Project Blaze

JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
edited January 2012 in Modding
<div class="IPBDescription">A NS2 Total Conversion Mod</div><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro--><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Last update 2012-01-19<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
As the title say the current title is Blaze ( not set in stone ) so what kind of mod is it?
Blaze is a 3rd person shooter with a robust cover system where players can take cover look and shoot around corners and jump over cover if its low enough so no wall climbing and such.

<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->So why this kind of a mod you might ask?<!--colorc--></span><!--/colorc-->
Well as I have seen Gears Of War is doing pretty good on consoles and its a very fun game if you want to jump in for instant action yet it has that depth that pro and competitive players look for, and I kept asking myself this question why up untill now we havn't seen this kind of a game on PC side? well atleast since GOW1.
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->
Universe and feel of Blaze<!--colorc--></span><!--/colorc-->
A bit of lore first, in the ( for the sake of argument lets say the year 2050 ) future prisons run tournaments amongst each other and they make tons of money off of it by broadcasting the event worldwide, in return if a prisoner survive the tournament he/she gets a pardon and are free. So after some time the games ended very fast because players would die allmost instantly so to make games run longer and be more intense and exciting for viewers prisons teamed up with CELL, now CELL is a major weapon manufacturer and are responsible for creating new weapons, exos and armored vehicles.
CELL created a modified version of its army exos for use in these tournaments and combined it with their famous and best selling MG-100 wich is a multifunctional weapon.

The look I am going for is futuristic but no lazers are involved most weapons will still use the tradional gunpowder, the marine model itself will look a bit like the marine from starcraft 2 ( same model with different colors for 2 teams ).
The maps will have tight corridors and big open areas with lots of cover spread around.

Here are some 3d stuff Ive done
Here is the MG-100, this weapon is capable of a wide range of stuff, firing different kind of ammo, grenades and stickies. The weapon barrel is able to extended to transform the weapon into a sniper rifle.
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Prototype 1<!--colorc--></span><!--/colorc-->
<img src="http://dl.dropbox.com/u/2384494/weapon_turnaround_1.gif" border="0" class="linked-image" />
------------------------------------------------------------------------------------------------------
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Prototype 2<!--colorc--></span><!--/colorc-->
<img src="http://dl.dropbox.com/u/2384494/weapon_turnaround_2.gif" border="0" class="linked-image" />
First off I want to say that the texture used on this is not mine it was taken from a image I found around the net and its a placeholder, the model itself will be changed a bit untill it feels right to me.

Here is a little marine model ive worked on I know its looks alot like the SC2 marine but it will be changed so that it stands on its own and as you can see there aren't any details in it yet wich is something I am trying to work on right now with the little skill that I have.
<img src="http://i.imgur.com/NZkfM.jpg" border="0" class="linked-image" />

As nothing is set in stone these are my ideas for weapons and gametypes well see where things ends up once real work starts.
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->
Weapon <!--colorc--></span><!--/colorc-->
1.small bullets - fast
2.big bullets - 3 bullet bursts
3.shotgun
4.sniper
5.railgun - insta gib goes through multiple targets
6.flamethrower
7.smoke nade
8.fire nade
9.frag nade - nearby lights flicker
10.bounce nade - 3 bounces then explode
11.laser guided air strike
12.cluster nade - explode into smaller nades
13.arrow bomb
14.proximity mine
15.proximity laser trap - shoots up in air and rotate while shooting laser from two sides ( insta gib when hit )
16.placeable shield
17.acid bomb - when hit target takes x2 damage for X seconds
18.poisonous gas - target takes damage over time ---- OR ( hallucinations ) blind/invert axis target and enable friendly fire for x amount of time
19.sticky signal jammer - jamms enemy voice chat when in range
20.sticky radar - while in range it marks targets + possibly listen in on enemy team voice chat??
21.explosive ammo - x2 damage small bullets one clip
22.light machine gun - player locks into ground and able to turn and shoot in a 150 degree angle,target in area get suppression effect ( screen blur )
23.seeker bomb or roller bomb - rolls ( follows ) target, can be shot to avoid it
24.EMP nade - turns off lights in area
25.Flame shot - close range shoots fire once ( like a shotgun )

<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->Gametypes<!--colorc--></span><!--/colorc-->
bomb delivery -- assault --- maybe have a team to keep rushing and planting bombs on diffrent spots on map untill round time runs out.
TDM - with and without life pool
wingman or double trouble - 2v2v2v2
Grid capture - more grids give faster spawn time, win conditions are by either taking all nodes so the other team can't spawn or most node captures.
golden lead - leader give spawn maybe drop Special ammo every x seconds
Special class - One special weapon only with infinite ammo
weapon roulette - weapons change every x seconds for all the players
Token keeper - team death match ( infinite lives ) but the team holding the token gets double points

