L
LedKardova
Guest
Team name:
Lucid Thought Productions
Project name:
Dreamscape: Pin Point Blank
Brief description:
3rd Person Epic Strategy Shooter
This game will consist primarily of restructuring the Body and HP system that's normally used (No Health bar) as well as multiple minor changes to the usual gameplay mechanics. (scroll past Talent for complete details)
Target aim:
An HL2 Mod, that is ultra-realistic and unforgiving in nature.
Technology:
HL2: Source (of course)
Contacts:
[email protected]
AIM: samuninja1
More in-depth on design:
Bodily Structure/Pin Point Damage System:
As stated before this game won't have a Health bar, or a "100" in the corner. The health system depends on where you are shot on your body. Unlike most games, if you are shot in the foot many times, you will fall over and die. But if you are repeatedly shot on your arm and hand, you don't just die, you will be at risk of blood loss, lose of accuracy. Also, if your hand is damaged enough, you will no longer be able to use your hand until you heal it. The only way you can instantly die is if you get shot in a fatal point on your body. The brain, center of your throat, and heart are good positions
Point Blank / Melee system
I got sick of playing games online where people are about 2 feet away from each other, and run around in circles for a long time before one kills the other, when in reality it would have probably have been the first person to get a round off that wins at such a point blank range. For example, I'm sure everyone has snuck up behind someone, fired a gun into their back, and somehow the person you are firing at turns around and kills you. This is not realistic. So I devised the Point Blank system; when you are a certain distance away from someone, you can execute them with a normal gun shot. If you are even closer, you can disarm them, grab them as a human shield, break their neck, or perform other melee attacks depending on what melee weapon is equipped. Examples include scissors to the throat or a tire iron to the teeth. When you get near to an enemy, they will appear on your small radar, and as long as that enemy is still on the radar you can execute at will. If you get closer to perform a melee attack, the radar will show this.
This roughly shows the distance away that your player must be from your opponent in order to be to perform each move.
Gameplay
The style of gameplay is similar to the combination of Max Payne 2 and Splinter Cell. In essence, you can slightly sneak around, but not to the degree allowable in Splinter Cell. You can peak around and fire around corners, pop up behind counters, roll past doorways. Enemies will not charge at you, they take cover behind objects, and only move towards you when they think it is absolutely safe, and move from cover to cover. Bullets can shoot through everything they'd shoot through in real life, so be careful where you take cover, and exploit it when the enemy takes cover. Hearing footsteps is plenty helpful when trying to find enemies. Also, killing innocent’s decreases your sanity level. Avoid killing too many or else you might go insane and take your own life.
Weapons
Guns would primarily consist of a various amount of pistols, which can be held by both hands, with only one shotgun, 2 kinds of one handed machine guns, one automatic rifle, as well as throwing knives. The pistols would range in accuracy, clip amount, rate of fire, reload speed, power, etc. Plus holding two pistols has less accuracy than just one pistol, but it LOOKS cool! The specifics are yet to be determined as we are still in the analysis phase.
Other weapons include melee weapons, such as tire iron, knives, tasers, bottles (broken), scissors, candlesticks, lamps, etc. This melee weapons can be combined with melee moves.
Story
Its probably more complicated than it sounds, and I assure you, its not just doing missions for the mob over and over until something happens. All missions have a purpose in the grand scheme. At heart , the story is dark, not the world surrounding it. Visually, the game is as vibrant as the colors in life, if not brighter and takes place mostly during the day. I am currently reconfiguring the story to fit the levels.
You play as Virgil "the Virgin" Coltreese.
Music
We have secured the rights to use this music in-game, as well as anything further released by them.
http://www.moorebeckstellar.com/downtight.html
We are still looking for musical talent Any genre is considered.
Talent:
Our highest priority is to find a PR Rep and Webmaster, some positions are filled but we are still taking all applications for consideration.
PR Representative
Advertises our product.
Duties include:
1. Recruiting talent.
2. Participating in interviews.
3. Being the link between the Media and the Team.
4. Advertising our game.
5. News poster on website.
Project Lead
Final Decision Maker.
