Another crazy mod idea....

operative x

Newbie
Joined
Sep 22, 2003
Messages
1,238
Reaction score
0
Here goes:
These aliens are preparing for an invasion, but, are not going to attack, instead, they are sending these small parasites the size cockroaches that dig there way through animal skin. These animals, like cows, deer ect, will be eaten by humans soon then they will infect their hosts. But, these parasites are easy to detect on other humans because they don't know how to control the human bodies muscles well resulting in odd limps and muscles spasms in the person and also they the person tends to have a big grin on their face because the parasites does not know how to control human facial muscles. But as time passes the individual parasites learns more and more how to control the body resulting in a more powerful enemy and starts to mutate into a strong entity. Now the mod takes place after a few months. So the parasite is more evolved and some are still barely infecting others. The parasites are being controlled to attack at a certain day starting at 7:00.
Now you play 3 separate characters during the same time period at around 8:30, a prison inmate, a flight passenger who has landed at his destination and a doctor. After you escape from that characters starting place, and are now traveling through the torn city a military helicopter will fly by and say "The united states government is preparing to bomb this city at 12:00. Any survivors must travel to a military base ASAP so you cant be transported to a safe location!" so you pick your character and make your way through a torn city crawling with creatures and infected humans with a grin and an axe ready to rip you apart. Each 'episode' will last about 3 to 4 hours of traveling through abandoned schools, amusement parks, mental hospitals, and apartment complexes until you reach the base. Each character will have a different path but the part where they hear the copter they will all share.

The weapons: all the weapons will be realistic and very possible to find in a given location. Since HL2 has a physics engine, there will be a kicking move where you can kick objects in front of the monsters to block their path or to barricade yourself in a room or to break through a locked door.
you can find a..
=berretta on a dead officer in a prison or a security guard at a airport and hospital.
=baton at the police station.
=and fire escape axe at a hospital.
And much others that could realistically be obtained in locations.

that’s it! if you need some things clarified plz ask thanks!
 
Yeah, im still not very satisfied with the 'aliens are invading!' thing myself but its there until I think of something to replace it. For the grin, well, I just thought it might be a little spooky and creepy to see a almost decapitated guy with a face that has a grin ya know. But yeah, most of what you say is true and I think im just going to go with three different episodes of them surviving but they will all tie into each other. For example when your the inmate you will eventually break out of prison, steal a police car then start to drive through the city when say.... its flipped over and crashed and exploded into flames. Then when you play the passenger, and you come to the spot where the car has crashed into flames, it will make you take an alternate rout to get through the road block by going to an abandoned apartment complex. And so on. So every thing will tie into each other so when the player plays all three, he can see that the events in the episodes actually carried out through them all so when he sees that car in flames he will say "hey! I did that!". Then at the end of each of episode you will meet up with the two other survivors(of course at the end you wont arrive at the base you will probably end at a building) then after all three are done, a final episode will be unlocked where you choose who you want to play as end the game.

eek hope this makes sense :E
 
Rough design doc:

Game Design Document for: (No title yet...)

1. Overview

1.2 Genre

2. Game Mechanics

2.1 Core Gameplay

2.2 Player

2.3 enemies

2.4 Items

2.5 Hours of Game-play

3. The Physical World

3.1 Travel

3.2 Scale

3.3 Objects

3.4 Weather

3.5 Day and Night

3.6 Setting

4. User Interface

4.1 Health

4.2 Ammo



1. Overview
The goal in this mod is to get all three of your characters to an army base through one episode at a

time.
1.2 Genre
The genre currently is a First-Person/ Horror game.
2. Game Mechanics
2.1 Core Gameplay
The gameplay consists of 'escaping' from area to area and completing various obstacles to advance to
the next area while collecting small amounts of ammunition, health, and weapons to defend yourself against
parasite controlled humans.
2.2 Player
The players are a prison inmate, flight passenger, and a Doctor. You will play these characters in a
specific order as you complete the episodes to see the catastrophe in three different perspectives as all three
episodes continually interact with each other.
2.3 Enemies
The enemies range from large mutated humanoids who use brute force to decapitated humans with melee
weapons like pipes, and axes.
2.4 Items
There is going to be various ammunition clips in police lockers, near dead police officers or security
guards, in ammunitions stores and rarely on citizens. Medical supplies will range from first aid kits to
bandages found in bathrooms in people homes or apartments and in storages in buildings. Weapons will be found
in many different places ranging from steel pipes, axes, pistols, shotguns, hunting rifle and in some rare
places an assault rifle can be found. Most of the standard weapons can be found in closets in houses, and dead
bodies.
2.5 Each episode will last around four hours then the final one would last 4-5 hours long. So the whole single player game would last roughly about 16 hours long.
3. The Physical World
3.1 Travel
The main movement is through just walking to location one after another but there will be scenarios
where the player will be able to drive certain vehicles like Big Rigs, trucks, police cars and others.
3.2 Scale
The scale of the locations will rang from the size of some raven shield maps like the Oil Refinery and
transition to other locations like in the first Half-life where you had progressed a certain amount of
distance, this is how it would transition to another map to give the illusion of 'one city'. For example you
could be in a vehicle driving in the destroyed city streets then as you approached a huge car accident and the
only way to get through would be to go through a building, it would first load the street map then as you went
through the front door it would load the building map then after you have killed the monsters and did a certain
amount obstacles like restore power to the building in order to get to the underground parking lot by the
elevator because of the stairway being locked, and leaving through that area to get past the wreckage it would
load the second street map when you must walk on foot to get to another location.
3.3 Objects
The objects in the world would be just normal furniture and other 'set pieces' to give the illusion of
a city that once lived and breathed but now is dead.
3.5 Day And Night
Since the game starts at around 8:30 the first locations would have a light blue sky but as you
progress, the levels will get darker until the end location of that particular episode.
3.6 Setting
The setting of the game is in a urban city that is completely destroyed and in flames.
4. HUD
The game will have virtually no HUD, enabling the player to focus on the situation and allowing for
more immersion than rather having states that need to be checked often.
4.1 Since there will be no HUD, the health of your character will be portrayed by levels of effects. Level 1
would be 100% health everything would be normal. Then when it hits level 2, at 50%, you will start to notice
very small decrease in movement and accuracy. At level 3, at 30%, the characters hands will start to shake and
when he turns motion blur will effect visibility. Then during level 4, at 20%, the hands will shake even more
with tons of motion blur . Level 5 10% the hands will shake even more with tons of motion blur and all the
sounds in the game will be slightly muffled. So as these levels go down you'll start to see that your character
is loosing lots of health instead of looking at numbers or bars.
4.2 For weapons, the player will have to start to memorize the clip capacity and how much is left in the clip.
They must now think before he/she just starts to blast away, it forces them to remember if the gun has enough
clips to take on a horde of enemies or is it on its last 5 shots, adding more of a thinking process rather than
an instant impulse to shoot anything that moves.


hehe crap i hope i did this right:) took awhile:)
 
Back
Top