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Exodus mod for the source engine or UT2k7 (Forums : Ideas & Concepts : Exodus mod for the source engine or UT2k7) Locked
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Nov 11 2006 Anchor

So, it's set in the far future. Maybe 32nd century AD.

Genere: sci fi horror.

Story
In the year 3100, humanity Earth has become overcrowded, and as a result, humanity has spread out to other planet in the solar system. Humanity is content withitself, until 3124 supernatutural forces start to wreck havok with humanity. In 3126, a colony on mars is whiped out. Scientists can't explain wha's going on. Fortunatelly, the rate of attacks, slows down but humanity is helpeless to resists the mysterious forces at work.

In, 3185, there is only one planet standing between the supernatural and Earth. Governments don't know what to do and religous zealots drive much of the globe into a state of pannick. In 3192, western governments learn about a secret project whcih has beeen underway for the last couple centuries. Unknown to them, a MASSIVE starship had been underconstruction outside of the solar system. Apparently, there was underground group which had seen this comming for a long time and was building a ship called Zeus to escape. Knowing the inevitable public reponce, governments work in conjucntion with each other carefully to hide the secret. But, a couple years later, the news leaks and the responce is cataklysmic. Several attempts at sabotage occur, but they are al thwarted. After that, corruption replaces it as people try to secure themselves a berth.

Then, on 3204, a dark cloud is spotted approaching earth. It will reach earth in 25 days.

The world becomes even more chaotic as people utilize any means to secure a place on the ship.

You are a young citizen of what is now Chicago. After making a few shady deals with government officials, you secure a spot for yourself on the ship. April 29th is the day that citizens will begin being farried up to the Zeus. On that day, all hell seems to break loose. As you run to the shuttle, unexplainable things happen around you. As you launch, you can see dozens of other ships rising from the planet's surface.

Sadly, in panic, 1/4 of the world's population fails to escape and perishes.

With nothing to leave behind, humanity heads into the unknown.

With it's cutteng edge technology incorperated into the ship humanity is safe.. for the most part.. ;)

Gameplay
You know what I expect. Just a decent amount of weapons (10+) and the ability to customize them. Gameplay will be failrly linear, but intersting..

You can choose a couple professions..

Environements wil be highly detailed. Inside of Zeus will look somewhat like inside of the combine citadel except more high tech and more interact.

Players will be able to interact with things through touch panels and holo panels.

Goald: This mod wil seek to imerss players in a high tech universe with gorgeos large scale vistas. ;)

Rendering of the Zeus :
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Edited by (in order): |_}U-(M)-G{_|{-$-}, |_}U-(M)-G{_|{-$-}

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methy
methy Is he black, is he not?
Nov 11 2006 Anchor

If you could talk something more about the gameplay. About halfway through the little discussion about it you seem to forget what gameplay is and begin talking about the graphics again.

Nov 11 2006 Anchor

Well, you choose a profession, and base don whcih one you choose, you're role in the world is different. You chould choose to work for the militry or you could become a citizen.

What do you think of the story?

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Sallycin
Sallycin Mystical
Nov 11 2006 Anchor

What do you plan for the gameplay to be like, more run 'n gun (Halo) or tactical (GRAW, GoW)

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Nov 11 2006 Anchor

More tactical, although reflexes wil still play a small role.

We've got enough run and gun games. *sigh*

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Sallycin
Sallycin Mystical
Nov 11 2006 Anchor

Triple post :O , that's weird being the huge Halo fan you are I'd expect you to go for more shoot 'em up.

Edited by: Sallycin

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Nov 11 2006 Anchor

I know. Fucking opera!

Yeah, I wanted to get a little variety.

Would you beleive that this game idea had been going around in my head since 5th grade? ;)

Just amge, if we had a collaboration between several differnt mod teams then this could turn out to be the most amazing mod ever.

Edited by: |_}U-(M)-G{_|{-$-}

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::idiot::
::idiot:: village ^
Nov 11 2006 Anchor

Well, for people who know what their talking about to recommend engines. They'll need to know more about the mechanics of your combat, if there's vehicles. If there's huge open enviornments. Things like that. Since that's what will be factors in choosing an engine. Yeah, just thought I'd tell.

