DeadofNight wrote:
Vampires
Vampires
use claws, and special abilities to eliminate slayers. Vampires can
leap forward (much like long jump) to get a valuable advantage over
slayers’ movement. Some being quicker than others, Vampires are able to
develop their own technique of dodging until being close enough to kill
a slayer. After killing a slayer Vampires can feed off their bodies to
regain health. Without carefully planning their attack, vampires stand
no chance going solo against slayers.
Slayers
Slayers
use both long ranged and melee attacks to take down vampires. Once a
vampire is taken down, the slayer must then stab it in the heart using
his or her wooden stake. If the slayer is unsuccessful in stabbing the
vampires heart, the vampire can get back up with a little less than
half health and run away to feed on bodies or re-plan their attack.
Slayers stand no chance trying to be heroic or their own one man army.
It’s
key for players to use their environment to their advantage. For
example, a vampire uses darkness to disguise itself from slayers, and
to better plan its attack. Likewise, a slayer can turn on certain
lights, break certain windows, or find ways to improve their chosen
area. Using the environment leaves it up to the player to decide how
their fight will happen, and brings a sense of dynamics to the game
play.
We'd like to take advantage of the new OrangeBox engine's
lighting. Things like motionblur and dynamic lighting will only improve
the scary atmosphere and realistic gameplay we originally had planned
for the mod. We beleive that with it's new lighting, it will allow
vampires to have the choice of either playing a fast-leaping style of
gameplay, or a sneaky and silent style.
The teams will be class
based. Each having [x] amount of classes, will leave it up to the
player to fight with their own chosen weapons. Each slayer class will
have character, and weapons to go with that character. Similarly,
vampires will have individual classes… but special abilities setting
them apart.
TimeFrame
Modern, but an assortment of
weapons. We're not looking at laser-beams or lightsabers, but things
from automatics to single shot rifles. Depending on the style of the
character, the weapons are to follow.
Weapons of choice:
Going
with a traditional weapon list, we planned to have older weapons such
as magnums, other pistols, old-style shotguns and crossbows. Like
mentioned above, weapons will not be all old, as we'd like things to be
varied across the mod
Feeding:
We’re a little
unsure about how we’re going to do the feeding system. Seeing as the
Source engine positions ragdolls client side, it would look a bit
awkward to see one player feeding off mid-air, while they themselves
see a body. This leaves us unsure about how we want to pursue the
feeding system. We’ve discussed making the rag dolls server-side so
everybody sees them in the same place, but we’re afraid the server
would end up lagging itself to pieces. We also discussed removing
ragdolls and doing death animations, instead, but that might take away
from the Source feel and also take away some of the fun of killing.
Pistol & Flashlight
A
pistol and flashlight combo will be the only way to search for vampires
in the dark. Rifles, shotguns, or other weapons will not have
flashlights enabled. This adds to the creepiness of the mod.
We currently have the following members, and the following work done:
Skinning: Cyper, Leon
Mapping: Katasdf, Cyper
Coders: MBchrono, Soccerdude
Sounds: Rottenbeard, Roel
Modelers: Skalpa, Leon
Animators: Skalpa
Web and Graphic Development: Katasdf
Concept Artists: Leon
We’re looking for more members in each of the following areas. In no particular order:
Modelers: (Important!)
We need help with weapon and organic models.
Skinning:
We’re mainly looking for organic skinners.
Mapping:
We
require mappers who have a good sense of lighting, and have to be
flexible when it comes to creating the dynamic feel for the
environment. The maps have to be balanced enough so both Slayers and
Vampires stand an equal chance.
What we have done so far:
Coding:
- Most guns have been implemented (without proper models).
- Team play is almost done, along with GUIs for choosing teams and classes.
- We also have iron sighting implemented but we’re unsure if we want to use it.
- We still need to decide on a feeding and staking system, but other than that most of the coding is pretty well done.
- Interface changes: Heartbeating health —gets quicker as your health gets lower.
Mapping:
We have more than half of two maps (don_school and don_asylum) currently done (see screenshots)
Modeling:
We
have the stake and cross modeled, along with a shotgun. We’re really
low on models right now, both weapon and player models, so we really
need help in this area.
On a final note, be sure to realize that
a lot of this is not set in stone, and we’re still unsure about some of
it. There’s a good chance a lot of it will change, but hopefully with
the help of the community, we can create a mod that could considered an
instant classic (alike it's predecessor), and be played for quite a
while to come.
- Dead of Night team.
Our current models are nothing spectacular, and we'd like to see some real modeling talent in this
portion of our mod.