Just as a heads up, I'm not trying to steal anyone from the Shotgun Sunrise project (which thread I couldn't find...). I'm just trying to see if there's anyone left that could help me and my best friend with our mod project. We're not quite like the other mod groups, in that we actually have some progress besides fancy ideas and nice words. Here's a summary of the project below...
If you the project interests any of you, PM me and we can go from there. Even if you've just worked in the Source Engine before, it'd be great to have someone else who's had some exprience with this.
Hey all this is Flux, I am Kupo's buddy and comrade in arms. Together we're making this mod. We have the programming skills, animation and modeling skills, and motivation to pull this mod off.
The game: It's a multiplayer duel game based on sword fighting in third person view. I hate pitching stuff with "a game that's like...." but it helps certainly helps paint a picture. Combat plays slightly similar to Jedi Knight II: Jedi Outcast, with the flair and speed of Kingdom Hearts, and a subtle stylistic mix of Advent Children and Samurai Champloo. I know I know... I've just listed a bunch of stuff we love. That's really it, to turn the above into a tight game with a short feedback loop.
The gameplay itself consists of chaining combos and reacting to attacks. This melee combat would not be like CS "knife-fights", but rather strategic and calculated. The idea is to make a game that rewards steady flow of combat. Although the "random hack and slash" newb strategy might be viable, experienced players would easily crush this kind of play style.
We want to push out a "version one" asap and keep adding stuff to it as we release. We're definitely realistic on the scale of the mod. We're coding the thing up in HL2MP Source Engine with the Orange Box stuff. The project has been floating around for a while but it's really coming alive now.
What we need is someone who is experienced in hacking/modding the Source Engine, since the thing is a beast. I'm capable of doing this myself with moderate success, but I'm also tasked with modeling and animation, game mechanics, and a host of other responsibilities. We could also use the help of anyone who can animate humans, preferably in Maya. Understanding the Valve export process would be helpful.
This project is purely for fun and hobby, not for monies. We're all pitching in on our own free time
We have some finished artwork, models, and videos of the working version of the sword combat code in our game spec overview.
Here's a few screenshots to show we're not just f*n around here
I'm not fluent in the source engine but I will watch this project eagerly
Cold Salmon and Hatred on
0
KupotheAvengerDestroyer of Cakeand other deserts.Registered Userregular
edited April 2008
Much appreciated Zot. Do you know anyone that has experience with the Source SDK? I've been trying to find that darned Zombie Sundown Mod team, to see if they'd be down to just bounce ideas with us.
I'm not much of a coder, but I am a avid mapper/texture artist. I'll be willing to help, just give me a good idea of the artistc style and how the maps/levels would work with the gameplay and I can see if I can give you guys a "preview" map to see if I can help you guys out.
RCagent on
0
KupotheAvengerDestroyer of Cakeand other deserts.Registered Userregular
edited April 2008
Yeah I'd love for the help RCAgent. While we're concentrating on getting out of Alpha and into Beta (we already have 4 test maps), another mapper could definetely help. Btw, do you also texture character models?
Looks definetely good, though I don't know if a 3rd person will help the gameplay. How about having an optional first person view?
Impersonator on
0
KupotheAvengerDestroyer of Cakeand other deserts.Registered Userregular
edited April 2008
Well this is heavily based off of the old duelist community from JK2, where seeing where your sword movement is in relation to your character is very important to seeing how it lands against your opponent. Like, you need to be able to see the stroke of the blade to understand if you score a hit against your opponent. For instance, you can duck under a horizontal slash, but a vertical slash requires some side stepping and such. I'm sure the first person view could be tweaked in though...
Yeah I'd love for the help RCAgent. While we're concentrating on getting out of Alpha and into Beta (we already have 4 test maps), another mapper could definetely help. Btw, do you also texture character models?
To be honest, I haven't really UV Mapped in quite a long time.
