D
Drealoth
Guest
Overview
Deus Ex, Resident Evil, System Shock, Neuromancer, Red Orchestra (UT2004 mod): a brief list of all of the works that I hope to combine in this modification. I want to create a unique single player experience; something that nobody has quite seen before.
I have two goals in mind: immersion, and realism. Like in Red Orchestra, and a few other games, there will be no ammo count. Nothing to tell you how healthy you are, save physical signs such as blurred vision and a staggered walk. No cross-hair to show you where to shoot. You will only be able to carry a limited amount of equipment, and a couple of bullets will kill you.
The game is to be a hybrid between the role-playing game, and the first-person shooter, set in a post-apocalyptic, cyberpunkish atmosphere. Violent and non-violent interaction with the NPC's will be a key, and major part of the game. One of the main feelings that I hope to be able to convey is the feeling of mortality on the part of the player, so that they will think twice before just blindly shooting everything in their path. On the other hand, I want the game to be fun, and not just a tedious exercise of patience and luck.
I have high hopes, and, although they may seem unrealistic, they are where I am aiming.
Some Gameplay Mechanics
After looking through the SDK, these don't seem too difficult to add. This is by no means set in stone; it is only provided to give you a better picture as to what I have in mind.
1.There will be no cross-hair. Instead, to aim accurately, you will have to bring your weapon up to your head to take aim. This will serve to discourage “run, jump and gun” style game play, as well as increase the use of things such as laser sights on weapons.
2.The on screen information will be kept to a minimum. A numerical value for health will not be shown, and instead a simple 2D cutout showing areas where damage has been taken. Damage will also have various effects on the player, such as reduced accuracy or speed, as well as blurred, or even black and white vision.
3.Ammunition counts won't be shown on screen unless the gun specifically has an ammunition counter on it, although players will be able to do a quick ammo count by either unloading and reloading the gun to look at the magazine, or by simply counting the shells in their head. Guns run the risk of jamming.
4.The player will be able to move in a variety of ways, such as walking, running, crouching, climbing, jumping, sneaking, crawling, diving, rolling, and swimming. A player that dives into a wall will get hurt. Climbing ladders will not be done in a counter-strike fashion, and instead, the player will actually have to lower their weapon to climb a ladder. Players will have the option to stop on a ladder and lean out to shoot with a pistol or similar light weapon.
5.The player will be able to purchase a variety of body modification through various black market street doctors if they can afford it. These modifications will grant the user special abilities, but will also have adverse effects on things such as charisma. Also, the more mechanized a person is, the more susceptible they will be to other attacks, such as EMP shock-waves.
6.There will be stores where the player will be able to purchase equipment such as weapons, ammunition and armor.
7.The game will focus on dynamic game play. As you harm corporations, they will react, and possibly retaliate. In parallel, the ones that you help will grow more powerful.
8.There will be a large amount of non hostile entities in the game, and as such, players will have to avoid harming them whenever possible. Although murder is somewhat easy to get away with, the player will have to be careful, or they will anger someone in a position of power.
What I am looking for
Anyone who is willing to help with any aspect of the project. Models, coding, art, sound, storyline, web design or just moral support. I'm not looking for experience; I am simply looking for a few motivated individuals who are willing to learn and work as part of a team. If you are interested, send me an email at [email protected], or catch me on IRC at irc.afternet.org/compsci.ca
The code for the project will be managed with Subversion (http://subversion.tigris.org/) to allow for ease of distribution.
About me.
I a 19 year old first year Computer Science student at the University of Waterloo, Ontario, Canada. Currently I am on a co-op work term employed by National Defense working with the databases for their simulation software. I will return to school in the summer (With the co-op program, I alternate four months of school with four months of work, but I don't get summers and my degree takes 8 months longer to complete).
Most of my experience with programming has been through contests of some sort (such as the ACM, USACO and Top Coder), and I have never done any modding or large scale projects before, although I have done a bit of work with OpenGL. At the moment, I am working on learning how to use the Source SDK. I have also been doing some reading on neural networks, as AI is a topic that has long intrigued me.
My language of choice is C++, although I have significant experience with Java, C and C#. After university, I hope to pursue a graduate degree relating to quantum computing.
