Minion21g on 10/6/2009 at 16:35
Agreed. Not to mention most handheld machine guns weren't invented until WWII.
Krusbert on 10/6/2009 at 23:49
Quote Posted by Minion21g
Agreed. Not to mention most handheld machine guns weren't invented until WWII.
Although pickups from the base will be limited. The players will choose from modern day equipment before the mission start, similar to tactical shooters such as the SWAT-series.
At the moment we plan on just having three weapons:
FN2000 assault rifle - long range
Fabarm Martial Pro Forces 14 shotgun - short range
Backup pistol
The players can then also choose between a limited medkit and an unlimited "revival" item, which will bring fallen comrades back to life with minimal HP - similar to Left 4 Dead. ( we're thinking either of some kind of electric shock thing or adrenaline syringes ).
These will also be swappable from fallen teammates. In order to balance this out, there will be a disorientation effect after being revived ( the duration depending on the time the brain has been deprived of oxygen ), giving reason for having more than just one revive item for everyone to use.
The revival items are a necessary evil to prevent having boring respawn mechanics or situations where just one or two players are left alive and the rest have to wait for a new game. So basically with this system, the only way to really lose ( although players will instantly "die" from attacks with low level hp after revival ) is for every member of the team to be neutralized with no one left ro revive the others. I don't think it's a perfect solution though - If you guys have some revolutionary idea to improve this system, please do not hesitate to indulge me!
Pickups will most problably just consist of ammo and medkit recharges due to time constraints. The simplest solution would be generic ammo/healing stashes at various points. I probably forgot to mention: This is a three month project, possibly extended by another two and a half months, so I don't want you to get your hopes up too much regarding the scope of the project. However, if time allows, it would certainly be awesome to be able to actually use some of the unique inventions found in the base, and not only put it in the backpack to bring back.
I also just got in touch with a sound designer from Sydney interested in contributing. I was sure to send him some sound samples from System Shock 2 to understand exactly what we are looking for regarding our "hybrid-like" enemies.
In addition, I have consulted with the rest of the group and we all agreed that the cold war scenario is more interesting as well as realistic, so we will go with that instead.
I don't want to turn this into some kind of recruitment post, but because of some morale issues we had to give a few people the boot, and as such we badly need character artists experienced in 3dsmax or Maya. We got finished concept art, just need it modelled and textured. Animation won't be necessary as we got a dedicated person for just that.
Gamedev post about it below:
(
http://www.gamedev.net/community/forums/topic.asp?topic_id=537515)
Nameless Voice on 11/6/2009 at 03:20
'Just'.
Surely modelling and texturing characters isn't 'just' a small matter.
Krusbert on 11/6/2009 at 16:09
Quote Posted by Nameless Voice
'Just'.
Surely modelling and texturing characters isn't 'just' a small matter.
No, it certainly is not. My apologies if I somehow abuse the english language. I am from Sweden after all ;) What I wanted to do was point out that no concepting and/or rigging as well as animation would be necessary for the characters.
I shouldn't have brought that part up at all. What I really want for this thread is to hear input from you guys at ttlg, as you obviously have great taste in innovative FPS games.
cosmicnut on 12/6/2009 at 10:59
You have to be carefull as has been mentioned, not to make it too "bioshock".
It would be really cool if all you had was ther weaponry you came in with. The only items you pick up are a few rusting old fasioned guns with increadibly scarce ammo as most has been used.
Think about using the environment as weapons. Lost of blunt/sharp instruments and hand to hand when you run out of ammo.
You can add a real strategic element, do you come in with heavy arms and rely on brute force. Or do you pack light and rely on stealth.
The problem with creating weapons is that they tend to be a little goofy. Look at HL and bioshock. The "new" weapons were just re-skins of old ones. Make your enemies hand to hand fighters. Tough and strong and really quick to balance out the players weapons.
Krusbert on 18/6/2009 at 01:02
Quote Posted by cosmicnut
You have to be carefull as has been mentioned, not to make it too "bioshock".
It would be really cool if all you had was ther weaponry you came in with. The only items you pick up are a few rusting old fasioned guns with increadibly scarce ammo as most has been used.
Think about using the environment as weapons. Lost of blunt/sharp instruments and hand to hand when you run out of ammo.
You can add a real strategic element, do you come in with heavy arms and rely on brute force. Or do you pack light and rely on stealth.
The problem with creating weapons is that they tend to be a little goofy. Look at HL and bioshock. The "new" weapons were just re-skins of old ones. Make your enemies hand to hand fighters. Tough and strong and really quick to balance out the players weapons.
Many good points. I fully agree about having strong enemies. We aim for a hard and scary game, and the enemies will be powerful. Right now we don't plan on having any useable pickups in the game at all though ( apart from replenishable health and ammo ).
Some progress with autopsy room:
Inline Image:
http://img196.imageshack.us/img196/1705/room1e.jpgAnd some concept art for a plant like mutant:
Inline Image:
http://img25.imageshack.us/img25/2729/monster01armcollageanto.jpgInline Image:
http://img199.imageshack.us/img199/9550/monster01v3anton.jpgAnd a couple of props for the living quarters:
Inline Image:
http://img40.imageshack.us/img40/2590/props.jpg
catbarf on 18/6/2009 at 01:50
Looks cool.
One thing I'd like to see in a survival game would be enemies that act like people/monsters rather than set pieces. Instead of just wandering around aimlessly, they should be scavenging or hunting for food, or sleeping, or fighting with others. If you can make an enemy seem real, then you make it so much scarier.
Enchantermon on 19/6/2009 at 05:47
That plant thing... *shudders*
If I ever saw something like that in today's graphics, I'd be running the other way. Kudos to whoever drew it.
Eldron on 19/6/2009 at 08:30
oooh, I work with a bunch of people who went to playground squad!
I'll keep my eyes on this project.