Virabear: Source - Hiring

A

Angelus

Guest
Hey there everyone. With a now revised Virabear concept, Techno and myself are recruiting people for our MOD team again. Of course we'll let you all in on what this game could include first:

Virabear: Source is a Half Life 2 modification built utilizing the advanced technology which only Source can offer. Set to boast striking visuals and unbelievable sound, Virabear: Source will encompass both single and multi-player action for a trully amazing gaming experience. The two leaders of the project, Angelus and Techno are currently building a mod team in preparating for the beginning of the project. Anyone who would like to join can submit their details to [email protected], along with a small history of your mod development, and even some of your previous work if youd like.

Virabear: Source singleplayer - "Survival Code: Grumphrey"

Its the year 2002. Science is beginning to advance at an exponential rate...perhaps TOO exponentially. A supposedly government funded science corporation, Kopeland, tucked away on the far north west section of Evergreen Island, reaches a breakthrough in nano technology. They develop an organic nanomachine codenamed "The Cell" which has the ability to hyper augment muscle tissue, regenerate damaged tissue, and replicate ten times faster than a white blood cell. The technology is tested in a human/bear hybrid specimen codenamed Grumphrey by project head and corporation chairman Donald Richard Kopeland. With a neural riot chip implanted in its brain for safety purposes, the project reaches fruition, but disaster strikes. The riot chip fails, and the creature gains sentience, realizing its purpose no more than that of an expendable scientific asset. In a rage, Grumphrey smashes his way out of the lab, past the the Kopeland Corporation ASWAT (Advanced Special Weapons and Tactics) security force, but is the faced with a new nightmare...getting off Evergreen Island alive...

This is just a taste of the single player storyline. Intense action and explosive firefights await in Virabear: Source!!


Virabear: Source multiplayer

The multiplayer is the most exciting aspect of Virabear: Source. Utilizing advanced visuals and incredible weapons, fights will be on the scale of pandemonium as you duck for cover using Virabear: Sources dynamic "slide-for-life" combat system. There are four different teams you can select your warrior from, which are:

HRG Coalition - Lead by General Tavis Hillman, the HRG Coalition is the frontline resistance against the ZeeZarian occupation. While the Survival Code Grumphrey storyline does not stretch as far as the ZeeZarian invasion, the HRG will have advanced ZeeZarian weaponry at their disposal, as well as human technology.

Hughe Crew - Referred to as the HC by government agencies, the Hughe Crew is lead by Vietnam War Veteran Jonathon Hughes. With near bottomless resources at their disposal, The Hughe Crew are able to develop advanced technologies generations ahead of anything the US government can develop, thanks to the expertise of MiT graduate James Wright. The Hughe Crew use much conventional weaponry such as shotguns and assault rifles, but also have the prototype GHC-7 Rail Rifle.

ZeeZarian Forces - The most advanced team. This by no means makes them unbeatable! The ZeeZarians are the most technologically advanced race in The Local Group, having perfected plasma and hyper drive technologies. ZeeZarians use human weaponry, but mostly their own arms, such as plasma rifles.

Black Titanium Forces - Lead by the nanotech enhanced Walhord (the former Lenard Wolfs) Black Titaniums ambition is to uncover The Lycons existence and expose the US governments experimentation and genocide against their own citizens. The Walhord wants The Lycons to reveal themselves to the public or be crushed into defeat by TeraaForce (which Black Titanium attempted to hi-jack) Black Titanium Forces use conventional military armaments, and several prototype weapons discarded by the US military, and can carry the heaviest equipment.

"Slide-for-Life" Combat system

Exclusive to Virabear: Source, the SFL combat system are context sensitive action functions which adds further realism to Virabear: Source's multiplayer battlefield. These actions include:

Evasive Cover: If your character is within close proximity of an object of right size such as a piece of debris or a box, you can hit the context sensitive key and automatically assume cover behind the said object. Firing from this position is then possible, and your chances of survival are increased greatly.


Dive Evasion: If your sprinting and come within close promixity of a low object such as a mound of sand or debris etc, hitting the context sensitive key will cause your character to dive for the cover and immediately assume a prone position. Be sure to dive into an adequately protected area.

The Slide-For-Life system will have more actions than these. More ideas are being worked on.


Weaponry

A nice arsenal of weaponry is at your teams disposal. Several weapons are team exclusive, meaning that only that team can use them.

