Vehicular Soccer Project (VSP)

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I've recently been in contact with the people over the IOS project ( http://planethalflife.com/ios/ ) concerning a project I'm working on developing for HL2. The generic name is the Vehicular Soccer Project (VSP) but it's heavily based off a zone in the online game hosted by Sony Online Entertainment called Infantry ( http://www.infantryzone.com ). The zone is called Gravball.

In essense, it's a soccer type game. The players are on vehicles (called hover bikes). The map is a maze of walls (mirrored on each side) with pathways leading to the goal.

The bikes have the ability to jump, shoot weapons and 'specials', as well as carry the ball (the only way to move the ball around the arena). If you have the ball, you are unable to shoot weapons, but may still fire specials. Your two weapon keys become 2 types of passes, a long range air pass and a short ground pass.

The bikes pick up the ball by running over it or catching it in the air. However, the catch is that the bike may only hold the ball for 12 seconds before it automatically launches the ball off your bike (long range air pass).

Specials include: Chucker/Hucker (allows you to launch the ball over twice to three times the distance of a normal long range pass), Stunner (front fired, any enemy players hit can not catch the ball), Jammer (rear-fired, jams all enemy players hit; they can not jump or fire any weapons or specials but may still hold the ball), Rocket Rain (front fired, fires 3 rockets out of the front of the bike; rare and very damaging), Octane (constant speed booster until you die, can be stacked 3 times), Rapid Fire (doubles firing rate of your weapons, not specials), Extra-Time (allows your bike more ball-time instead of the standard 12 seconds), and the standard Repel and Panic Disruptor (which I won't explain because I'm getting off-topic).

There may be others I'm forgetting, but I'm trying not to bog down the post with all the details.

My question is mainly to those with lots of experience in HL development. I know that the project is going to be a lot of work, but I'm more concerned about the actual possibility of it working (assuming the code was written). In short, can the HL (or HL2 in this case) engine support gameplay like this?

--- Information about Gravball ---

If you wish to try the game I'm talking about, you may play for free (as a guest) by going to http://www.infantryzone.com, downloading the client and loading up the Gravball zone. There may be a few variations of it, the league zone is used for our league ( http://www.radiationconsulting.com/IGBL ).

You can view a map here:
http://weltch.nmebase.net/gravball/dvs.htm
Please note that the red box near the center of the screen is what the player is currently able to see if their map mode isn't activated. DvS is currently the most popular map with the players.

Documentation is available here:
http://weltch.nmebase.net/gravball/gbdoc.htm

Here's a few screenshots:
http://infantry.station.sony.com/en/screen.jsp?g=March+2001&i=6&m=11
http://infantry.station.sony.com/en/screen.jsp?g=March+2001&i=7&m=11
As you can tell the engine is quite dated...

--- Cliff's Notes for my post... ---

Can the HL2 engine (assuming the correct code is written) support a gameplay type described above?

How hard do you think it would be to develop?

Is there anyone interested in helping with this project?

Sincerely,
Brad Freshour
FL-
 
"Can the HL2 engine (assuming the correct code is written) support a gameplay type described above? "

yes

"How hard do you think it would be to develop? "

depends on who is involved and how good you want it. but not super hard, HL1 could have probably done it to a degree so HL2 surely wont have a problem with it

"Is there anyone interested in helping with this project? "

too busy sorry, but good luck with it though, might be fun to play, even if it is kinda football heh
 
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