<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->Different types<!--colorc--></span><!--/colorc-->
Speed - surf type of gameplay where you can't go under a cirtin speed or you will explode, minimum speed increase with time.
Catch me if you can ( surf ) - one player runs away from all other players, the player who had the longest time as the runner in total wins.
Gun game -


<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->Arcadey gametypes<!--colorc--></span><!--/colorc-->
Pacman - one human player vs 7 ghosts
top down or FIFA like camera style arcade gameplay mode

<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->What is needed<!--colorc--></span><!--/colorc-->
Up untill now Ive been working on textures, hud and some preperation for FX, some sound and these 3d stuff you see so there are a lot that is not shown here, I would really love for talented and motivated people to join me like programmers to implement gamemods, weapons, cover system etc..
Animator ( and rigger ) will be responsible for the marine model only and work on general movment and movment behind cover etc.
Modeler to help out with mainly the marine model and maybe some props.
I feel that these are the most important for now as we can allways use more help on FX, sound,props and maps.
But to get a working prototype and a "playable" version we need the ones mentioned above correct me if am wrong as this is the first mod am working on.
I am by no means declaring myself as the boss or anything like that in this project, anyone who joins the team and contribute have a saying I want this project to have the same philosofy that UWE have, equalness in the group and openness to the comminuty and their feedback.

I might have forgot to mention more stuff so I will keep updating if some stuff got forgotten or some steps are made.
Hope this is something you guys gonna like and this topic and project is kept alive.

Feedback, questions and comments are welcome.

Thanks
JIBRAIL

Comments

  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Reserved<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
  • Electr0Electr0 Join Date: 2011-10-31 Member: 130337Members
    Cool, id definitely like to see some classic game modes in ns2 even though i know some will frown at the idea, if it's a total conversion i can't see the harm, will be very interesting to see what happens with mods, the game has a lot of potential!
  • BarerRudeROCBarerRudeROC Join Date: 2010-10-01 Member: 74264Members
    I love how you've only started and have probably put more hours into this than Notch did for his final build of Minecraft.
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    edited January 2012
    <!--quoteo(post=1894778:date=Jan 16 2012, 12:42 AM:name=BarerRudeROC)--><div class='quotetop'>QUOTE (BarerRudeROC @ Jan 16 2012, 12:42 AM) <a href="index.php?act=findpost&pid=1894778"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I love how you've only started and have probably put more hours into this than Notch did for his final build of Minecraft.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Thanks, I really have put alot of hours into this alot of the stuff got thrown away because it didn't feel right to me as I said there is alot here thats not shown, the folder size is now 400mb and growing with art, sounds and such.
    I am really trying to do most of the stuff on my own with my limited skills and I am now crippled by my inability to animate and program so I felt that its the right time to reveal it to the community and ask for help.
  • BarerRudeROCBarerRudeROC Join Date: 2010-10-01 Member: 74264Members
    edited January 2013
    <!--quoteo(post=1894783:date=Jan 16 2012, 02:43 AM:name=rammaj)--><div class='quotetop'>QUOTE (rammaj @ Jan 16 2012, 02:43 AM) <a href="index.php?act=findpost&pid=1894783"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks, I really have put alot of hours into this alot of the stuff got thrown away because it didn't feel right to me as I said there is alot here thats not shown, the folder size is now 400mb and growing with art, sounds and such.
    I am really trying to do most of the stuff on my own with my limited skills and I am now crippled by my inability to animate and program so I felt that its the right time to reveal it to the community and ask for help.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Keep up the good work.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited January 2012
    That trigger position is amazing, just imagine the usability... (its a shoulder fired weapon)
    The handgrip on the side... amazing!
    Also the extended barrel with a bayonet - impale them with the barrel and slize them up - great idea!
    etc.

    - no offence, this model needs tweaking(even tho it kinda looks nice)... imagine how you would use it if it was real. :)
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    edited January 2012
    <!--quoteo(post=1894897:date=Jan 16 2012, 03:31 PM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Jan 16 2012, 03:31 PM) <a href="index.php?act=findpost&pid=1894897"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- no offence, this model needs tweaking(even tho it kinda looks nice)... imagine how you would use it if it was real. :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Non taken, I am aware of these problems and working on it. my first "real" model and am working as I go so problems like these comes up.

    on to the points ur making
    1.working on the trigger placment and grip.
    2.The grip on the side is for when the marine goes into weapon mode 22.light machine gun and will shoot from the waist, it dosn't really serve a function just for the look.
    3.The bayonet is something that I really want in this weapon but It might get thrown away as I don't want to change the model alot from what it looks now just to have it.

    My logic was that most of these problems wont be visible as its a 3rd person mod and the marine's back/shoulder will cover alot of the weapon when ur playing, but feel free to give ideas on what/how to tweak.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    Why no bullpups? I like bullpups. I wish NS2 had bullpups.