Duties include:
1. Making sure everyone understands the vision.
2. Making crucial decisions.
3. Team Meeting Manager.
4. And more…
Lead Webmaster
Website Manager.
Duties include:
1. Original Design of website.
2. Website maintenance.
3. Manger of additional webmasters.
Assistant Lead
Secondary Decision Maker.
Duties include:
1. Evaluating the performance/progress of each lower level team.
2. Coordinates with each departmental manager.
3. Coordinates with lead writer to create the Design Document.
4. Reports status to Project Lead.
Lead Writer
Duties include:
1. Writing many of the contents of the Design Document.
2. Writing the dialogue in the game.
3. Writing the story of the game.
4. Reports status to Assistant Lead.
Design Manager
Duties include:
1. Gets goals from Assistant Lead.
2. Assigns tasks to Lead Programmer.
3. Assigns tasks to Lead Level Designer.
4. Accesses performance/progress of Programming team and Level Design team.
5. Reports progress to Assistant Lead.
Art Manager
Duties include:
1. Gets goals from Assistant Lead.
2. Assigns tasks to Lead Artist.
3. Assigns tasks to Lead Modeler.
4. Accesses performance/progress of Art team and 3D Modeling team.
5. Reports progress to Assistant Lead.
Sound Manager
Duties include:
1. Gets goals from Assistant Lead.
2. Assigns tasks to Lead Musician.
3. Assigns tasks to Lead Sound Engineer.
4. Accesses performance/progress of Sound FX team and Music team.
5. Reports progress to Assistant Lead.
Lead Programmer
Lead Level Designer.
Lead Artist.
Lead Modeler.
Lead Musician.
Lead Sound Engineer.
Duties include:
1. Acquire goals from Manager.
2. Distribute tasks to each member.
3. Lead by example.
4. Work on own Design Document sections.
---
"A vibrant mind with a decaying heart"
This image shows the “heart” of the story.
---
We look forward to hearing from you.
[footnote]: Just to inform the Halflife2.net community, this is not spam, we are on multiple forums in order to maximize our search capabilities
Lucid Thought Productions
Project name:
Dreamscape: Pin Point Blank
Brief description:
3rd Person Epic Strategy Shooter
This game will consist primarily of restructuring the Body and HP system that's normally used (No Health bar) as well as multiple minor changes to the usual gameplay mechanics. (scroll past Talent for complete details)
Target aim:
An HL2 Mod, that is ultra-realistic and unforgiving in nature.
Technology:
HL2: Source (of course)
Contacts:
[email protected]
AIM: samuninja1
More in-depth on design:
Bodily Structure/Pin Point Damage System:
As stated before this game won't have a Health bar, or a "100" in the corner. The health system depends on where you are shot on your body. Unlike most games, if you are shot in the foot many times, you will fall over and die. But if you are repeatedly shot on your arm and hand, you don't just die, you will be at risk of blood loss, lose of accuracy. Also, if your hand is damaged enough, you will no longer be able to use your hand until you heal it. The only way you can instantly die is if you get shot in a fatal point on your body. The brain, center of your throat, and heart are good positions
Point Blank / Melee system
I got sick of playing games online where people are about 2 feet away from each other, and run around in circles for a long time before one kills the other, when in reality it would have probably have been the first person to get a round off that wins at such a point blank range. For example, I'm sure everyone has snuck up behind someone, fired a gun into their back, and somehow the person you are firing at turns around and kills you. This is not realistic. So I devised the Point Blank system; when you are a certain distance away from someone, you can execute them with a normal gun shot. If you are even closer, you can disarm them, grab them as a human shield, break their neck, or perform other melee attacks depending on what melee weapon is equipped. Examples include scissors to the throat or a tire iron to the teeth. When you get near to an enemy, they will appear on your small radar, and as long as that enemy is still on the radar you can execute at will. If you get closer to perform a melee attack, the radar will show this.
This roughly shows the distance away that your player must be from your opponent in order to be to perform each move.
