Designer(s) wanted - Project: Havoc (working title)

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Background

The year is 2017; the majority of America's wars are fought using America's mighty army. The wars that really affect humanity are fought using specialized units comprised of specially trained men and women. Their existence is unknown to everyone, including the President. Hand picked from around the world, these secret specialists conduct their business in the shadows and away from the public eye. They are called Detachment Operatives. And their enemies are Renegade's and Rogue's.

Internationally, Detachment Operatives are saviors as many smaller countries (and some larger ones) have been preserved because of their actions. Drug rings, criminal networks and terrorist cells in most parts of the world have been cleaned out and taken care of because of Detachment Operatives. When the President witnessed what was going on, he demanded an explanation. By rule, the President must never know that Detachment Operatives exist. And because of this rule, he was assassinated on his way home one Sunday morning.

Recently Renegade's and Rogue's have been busy eliminating government officials, judges and jurors hoping to create some sort of havoc. The real reason behind these attacks, as outlined in Charter 160682, was to delay the conviction of Hybrid Jones, a key figure in shadow-real estate, which is essentially a way to provide Renegade's and Rogue's with safe havens. Places, in which they can congregate, prepare new plans and rest without the worry of an enemy approaching.

On July 23rd 2016, Hybrid Jones was incarcerated for being the leader of a chain of clubs which cater to thugs, criminals and the like. His plea was simply that he didn't know these types of minorities were using his clubs to conduct their business. But incriminating evidence soon surfaced which revealed Hybrid Jones as a mastermind and instigator behind dozens of murders and assassinations. His lawyer (the best shadow-lawyer around) Jason Locust was able to postpone the trial which is to take place on January 10th 2017. This would give Hybrid Jone's allies and close friends a chance to retrieve him and take him to a safe house where he would remain until the judge, jury and anyone involved in his case, were executed.

Today Detachment Operatives can be found sniffing out Renegade's and Rogue's. Wars that were once suppose to be conducted secretly are about to explode everywhere and anywhere. Hybrid Jones and his empire must be eliminated for good. This includes every Renegade, Rogue and convict to ever work for him.

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The game itself revolves around these two units; Detachment Operatives and Renegade's & Rogue's (which can be government agents, ex-military and convicts) who are fighting for their own reasons. Each team comes equipped with their own weapons, armor and tactics. The focus will be on shooting, taking cover and providing covering fire. These three aspects will determine the outcome of the game.

A synopsis of the game mechanics:

One-hit kills: Bullets will kill you much faster in this game as one bullet kills will be featured. There will be the option of "Survivable" bullets which basically means that if you get hit in the leg you will be alright, but will be under some form of disadvantage. The head, chest, stomach and neck will be the instant-kill zone.

Blind-fire: Taking a page from the design document of the game Kill.switch, players will find the "Blind fire" feature extremely useful as it will startle anyone in the direction you are firing at. Blind fire was purely a game play decision because of the one-hit kill possibilities. In order to survive longer Blind fire must be used strategically.

Cover dynamics: games tend to have one type of crouch which protects you decently. In this game when you crouch behind something, a flipped over table for example, you will crouch until you are completely concealed. No longer will your body be revealed to an enemy because of the default crouch height.

Stunts: All of the game stunts will be viewed from a third-person perspective. This includes the Blind-fire function. Stunts were included because of the fact that speed saves lives. Jumping from one pillar into a dive to another pillar will ultimately save your life as the enemy on the other side will see a glimpse of you. The types of stunts that will be included are currently undecided. Expect the traditional dives and rolls.

Game modes:

Styles: is a game mode in which the two teams face off against each other. The goal is to eliminate the other team in a stylized way. Slow-motion powerups will be scattered across the maps. If a player picks one up [everyone] is affected. In slow motion a players stunt performance is increased resulting in stylish fighting.

Tower: this is an interesting game mode that finds players fighting to get to the top of said tower. Note: that the level doesn't necessarily have to be a tower. It can be an urban setting or something like it. The level must have a high area that the "Climbers" must reach in order to win. Climbers are the team that starts off on the ground. The "Defenders" start above them. The Defenders job is to prevent the Climbers from reaching their goal.

Assault: something similar to Unreal Tournament's Assault mode. One team must assault a position and reach the other side, while the other team prevents them.

Deathmatch: Traditional
Team-deathmatch: Traditional

These are planned game modes. Some or all of them may or may not make it into the game. They are also subject to change at any time.

Miscellaneous:

Vehicles: currently I have no plans for vehicles as I feel they don't really offer anything towards game play, unless it is a vehicle-specific game mode. But if they are needed, expect to see them.

Havens: havens are simply areas located throughout the map where players can go to heal and resupply. Havens can be destroyed.

Entertainment: some levels may feature entertainment such as dancers (strippers), sports games or something for players to look at while they are passing by.

Gun shops: some levels may contain gun shops, places where players can go to switch weapons. Weapons spawn after a certain amount of time after a player has taken one.

Melee attacks: following pursuit of Halo, players can use the back ends of their weapons to get a quick and silent kill. These types of kills award more points.

That is some of the things I wish to include in this game and hopefully I can incorporate them in some fashion. As it stands now, I'm currently seeking artists both 2d and 3d. If you are interested please post here. If you need to email me, PM first (I don't need SPAM) and I will give you my email address.
 
2D could mean concept art, menus, the HUD, skins, textures, etc.
 
Mechagodzilla said:
Yeah, but which one does aliencraft want?

I'd like the 2D artist to handle all of the 2D game components; art, hud, menu etc.
 
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