    Ah, Ghost in the Shell, you have ruined me.
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    Are you not entertained?
    <img src="http://i.imgur.com/kdS7g.jpg" border="0" class="linked-image" />
  • BJHBnade_spammerBJHBnade_spammer Join Date: 2005-02-25 Member: 42431Members
    much better love this new one trigger in much better location
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    Haha nice! I already wondered when the first total conversation would find it's way in here! You are starting an era with this rammaj! :)

    Idea and style looks good! I wouldn't even mind if the models are more lowpoly if the artstyle fits. As everything we've seen you can style up the shaders of the engine in any way so I see no problem how one works it out.

    I like the gritty feel of your designs. Much Success. :)
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    edited January 2012
    Thanks whoppaXXL that is what I was going for I wanted to work on something completly new as I am only seeing stuff that uses NS2 content in the modding section.

    Please guys if you are interested post here and help spread the word if you know people who know how to program.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    Well, before programming, could you establish some specifics with regards to the interface, the interaction and the gameplay? Essentially, what sort of things need to be programmed? The first step you could do is work on getting whatever assets you've already generated into the game as it is, simply replacing models if necessary. Total conversion doesn't necessarily mean building the game from scratch - you can use existing code as a starting point and modify/add/remove as necessary, I don't think UWE would mind (though you could, I suppose, ask them).

    So, I suppose a good way to start is...
    Someone loads up your mod, what do they see?
    They join a server, what do they see? What can they do?
    How do they obtain weapons? How do they move around?
    Basically, what is the first time user's experience?

    Or another way to approach it is to enumerate the differences between NS2 and your total conversion.

    Obviously you want to start with the simplest game mode there is, probably team deathmatch (I say it's simpler than free-for-all deathmatch because the infrastructure for teams already exists in NS2), one class, one weapon. Get all the basics down, build from there. Content creation like models and textures can be done in parallel.

    Actually I think it would be quite interesting to first strip the "NS2" layer down to its bare essentials and separate it from more specialised 'modules', to essentially build a "game template" / documentation. There's a whole lot of code already, and some of it can be quite daunting (wallwalk for instance) while other stuff seems relatively simple.
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    edited January 2012
    Harimau the idea for now is to atleast start with one programmer and the biggest task now is to get the cover system + 3rd person camera ( GOW style, over the shoulder ) in the game using existing code and using marine model + animations get a working multiplayer prototype, a proof of concept if you will with two teams 4v4 and 2-3 weapons in DM mode and one or two very simple maps, when finished this should be fun to play optimized and balanced so no to minimal non game breaking bugs with few interface elements but no where near feature proof.

    Now I am no expert in programming but am pretty sure this would take couple of weeks at max to do and this would give us something to show for and then we start spreading the word around and try to get hold of more team members ( start a page on moddb or gamedev.net ) on both art and programming side of things to help throw out anything that is NS2 and put in our own art/code into the mod.

    I thought of giving the code a go but considering I have 100% no clue about these stuff I would rather spend my time making more on the art and sound side rather then wasting time guessing.
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    edited January 2012
    Updated first post with new weapon models, bare in mind its still WIP and am playing around to see what I get.
    as allways feedback is welcome
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited January 2012
    A couple of weeks? I'm trying to make the fade the default class instead of the skulk, and I have made a lot of code changes, but nothing has changed in the game, been working on it for 2 days now :P

    but then, I'm not a real programmer :)

    --------Edit---------------

    Scratch that, everything I have changed is changed, the mod just wasn't running. A couple of weeks sounds very do-able for an experienced programmer after what I've just learned is capable for someone of my standard :)
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    edited January 2012
    ok maybe I was exaggerating it might take months, maybe like 6 months or so. Anyway glad that things are working out for you and your mod I am looking forward to a playable build hopefully soon.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2012
    I have no idea how Gears of War's gameplay works. Like, cover system, what?

    Changing to a third-person fixed over-the-shoulder camera doesn't seem like a big task though.

    6 months... no way, man. I don't know what the cover system would involve, but merely changing the view perspective should take a day, if that. Most of that time would be spent reading the code, gaining an understanding for it, and searching for what actually needs to be modified, honestly. An "experienced programmer" (experienced with the game code) would be able to do it even quicker than that, I imagine.

    Just saw the new images. Is Prototype 1 left-handed or something? Seems like it would be a pain to reload as a right-handed soldier. Prototype 2 looks more "balanced" because the drum mounts into the centre.
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    That is what I am saying Harimau I don't think that its that hard to implement.
    Here is a screenshot of the cover types in GOW might help you a bit to understand.
    <img src="http://i.imgur.com/GlpTU.png" border="0" class="linked-image" />
    It basicly involves latching on to a wall surface and moving against it and be able to look from the side and over if the cover is not too tall (crouching behind cover)
    About the weapons yeah I think am gonna run with Prototype 2 Idk what I was thinking when I made the first one :D
Sign In or Register to comment.