Assassins Mod is a Half-Life 2 full conversion mod, centered around stealth, 3rd person action. Set in a realistic near-future, you are an assassin, who needs to eliminate other assassins by blending in with crowds, and waiting to strike on your targets. The crowds are computer controlled civilians with a large library of actions. You act, walk, and interact just like them. The best cover, is to make your enemies think your not an assassin.

Report RSS April 5th Team Meeting

The community update on weekend Assassins Mod team meetings for March 29th and April 5th.

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03-29 Meeting- (duration; roughly 2 hours)
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This was our first skype meeting, so for the most part we just chatted, and got settled with skype.

  • Work on Logan's website design is being made.
  • Looking for Animators, Modelers and Sciptors with Source experience.
  • Character
    Concept: No character that are too short, or too thin-- this would give
    that model an unfair advantage over the others.

Progress: Still in Heavy Design Stage

04-05 Meeting- (duration; over 4 hours)
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  • Discuss community suggestions.
  • Need a coder to help out :P
  • Story Concepts (Rob's Story element; Media type Press Releases?)
  • Finalize Character
    • Need to finalize a character out of rough concepts, to give something accurate to Modelers and Animators.
    • Introducing
      Elaine to the team. She will be helping the concept character team
      finalize characters, and let them experiment in environmental concepts.
  • More Concept Character Height talk: Character's Height: between 5'6" and 6'2"
  • Futuristic/Original Weapons-- Taking more of an artistic approach. :D
  • Gag Weapons/Items (more on that later :P)
  • Players
    have a huge number of characters to choose from. This will be
    accomplished by base character models, and many different varieties of
    texture / skinning.
  • NEVER limit and restrict the player from choosing things. :D
  • Game Modes (free switch or map based? RTS take over style? Round 'triggers'?)
    • Bounty-- As a player kills more than others, a higher reward will be given to those who kill him
    • Assassination (Start off-- NPC Assassination)-- A hunt for assassins
    • Team-Up-- Freely group up with other assassins
    • Mug Shot HUD
  • Defining Areas; broadening what the player experience will be.
  • Jay and Sean's Weapon Concept art is SO good, it should be used in the buy menu; apposed to 3d renders.
  • AI
    • Dynamic (MAGIC WORD!) Route
    • Path Finding (NOT CS's hostage atrocious path finding..)
  • 3rd to 1st person system working.
  • Shotgun in Flower box

Progress: Transition from Concept to development. Always discussing game play options.

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