HRG Weaponry:

Lead Pipe (Melee Weapon)
M4A1 Carbine
XM8 Carbine
H&K USP (with optional laser sight and surpressor)
Kimba MK3
AKS-74U
...more weapons to be included

Hughe Crew Weaponry:

Lead Pipe (Melee Weapon)
M4A1 Carbine
XM8 Carbine
Glock 18 (single, burst or full auto fire)
SIG Sauer P228
AKS-74U
GHC-7 Rail Rifle (Electromagnetic Pincer Bolt Injector System)
...more weapons to be included

ZeeZarian Forces Weaponry:

Plasma Glove (Melee Weapon)
TX-28i Cell Pistol
i8-3000 Plasma Rifle
KL "Seeker" Plasma Carbine
ArionGT Hyperfusion Portable System (HYPORTT)
...more weapons to be included

Black Titanium Weaponry:

High Frequency Blade (Melee Weapon)
Steyr AUG (Army Universal Rifle)
M4A1 Carbine
XM8 Carbine
M16A10 TRS (Triple Magazine Auto Rotatable)
...more weapons to be included


Game Modes:

Single Player -
Co-Op: Both players play as Grumphrey and have to complete missions using teamwork in order to get out of the Kopeland complex alive (tentative)
Solo: The complete single player package. Join Grumphrey in his efforts to escape the clutches of the Kopeland Corporation ASWAT and the evil Kopeland himself. What are his motives? Who are The Benefactors?

Multiplayer-
Deathmatch: Classic deathmatch gameplay. Choose your team, your character and your weaponry and charge out and kick some *******! Its every man for himself.
Team Deathmatch: Get together with some mates and fry the opposing force. Choose your team, your weapon.
Nuclear Fallout: Choose your team and your weaponry and rush to capture the fallout shelter before the other team, and hold it for as long as possible....or you could try your luck and try to disable the nuclear warhead itself before it goes off. Its not easy! You have to think to survive in this mode.
Capture The Flag: Classic capture the flag with a difference. Each member of the team MUST hold the flag for at least two minutes each before they can rush for their spawn point and win. Or simply eliminate the opposing team, though more points are gained by holding the flag the longest. (idea in progress)
...more modes to be included

This is just the start of what could make an awesome HL2 Modification. We'd love it if people would consider joining our mod team and making this game a reality!

Were currently in need of:

Were in need of the following positions filled:

2-4 mappers
2-4 coders
An audio designer/sound editor
2 2D/3D Artists
An Animator
2-4 modellers
2-4 (actually the more the better) Texture Artists

Contact me at: [email protected] if youre interested in joining or PM me here on HLFallout, along with a short history of your mod development, and even some of your previous work if you like. Cheers!
 
Sounds fun.. Does the SFL function lock you into the position?
 
Well, after you press the context sensitive key, you are automatically shifted into position, but not locked. You are free to move around freely. SFL is just a quick reaction system for realistic militaristic manuveurs and in most cases save your life. For instance, an enemy is shooting at you from a distance, you activate SFL near cover and your character is shifted behind the cover automatically where you can engage the enemy and fire from cover. You can quickly sprint off again when needed and activate SFL again if the need for it arises. In my opinion and others in my team, SFL should add the extra edge to multiplayer gameplay and just make it overall more realistic :)
 
what members do you have already what work have you already done.
 
Angelus said:
Boasting striking visuals and unbelievable sound, Virabear: Source encompasses both single and multi-player action for a trully amazing gaming experience.

...Does that line actually work when your idea hasn't passed the "Concept" stage?

An interesting idea, but avoid overinflating your mod before you've got anything done.

-Angry Lawyer
 
Well its just me and Techno at the moment which is why were recruiting experienced modders for this project. All we have done as of yet is concept artwork, which i will be putting up on our mod's website in a couple of days.
 
Well you've definitely presented this well enough, but I think it may be a tad unrealistic... and by that I mean getting both a SP and MP component to a mod. It's best to focus on one part first, and maybe add the other at a later date if it's successful. Dystopia, for instance, has been hugely successful with it's MP game, and now they're considering developing a Single-Player game. Don't underestimate the amount of work involved in each. Most mods nearing completion have been in development for years (Dystopia, Insurgency, Megatokyo, etc.)
 
I had an idea similar to this. I always wanted to see a game that used a smart cover system.

What style of gameplay is this going to be? I take it from the Cover-System that it wil be fairly realistic? Or is it fast paced, cs-like?

I really like the concept. I have had a few ideas of my own about how a similar Cover System would work... I will PM you...
 
For me, the best cover system will always be actively moving behind the object without the computer wresting control to move you against it.

-Angry Lawyer
 
Ah yes, but wouldn't it be nice to be prompted first? And then press a key to use the cover.
 
As opposed to pressing crouch and actually moving yourself?

-Angry Lawyer
 
Yes. I would assume in a Counter-Strike environment, this is highly un-practical, considering the gameplay. It's my best guess that pure survival is important in the gameplay in this mod, hence using unique cover like debris.

But, I could be just making stuff up.
 
Angelus said:
SFL is just a quick reaction system for realistic militaristic manuveurs

Angelus said:
your character is shifted behind the cover automatically

How is that realistic?

Angelus said:
you can engage the enemy and fire from cover.