It's a good idea and the story can do some work, but good enough premise.But, is the game just about you getting to the ship. Because by the sounds of it, this sounds like a more of a run'n'gun, as you are running to make the ship. But it could be like it's fast action, but you only have certain abilities at your disposal and you can't just shoot them running. That way you'll have a little thought in the whole process.

I like how you make the immersion a big priority. It would be cool if you could actually just be dropped right into that scenario, like almost completely. Making yourself a person in this crazy place.

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methy
methy Is he black, is he not?
Nov 11 2006 Anchor

|_}U-(M)-G{_|{-$-} wrote: Just amge, if we had a collaboration between several differnt mod teams then this could turn out to be the most amazing mod ever.

Hey hey hey, spin back the record and don't get ahead of yourself. I thought for a second that you might have learnt something, but unfortunately, this doesn't seem to be the case. You aren't going to create the best mod ever, so forget about it. Unless you do something amazing and really get your modeling skills down pat, you aren't likely to create the kind of mod you want to create full stop.

But, if you can accept that you're going to have to do most of the work yourself, there aren't going to be "mod team collaberations" and this won't be the "most amazing mod ever," then I implore you to write some actual detail about the gameplay.

Nov 11 2006 Anchor

i cant understand any of what |_}U-(M)-G{_|{-$-} is saying, that being said you like nice modes and skins etc, you need to do alot better with your skills before trying to start a mod of this scale.

Edited by: TKAzA

Nov 11 2006 Anchor

You'll be able to take cover like Gears of War and dual wield SMALL weapons.

The environements wil vary in size. A lot will be gleamning corridoors (complete with touchpanel readouts.)

It's a good idea and the story can do some work, but good enough premise.But, is the game just about you getting to the ship. Because by the sounds of it, this sounds like a more of a run'n'gun, as you are running to make the ship. But it could be like it's fast action, but you only have certain abilities at your disposal and you can't just shoot them running. That way you'll have a little thought in the whole process.

Sorry if that part was ambiguous. :)

The begining of the game starts on earth. You make it too the ship, where the rest of the game.

A lot of the combat is built around technological abilities.

I like how you make the immersion a big priority. It would be cool if you could actually just be dropped right into that scenario, like almost completely. Making yourself a person in this crazy place.

Yeah, exactly.

The into movie will have all the events I described earlier.

The game will start out with you in the city. You're initial goal is to make it to the shuttle. All the crazy people around you wil be your adversaries.

Hey hey hey, spin back the record and don't get ahead of yourself. I thought for a second that you might have learnt something, but unfortunately, this doesn't seem to be the case. You aren't going to create the best mod ever, so forget about it. Unless you do something amazing and really get your modeling skills down pat, you aren't likely to create the kind of mod you want to create full stop.

Okay, sorry. I got a bit ahead of myself.

Regardless of what skills I have and how good they are, I will need other people.

But, yeah, I realize that there will be a lot of work involved on my part.

But, if you can accept that you're going to have to do most of the work yourself, there aren't going to be "mod team collaberations" and this won't be the "most amazing mod ever," then I implore you to write some actual detail about the gameplay.

Okay, I guess I do have a wild imagination, but somehow I think that my idea has been underrated.

But hey, here are the gameplay detail.
[Unique Element]Tranportation
In the Zeus, you will have several ways to move around (aside from walking or running.) You will be able to take trams and elevators. These two modes of transportation also serve to show off of some of the jawdropping interiors of the zeus, like ship yards and cities.

Just imagine : climbing into an elevator and, as it rises, gazing over a magnificent city scape with buildings dozens of miles high. Or, going into a tram, and taking a tour of the ship yards, where a cruiser is under construction.

All this will be handled vido first person interaction of touch panels or holopanels to maintain immersion.

Combat
Depending on their career choice, players will have acess to several differnt sets of weapons. During combat, players can take cover behind objects (Gears of War style.)
Players can augment their weaponry with a wide variety of attachments, some of which can drasically alter the weapons tactical capabilities. Weapons will be highly animated and have animated readouts.

If you are in the army you have a powered combat suit, with a readout on the visor, which can assits in combat.

Becasue it is futuristic, combat will also hinge on your ability to use a wide variety of ultra high tech devices in conjunction with your weaponry.