Deus Ex, Resident Evil, System Shock, Neuromancer, Red Orchestra (UT2004 mod): a brief list of all of the works that I hope to combine in this modification. I want to create a unique single player experience; something that nobody has quite seen before.
I have two goals in mind: immersion, and realism. Like in Red Orchestra, and a few other games, there will be no ammo count. Nothing to tell you how healthy you are, save physical signs such as blurred vision and a staggered walk. No cross-hair to show you where to shoot. You will only be able to carry a limited amount of equipment, and a couple of bullets will kill you.
The game is to be a hybrid between the role-playing game, and the first-person shooter, set in a post-apocalyptic, cyberpunkish atmosphere. Violent and non-violent interaction with the NPC's will be a key, and major part of the game. One of the main feelings that I hope to be able to convey is the feeling of mortality on the part of the player, so that they will think twice before just blindly shooting everything in their path. On the other hand, I want the game to be fun, and not just a tedious exercise of patience and luck.
I have high hopes, and, although they may seem unrealistic, they are where I am aiming.
Some Gameplay Mechanics
After looking through the SDK, these don't seem too difficult to add. This is by no means set in stone; it is only provided to give you a better picture as to what I have in mind.
1.There will be no cross-hair. Instead, to aim accurately, you will have to bring your weapon up to your head to take aim. This will serve to discourage “run, jump and gun” style game play, as well as increase the use of things such as laser sights on weapons.
2.The on screen information will be kept to a minimum. A numerical value for health will not be shown, and instead a simple 2D cutout showing areas where damage has been taken. Damage will also have various effects on the player, such as reduced accuracy or speed, as well as blurred, or even black and white vision.
3.Ammunition counts won't be shown on screen unless the gun specifically has an ammunition counter on it, although players will be able to do a quick ammo count by either unloading and reloading the gun to look at the magazine, or by simply counting the shells in their head. Guns run the risk of jamming.
4.The player will be able to move in a variety of ways, such as walking, running, crouching, climbing, jumping, sneaking, crawling, diving, rolling, and swimming. A player that dives into a wall will get hurt. Climbing ladders will not be done in a counter-strike fashion, and instead, the player will actually have to lower their weapon to climb a ladder. Players will have the option to stop on a ladder and lean out to shoot with a pistol or similar light weapon.
5.The player will be able to purchase a variety of body modification through various black market street doctors if they can afford it. These modifications will grant the user special abilities, but will also have adverse effects on things such as charisma. Also, the more mechanized a person is, the more susceptible they will be to other attacks, such as EMP shock-waves.
6.There will be stores where the player will be able to purchase equipment such as weapons, ammunition and armor.
7.The game will focus on dynamic game play. As you harm corporations, they will react, and possibly retaliate. In parallel, the ones that you help will grow more powerful.
8.There will be a large amount of non hostile entities in the game, and as such, players will have to avoid harming them whenever possible. Although murder is somewhat easy to get away with, the player will have to be careful, or they will anger someone in a position of power.
What I am looking for
Anyone who is willing to help with any aspect of the project. Models, coding, art, sound, storyline, web design or just moral support. I'm not looking for experience; I am simply looking for a few motivated individuals who are willing to learn and work as part of a team. If you are interested, send me an email at [email protected], or catch me on IRC at irc.afternet.org/compsci.ca
The code for the project will be managed with Subversion (http://subversion.tigris.org/) to allow for ease of distribution.
About me.
I a 19 year old first year Computer Science student at the University of Waterloo, Ontario, Canada. Currently I am on a co-op work term employed by National Defense working with the databases for their simulation software. I will return to school in the summer (With the co-op program, I alternate four months of school with four months of work, but I don't get summers and my degree takes 8 months longer to complete).
Most of my experience with programming has been through contests of some sort (such as the ACM, USACO and Top Coder), and I have never done any modding or large scale projects before, although I have done a bit of work with OpenGL. At the moment, I am working on learning how to use the Source SDK. I have also been doing some reading on neural networks, as AI is a topic that has long intrigued me.
My language of choice is C++, although I have significant experience with Java, C and C#. After university, I hope to pursue a graduate degree relating to quantum computing.