RCagent on
0
KupotheAvengerDestroyer of Cakeand other deserts.Registered Userregular
Yeah I'd love for the help RCAgent. While we're concentrating on getting out of Alpha and into Beta (we already have 4 test maps), another mapper could definetely help. Btw, do you also texture character models?
To be honest, I haven't really UV Mapped in quite a long time.
Not a problem, the more the merrier. While I'm eager to work on the art/graphics stuff, we really need to push to beta first. Though once beta is started, I'll definetely need the extra hands to make the other textures and maps. Keep your ear to the ground, yea?
I love watching threads like this. I wish you guys much luck. Many mods end up in the graveyard, I hope your project goes both smoothly, and is fun for everyone making it.
I love watching threads like this. I wish you guys much luck. Many mods end up in the graveyard, I hope your project goes both smoothly, and is fun for everyone making it.
Thanks, the two of us started this mod knowing that, if it ended up just us two playing against each other, it'd be totally worth it, so this project is definetely a labor of love. Thanks for the positive input! The good thing is, its actually functional, because we just ran a playtest last night. Now to develop it even further...:rotate:
Posts
The game: It's a multiplayer duel game based on sword fighting in third person view. I hate pitching stuff with "a game that's like...." but it helps certainly helps paint a picture. Combat plays slightly similar to Jedi Knight II: Jedi Outcast, with the flair and speed of Kingdom Hearts, and a subtle stylistic mix of Advent Children and Samurai Champloo. I know I know... I've just listed a bunch of stuff we love. That's really it, to turn the above into a tight game with a short feedback loop.
The gameplay itself consists of chaining combos and reacting to attacks. This melee combat would not be like CS "knife-fights", but rather strategic and calculated. The idea is to make a game that rewards steady flow of combat. Although the "random hack and slash" newb strategy might be viable, experienced players would easily crush this kind of play style.
We want to push out a "version one" asap and keep adding stuff to it as we release. We're definitely realistic on the scale of the mod. We're coding the thing up in HL2MP Source Engine with the Orange Box stuff. The project has been floating around for a while but it's really coming alive now.
What we need is someone who is experienced in hacking/modding the Source Engine, since the thing is a beast. I'm capable of doing this myself with moderate success, but I'm also tasked with modeling and animation, game mechanics, and a host of other responsibilities. We could also use the help of anyone who can animate humans, preferably in Maya. Understanding the Valve export process would be helpful.
This project is purely for fun and hobby, not for monies. We're all pitching in on our own free time
We have some finished artwork, models, and videos of the working version of the sword combat code in our game spec overview.
Here's a few screenshots to show we're not just f*n around here
Battlenet: Judgement#1243
psn: KupoZero
I'm not fluent in the source engine but I will watch this project eagerly
Battlenet: Judgement#1243
psn: KupoZero
Though really, coding wise, its pretty much slapdash. Fucking machine, he is.
3ds friend code: 2981-6032-4118
Battlenet: Judgement#1243
psn: KupoZero
Battlenet: Judgement#1243
psn: KupoZero
To be honest, I haven't really UV Mapped in quite a long time.
Not a problem, the more the merrier. While I'm eager to work on the art/graphics stuff, we really need to push to beta first. Though once beta is started, I'll definetely need the extra hands to make the other textures and maps. Keep your ear to the ground, yea?
Battlenet: Judgement#1243
psn: KupoZero
Battlenet: Judgement#1243
psn: KupoZero
http://www.moddb.com/mods/10890/berimbau
It'll have weekly updates. Probably Mondays most likely.
Battlenet: Judgement#1243
psn: KupoZero
Final Fantasy XI -> Carbuncle - Samash
Thanks, the two of us started this mod knowing that, if it ended up just us two playing against each other, it'd be totally worth it, so this project is definetely a labor of love. Thanks for the positive input! The good thing is, its actually functional, because we just ran a playtest last night. Now to develop it even further...:rotate:
Battlenet: Judgement#1243
psn: KupoZero