In the beginning, though players will use more melee weapons as they attempt to escape earth.

Naturally, you will be able to perform melee attacks.
World
Players can go where they want when they want.

One thing which I thought of was an observatio lounge where they can go to observe the stars.

Profession
Will affect your experience dramatically. You can be a :
-Civilian
-Soldier

This will affect the items that you have and where you can go. Certain zones are off limit.

For example, if oyu are a civialian, you can go around the cities.

But, if you are a soldier, you will sometimes have obligations as your superiors give you orders. This is dangerous, but, in return, you can go anywhere.


Ship zones
The ship is divided into 3 disticnt zones :
-Cities
-Unknown levels
-Industrial facilties (ship construction.)

The cities are basically like coruscant from star wars, except with bigger buildings.

The unknown levels are something really interesting. They're are comprised of superantural phenominon and cults, as well as underground (literally) societies.

Industrial facilities are mainly for show.






Okay, I know what you're thinking. "Isn't this a bit too big?" Well, I assume that there are rendering ticks that can employed to greatly reduce CPU and GPU overload.

Edited by: |_}U-(M)-G{_|{-$-}

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methy
methy Is he black, is he not?
Nov 11 2006 Anchor

Forgive me for saying this, but it doesn't sound like you've even started designing this. It just sounds as though you can see little battles and "gleaming corridors (complete with touchpanel readouts.)" in your mind. This isn't what's important. Before you tell any of us about it, write EVERYTHING down, so that someone who's never even heard of your idea could make the mod how you want it, then you'll have a clear design, which you can post here and hopefully get some better responses.

Nov 11 2006 Anchor

There ya go.

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Sallycin
Sallycin Mystical
Nov 11 2006 Anchor

From your description, don't use Source.

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Nov 11 2006 Anchor

Allright. UT2k7 has the ability to stream environments which could qualify it for scope of my design.

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methy
methy Is he black, is he not?
Nov 12 2006 Anchor

I'd recommend Doom 3 actually. They have a lot of content that would probably suit and the nifty holopad readout thingme is build into the GUI. Again, I fear your designs are too influenced by visuals, but I can't really comment on that, you might just be posting visual exmaples. The ship sounds huge, with cities onboard? I like some of the environment ideas, but I think you should tone down your size constraints somewhat. Consider System Shock 2's Von Braun (is that it, it was so long ago) for size, which allows the entire game to played out in it, but isn't megalithic.

Anyway, I look forward to seeing how this progresses.

zombieOnion
zombieOnion Non-Player Character
Nov 12 2006 Anchor

I agree with metulah. Doom3 for this one. You got those panels and touchscreens in there already. The difficult part here would be for you to focus on one thing. Now youve got 2 parts of the game: the surface part, where you try to get on the spacecraft, and the ship part. Choose the ship, and think about what could make it interesting. What is the story there? Why are we fighting something on a spacecraft? Some kind of alien presense? Or rebellion? Or demonic invasion? Or all of them combined?

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Nov 12 2006 Anchor

Would Quake 4 work as well?

The beginning, where you get to the ship, is only the prelue. It won't last mroe than 25 minutes. It's kind of analogous to the part, in Half Life 2, where you make it to Dr Kleiner and he gives you your suit.

Well, if you choose to be a soldier, yuo will be fighting the ocasional supernatural incursion.


Again, I fear your designs are too influenced by visuals, but I can't really comment on that, you might just be posting visual exmaples. The ship sounds huge, with cities onboard?

Yeah, I'm gonna learn about tricks that can be used to give the illusion of massive size. I stil wantto keep things as big as possible, though.

One of my goals is to convey a HUGE sense of scale, even if the technical limits won't let peopel walk in every part of the ship.

Edited by: |_}U-(M)-G{_|{-$-}

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::idiot::
::idiot:: village ^
Nov 12 2006 Anchor

Does anyone else feel like this idea is a lot like biomass with extra combat features and slightly less world interaction. They sound quite similar to me at this point.

Also, if you want really intense action, I'm not sure how your going to make it a sort of free-roam. Unless the free-roam is a small part and there is a designed path in which you have to follow for the game to proceed. I guess that might work, but you're going to have big gaps with the action, which sort of looses the feel. Or you have some other way of tackling it that I havn't thought of yet.