Hmm... You can already do that manually in any FPS, why would you want to be bothered with SFL? I'd much rather be able to prone/crouch myself wherever I want.
 
your character is shifted behind the cover automatically


How is that realistic?
Well as opposed to simply moving your character behind a box, SFL does it with realistic animations, and accurate HUD movements.


you can engage the enemy and fire from cover.


Hmm... You can already do that manually in any FPS, why would you want to be bothered with SFL? I'd much rather be able to prone/crouch myself wherever I want.
As mentioned, the MP of the mod is trying to introduce dynamic context sensitive actions rather than just simply crouching. SFL will include many more actions than those listed above. More details will be on the website when it is up.

Ah yes, but wouldn't it be nice to be prompted first? And then press a key to use the cover.
You will be prompted. An icon in the HUD will flash when you can activate SFL

Well you've definitely presented this well enough, but I think it may be a tad unrealistic... and by that I mean getting both a SP and MP component to a mod. It's best to focus on one part first, and maybe add the other at a later date if it's successful. Dystopia, for instance, has been hugely successful with it's MP game, and now they're considering developing a Single-Player game. Don't underestimate the amount of work involved in each. Most mods nearing completion have been in development for years (Dystopia, Insurgency, Megatokyo, etc.)
Yes, Techno and myself have decided to go along with the MP element for now, and possibly release the SP at a later date if the MP proves successful.

I had an idea similar to this. I always wanted to see a game that used a smart cover system.

What style of gameplay is this going to be? I take it from the Cover-System that it wil be fairly realistic? Or is it fast paced, cs-like?

I really like the concept. I have had a few ideas of my own about how a similar Cover System would work... I will PM you...

The gameplay will not be as fast paced as Counter Strike. Damage from bullets will be much more devastating than in most FPS games, hence the reason why you must use cover more often.

Any further questions, email me, or PM me.
 
Angry Lawyer said:
...Does that line actually work when your idea hasn't passed the "Concept" stage?

An interesting idea, but avoid overinflating your mod before you've got anything done.

-Angry Lawyer
I'd only half support/disagree with this statement. I think the concept stage is about giving yourself a goal to work towards so saying that it "[boasts] striking visuals and unbelievable sound" is justified insofaras the use of the present tense over a conditionnal or subjunctive tense to giving a sense of self-belief in what's being said, but -yes- maybe the actual terms 'striking visuals' and 'unbelievable sound' are overambitious or unrealistic, even.
 
I have edited the parts where it mentioned boasting striking visuals to *will* boast striking visuals. Hopefully this curbs the overambitious nature of that statement :)

Edit: I have uploaded a few concept images for people who may be interested to view. Note these images are copyright of myself and cannot be reused anywhere else.

http://img.photobucket.com/albums/v669/Walhord/hughecrew001.jpg - This image is of the ZeeZarians's X1000 Arachna Pacification Unit. It is a fully autonomous elimination war machine, specifically designed to decimate large HRG controller sectors. They are constructed of an organic picotechnology which can absorb massive amounts of damage.

http://img.photobucket.com/albums/v669/Walhord/hughecrew004.jpg
Adesign for what inspire the creation of a ZeeZarian footsoldier. The BSC-FBI Elite Commando may be included as an additional team in Virabear: Source multiplayer. They are equipped and armed with technologies much more advanced than any other special forces, as their particular division recieves unusually large funding from the US government...

http://img.photobucket.com/albums/v669/Walhord/hughecrew005.jpg
Tavis Hillman. Leader of the HRG Resistance Forces and former commander of the RRF Special Forces. Hillman was born to be a soldier, and served in the Gulf War, and the Kosovo Crisis at the end of 20th century before being recruited into the RRF.

Heaps more concept images will be on Virabear: Sources website soon! Cheers
 
site is ****ed up just so you know =) try loading different sections
 
Yeah, you need to close the windows behind it first.
 
Hey everyone. Virabear: Sources website www.halflifeonline.dkmhosting.com has been updated with a new color scheme as the previous one was written off as horrible looking and incorrect. Fair enough! Anyways, hope yous all like the new look, and expect a ton of new Virabear: Source concept images to be up on the site by wednesday next week! Hop into our forums and chat with us sometime, and as always, do consider jumping onboard the dev team to help us make Virabear: Source a reality! Cheers! :)
 
Hi everyone! Ive uploaded a bunch of new concept images for Virabear: Source at the website forums which you can visit here: www.halflifeonline.dkmhosting.com/forum and go to the Media section. Pictures will be accessable on the website on wednesday. Hope you all like them! Cheers.
 
you should do an if another button is clicked then close current function
isn't that hard to do in action scripting as it is a quite simple language
 
Been making some progress lately. Map layouts are coming along nicely, and some new concepts all on the Forums.
 
Sathernut said:
Much Much better.
Thanks :). And just a quick update, to any coders out there (who were looking for before anyone else) a detailed document describing everything the game will contain (HUD, SFL, etc) will be completed and readable by next week sometime, I will post when its finished and ready. Thanks :)
 
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