Gameplay
The style of gameplay is similar to the combination of Max Payne 2 and Splinter Cell. In essence, you can slightly sneak around, but not to the degree allowable in Splinter Cell. You can peak around and fire around corners, pop up behind counters, roll past doorways. Enemies will not charge at you, they take cover behind objects, and only move towards you when they think it is absolutely safe, and move from cover to cover. Bullets can shoot through everything they'd shoot through in real life, so be careful where you take cover, and exploit it when the enemy takes cover. Hearing footsteps is plenty helpful when trying to find enemies. Also, killing innocent’s decreases your sanity level. Avoid killing too many or else you might go insane and take your own life.
Weapons
Guns would primarily consist of a various amount of pistols, which can be held by both hands, with only one shotgun, 2 kinds of one handed machine guns, one automatic rifle, as well as throwing knives. The pistols would range in accuracy, clip amount, rate of fire, reload speed, power, etc. Plus holding two pistols has less accuracy than just one pistol, but it LOOKS cool! The specifics are yet to be determined as we are still in the analysis phase.
Other weapons include melee weapons, such as tire iron, knives, tasers, bottles (broken), scissors, candlesticks, lamps, etc. This melee weapons can be combined with melee moves.
Story
Its probably more complicated than it sounds, and I assure you, its not just doing missions for the mob over and over until something happens. All missions have a purpose in the grand scheme. At heart , the story is dark, not the world surrounding it. Visually, the game is as vibrant as the colors in life, if not brighter and takes place mostly during the day. I am currently reconfiguring the story to fit the levels.
You play as Virgil "the Virgin" Coltreese.
Music
We have secured the rights to use this music in-game, as well as anything further released by them.
http://www.moorebeckstellar.com/downtight.html
We are still looking for musical talent Any genre is considered.
Talent:
Our highest priority is to find a PR Rep and Webmaster, some positions are filled but we are still taking all applications for consideration.
PR Representative
Advertises our product.
Duties include:
1. Recruiting talent.
2. Participating in interviews.
3. Being the link between the Media and the Team.
4. Advertising our game.
5. News poster on website.
Project Lead
Final Decision Maker.
Duties include:
1. Making sure everyone understands the vision.
2. Making crucial decisions.
3. Team Meeting Manager.
4. And more…
Lead Webmaster
Website Manager.
Duties include:
1. Original Design of website.
2. Website maintenance.
3. Manger of additional webmasters.
Assistant Lead
Secondary Decision Maker.
Duties include:
1. Evaluating the performance/progress of each lower level team.
2. Coordinates with each departmental manager.
3. Coordinates with lead writer to create the Design Document.
4. Reports status to Project Lead.
Lead Writer
Duties include:
1. Writing many of the contents of the Design Document.
2. Writing the dialogue in the game.
3. Writing the story of the game.
4. Reports status to Assistant Lead.
Design Manager
Duties include:
1. Gets goals from Assistant Lead.
2. Assigns tasks to Lead Programmer.
3. Assigns tasks to Lead Level Designer.
4. Accesses performance/progress of Programming team and Level Design team.
5. Reports progress to Assistant Lead.
Art Manager
Duties include:
1. Gets goals from Assistant Lead.
2. Assigns tasks to Lead Artist.
3. Assigns tasks to Lead Modeler.
4. Accesses performance/progress of Art team and 3D Modeling team.
5. Reports progress to Assistant Lead.
Sound Manager
Duties include:
1. Gets goals from Assistant Lead.
2. Assigns tasks to Lead Musician.
3. Assigns tasks to Lead Sound Engineer.
4. Accesses performance/progress of Sound FX team and Music team.
5. Reports progress to Assistant Lead.
Lead Programmer
Lead Level Designer.
Lead Artist.
Lead Modeler.
Lead Musician.
Lead Sound Engineer.
Duties include:
1. Acquire goals from Manager.
2. Distribute tasks to each member.
3. Lead by example.
4. Work on own Design Document sections.
---
"A vibrant mind with a decaying heart"
This image shows the “heart” of the story.
---
We look forward to hearing from you.
[footnote]: Just to inform the Halflife2.net community, this is not spam, we are on multiple forums in order to maximize our search capabilities