HL2 Mods have been like. Thank you. P.S. I think if there is anything else I can do to help with the project, that would be designing the maps, as well as some BASIC scripting. UPDATE 01-18-2011 8:38 PM So, let's start off with an Easter Egg you can find throughout the game: Mr. Shagnermann. Mr. Shagnermann is a grumpy middle-aged man, who is very easy to anger. He is hidden in various locations throughout the game. The first place you'll find him in is an apartment in Milton, messing with various things in his apartment or saying various things to him will get him pissed off. Once you reach the ground, you'll find him in lots of various places. Onto the more important parts. The type of game this will be, is an RPS, Role-Playing Shooter. First-person to be exact. Various things have to be done to level up, get better weapons and armor, upgrade stuff, etc. There are also different classes of Supra, and humans. All Supra have different powers within them, which the Supra use to power their own technology. But humans have come up with a way to harness it for themselves. Taking advantage of the powers the different supra have will upgrade your stuff, increase certain stats, give you special moves etc. There will also be a special boss at the end of each level. Thanks! Edited by: RevolutionarySam |
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Jan 12 2011 Anchor | |
Hi Sam, cheers. -- Need some polishing for your game with beautiful VFX? Check out my website: Game-vfx.com |
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Jan 12 2011 Anchor | |
Yea give the text some air will you? A content list is also very good to have - even at this early stage it's great to show just exactly how much work is needed to finish the mod. Edited by: Nightshade |
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Jan 12 2011 Anchor | ||
I have seen so many of these threads and there are just as many replies that are similar to this: Unless you have a design document and/or some work done and unless you are going to do something besides 'leading the project' people probably won't be joining you. |
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Jan 12 2011 Anchor | ||
OK, i edited it so that it is easier to read. I updated the thread if you guys wanna check it out! Edited by: RevolutionarySam |
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Jan 19 2011 Anchor | |
How is this going to be implemented? Is it a single-player campaign where some of the missions/quests are done with other players or are we talking about a design similiar to the Diablo game series? Also, combining both single player, co-op AND versus multiplayer game modes will most likely break your team/mod appart due to the workload. But don't get demoralized here because you should know that every game designer - even the most "pro" ones at Blizzard, EA, Sony and so on - has to cut down on their content lists and game design ideas. That is the very nature of that role. A great game designer is someone who can cut down on his ideas, story and content list and STILL make the game work and be exciting and fun to play. They are good at adapting, and knowing what takes too much time to do. I would strongly advice that you first and foremost focus on the multiplayer variant (deathmatch). And once you have a good prototype there you can move on to creating Co-Op scenarios and implement your game story. Or if you really, really wanna do the single player then you scrap multiplayer all-together and just focus on that. But please, pick one and work from that instead of trying to do everything at once - because that will not work. A thought about bosses and your story: A boss is a feature that requires a lot of work compared to how much enjoyment/excitement the player get from it. Once again I advice you to start small-scale, and work from that. If you are going Co-Op then start with one or two boss encounters and make those good before you do any more of them. Also, there are many ways to implement the story without using long NPC speeches, cutscenes and introductions. Think about that a bit... how can you implement your story into the game, if the game only had a multiplayer? EDIT: You should buy the game developer -books written by Steve Rabin. I haven't read them myself but they got great reviews at Amazon. Edited by: Nightshade |
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Jan 19 2011 Anchor | ||
Thanks a lot for your input Nightshade. And yes, I have played Half-Life 1 through, know about Black Mesa and am very excited about it! Good thing you let me know about how much work it'll be, so I think I'll spare multiplayer. What I meant by co-op is working with ai teammates. Though we could put in the multiplayer co-op in somewhere along the line. The bosses, I guess we can work on sometime way later in the project. And I will look into those books, thanks! |
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Jan 21 2011 Anchor | |
Jan 22 2011 Anchor | ||
HAHA! Not exactly, but nice way to put it. |
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