Stigmata
The Freeman
- Joined
- Jun 2, 2003
- Messages
- 15,904
- Reaction score
- 371
Before I get started, I should probably clear something up:
The entire concept of this mod has been a long time coming. This is mainly a product of a) my insecurity, b) my laziness (around the time when I wanted to give up on this mod), and c) my strive for perfection in what I'm passionate about. It took me many months to nail down exactly what I wanted to see in this mod, but I think I've finally got it. I've detailed pretty much everything that needs detailing in the design document, which was completed, sans plot and concept art, about a week ago.
So, in short, we finally have a complete, and somewhat concise idea of what this mod will be like. And now, here goes the summary.
Genre
Cause And Effect is a singleplayer action-adventure/horror FPS. (I think I got that right...)
Story
The story is being kept under wraps. Partly because I want it to all be a surprise, but mostly because it's still under development. But rest assured, it does involve zombies, and civilians, and the military. Your objective is, of course, to escape the (fictional) city you're currently stuck in. But things happen, and needless to say your escape is constantly impeded by the military, zombies, and other things.
What makes Cause And Effect different?
Everything.
Okay, not everything. But there's a number of things that do make it different from your standard zombie-bashing mod, and at least a little bit different than pretty much every other mod to boot.
Everything else is described in the designdoc.
Open Positions
Programmer
There aren't really a lot of requirements for this sort of job.
Mapper
Note that there are other positions available, such as skinner, animator, and so on, but we're in dire need of coders and mappers at the moment.
Anyone who meets the requirements, and is willing to join the team, should contact me at cae.stigmata [at] gmail.com, cae_stigmata [at] hotmail.com, or send me a PM. And remember, examples of your work are required, unless you have proof of previous work on another mod/game, and what part of said game you created.
And yes, the big red title is a link.
The entire concept of this mod has been a long time coming. This is mainly a product of a) my insecurity, b) my laziness (around the time when I wanted to give up on this mod), and c) my strive for perfection in what I'm passionate about. It took me many months to nail down exactly what I wanted to see in this mod, but I think I've finally got it. I've detailed pretty much everything that needs detailing in the design document, which was completed, sans plot and concept art, about a week ago.
So, in short, we finally have a complete, and somewhat concise idea of what this mod will be like. And now, here goes the summary.
Genre
Cause And Effect is a singleplayer action-adventure/horror FPS. (I think I got that right...)
Story
The story is being kept under wraps. Partly because I want it to all be a surprise, but mostly because it's still under development. But rest assured, it does involve zombies, and civilians, and the military. Your objective is, of course, to escape the (fictional) city you're currently stuck in. But things happen, and needless to say your escape is constantly impeded by the military, zombies, and other things.
What makes Cause And Effect different?
Everything.
Okay, not everything. But there's a number of things that do make it different from your standard zombie-bashing mod, and at least a little bit different than pretty much every other mod to boot.
- Weapons include firearms (SA-80, Browning HP), melee weapons (cricket bat, combat knife), small props (brick, two-by-four), and "special" weapons (each with their own characteristics).
- Firearms can be used to club your enemies, and all of them have iron sights as well.
- Melee weapons and props can be thrown, and used to push your enemies away.
- You can explore the environment, far beyond the ability to simply jump, crouch, and climb ladders.
- A "HUD-less" HUD; we've opted to use visual cues instead of textual data and icons to display information.
- A realistic inventory system.
- A unique, two-tier health system.
- Effective use of stealth; Hide in the shadows, cause distractions, turn the lights out, or get your enemies to lose track of you to escape their pursuit. Think Splinter Cell meets Half-Life 2.
Everything else is described in the designdoc.
Open Positions
Programmer
There aren't really a lot of requirements for this sort of job.
- Must be at least somewhat proficient in C++
- Must have free time to devote to the mod's development
- Must be an organised coder, to allow other programmers to understand and use your code
- Should be familiar with the HL2 SDK
Mapper
- Must be proficient in the use of Hammer
- Must be an experienced mapper
- Must have free time to devote to the mod's development
- Must be able to co-ordinate with other mappers
- Should have working knowledge of the Hammer I/O system
Note that there are other positions available, such as skinner, animator, and so on, but we're in dire need of coders and mappers at the moment.
Anyone who meets the requirements, and is willing to join the team, should contact me at cae.stigmata [at] gmail.com, cae_stigmata [at] hotmail.com, or send me a PM. And remember, examples of your work are required, unless you have proof of previous work on another mod/game, and what part of said game you created.
And yes, the big red title is a link.