If you want such a big ship, you're probably going to want to use an engine that can just hold a big map instead of 30 tiny little ones that you have to keep loadning in-between to move through. I guess something like how deus ex worked out wouldn't be too bad.

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Jambozal
Jambozal Non-veteran ♥
Nov 12 2006 Anchor

Sounds like you've thought alot more about this than other ideas. The premise sounds good, although there are a few holes - for example, once you're on this massive ship, what are you going to do? Isn't it just a ship which is taking you away from an overcrowded earth - what interesting things are there? Flesh this out a bit, and you have a good idea there. Try to plan all the scenarios a player would encounter.

I'm assuming from previous posts that the game is singleplayer with a bit of RPG thrown on top of FPS. It sounds interesting but you'll also have to flesh out how this system works in more detail.

Visually the setting will be fabulous, if you can pull it off (which sounds unlikely, purely becuase of the scale - not many pros would attempt this). Don't forget it's a mod though, and take things slowly - perhaps work with one main setting to start off with, detailing missions and items etc. You've got alot to do documenting all the gameplay/story/visuals anyway. I would also say for the visuals, get some concept art going to show people what you're on about.

AFAIK Q4 is on the D3 engine (modified?); I'm pretty sceptical as to D3s handling of larger environments, at least locations as large as you describe would be unfeasable on D3 in my opinion.

Better from you :) Now lets see some more detailed gameplay documentation

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Nov 12 2006 Anchor

Hey, what's up, Jambozel? BTW, will porting Avalon to UT2k7 take very little time, one you've got a UT2k4 build up and running?

Now onto your questions.

Sounds like you've thought alot more about this than other ideas. The premise sounds good, although there are a few holes - for example, once you're on this massive ship, what are you going to do? Isn't it just a ship which is taking you away from an overcrowded earth - what interesting things are there? Flesh this out a bit, and you have a good idea there. Try to plan all the scenarios a player would encounter.

A lot of emphasis is going around the ship and seeing all the amasing things.

BTW, earth wasn't over wrowded. Read the story again.

The game is free-roam oriented, but you are given some free-dom in terms of how you progress through the game.

You might be asked to :
a) Go "downstairs" (unknown portions of the ship) to investigate suspicous readings.
b) Fight a demonic insurgency
c) Take care of an uprising

When you are not tasked with an obligation from your superiors, you are free to walk around the ship. There would be loading zones.

When you tasked wit a mission, you can go to an armory where you can outfit your weapons and augment them.

I'm assuming from previous posts that the game is singleplayer with a bit of RPG thrown on top of FPS. It sounds interesting but you'll also have to flesh out how this system works in more detail.

Primarily, it's an FPS, but you have an inventory, which serves to limit the amount of equpment you can carry.

Visually the setting will be fabulous, if you can pull it off (which sounds unlikely, purely becuase of the scale - not many pros would attempt this). Don't forget it's a mod though, and take things slowly - perhaps work with one main setting to start off with, detailing missions and items etc. You've got alot to do documenting all the gameplay/story/visuals anyway. I would also say for the visuals, get some concept art going to show people what you're on about.

yeah, I've been thinking of doing this since 5th grade. ;)

I currently am looking for 2D Concept artists.

AFAIK Q4 is on the D3 engine (modified?); I'm pretty sceptical as to D3s handling of larger environments, at least locations as large as you describe would be unfeasable on D3 in my opinion.

Yeah, it was modified to bee able to create Quake 4's larger environments.

Thre will be some loading zones though.

My style of art is somewhat simialar to Quake 4s.


To get a good idea of what I'm going for, watch Titan AE.

More gameplay documentation :
You can interact with the environment through animated control panels 9touch panels and holo panels.) You can change your load out at an armory. You can go about the ship in many ways.


More 3D concepts comming soon.

Edited by (in order): |_}U-(M)-G{_|{-$-}, |_}U-(M)-G{_|{-$-}

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zombieOnion
zombieOnion Non-Player Character
Nov 12 2006 Anchor

Q4 is said to have a slightly better SDK. And it has some more features.

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