Author Topic: Help build a game mode!  (Read 14303 times)

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Offline LuaTenshi

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Help build a game mode!
« on: August 01, 2011, 08:00:58 PM »
It's a cool idea, but I've learned from personal experience that separate projects should stay separated. :)

I have said before that the game-mode should be integrated with ULX but I have decided to scrap that idea. But I would still like to make the game-mode.

I have an idea for a game mode that in my mind would be lots of fun.

The idea is that players a split into two factions, each faction will have a Commander, a General, Soldiers, and Engineers. Within the first hour of a round the teams start building a base. When the game starts the Soldiers will push forward to destroy the other teams base as the General formulates an attack strategy that is displayed in the soldiers HUDs. The Commander will be the foundation of both teams he will pretty much have the ability to ruin a team financially, he buys and summons each unique weapons.

Commanders and Generals are voted upon in the pregame lobby.

Please feel free to build on to my idea and help this game mode become a reality, if some one would explain game mode hooks to me in detail I will be able to work on this game mode as well.

This is my first huge project and I intend to pull through on it, to quote a movie... "May be not today, may be not tomorrow, but some day."


UPDATES
1. I have posted this on face-punch as well. HERE
2. Added a Source Forge Page HERE
« Last Edit: August 06, 2011, 12:09:31 AM by HeLLFox_15 »
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Offline Megiddo

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Re: A Game mode integrated with ULX.
« Reply #1 on: August 01, 2011, 08:15:34 PM »
It's a cool idea, but I've learned from personal experience that separate projects should stay separated. :)
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Offline Megiddo

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Re: A Game mode integrated with ULX.
« Reply #2 on: August 01, 2011, 09:43:27 PM »
"A Game mode integrated with ULX" -- I'm saying that ULX should remain only an admin mod.
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Offline LuaTenshi

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Re: A Game mode integrated with ULX.
« Reply #3 on: August 02, 2011, 11:15:52 AM »
"A Game mode integrated with ULX" -- I'm saying that ULX should remain only an admin mod.

Ah OK, I will change the "view" then. Because I still would like to make a game-mode but I don't know enough to be able to do it on my own.
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Offline Aaron113

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Re: Help build a game mode!
« Reply #4 on: August 02, 2011, 02:21:06 PM »
Its OK, reading this actually made me laugh at my self and made my day. I miss-typed on the "ccarm" part and I don't know what possessed me to put the "command" part in there.

Ps: I would like you to help me with my game-mode, because the idea I have is simply complicated here it is here...
http://forums.ulyssesmod.net/index.php/topic,5361.0.html
I can help on specifics.  I don't intend to help code an entire gamemode though.

Offline LuaTenshi

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Re: Help build a game mode!
« Reply #5 on: August 02, 2011, 07:14:40 PM »
I can help on specifics.  I don't intend to help code an entire gamemode though.

That's actually what I want I want people to work on bits and pieces that come together in unity to form a game-mode.

I wish there was a video on game mode creation I read that tut over 3 times and I still cant quite get it. I am starting to understand the basics tho.

I need to open an SVN on source-forge somehow...

Edit: I also need a name for this game-mode, I am not good with names.
« Last Edit: August 02, 2011, 08:14:31 PM by HeLLFox_15 »
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Offline JamminR

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Re: Help build a game mode!
« Reply #6 on: August 02, 2011, 08:31:25 PM »
Edit: I also need a name for this game-mode, I am not good with names.

Idea reminds me of any military or, eek, corporate environment.
Names that come to mind regarding both...
Grunts
Peons
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Offline Ishidashadow

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Re: Help build a game mode!
« Reply #7 on: August 03, 2011, 12:28:45 AM »
I felt as though that the OP didn't quite elaborate enough on the gamemode's function, so I spoke with the author of the thread about it and I wrote up an extended version of the ideas he had discussed with me. Hopefully this will answer some questions, though in my personal opinion this whole thing seems a tad too ambitious...

Quote
The general premise of the gamemode is an RTS/FPS hybrid that involves two teams and four classes. The four classes are as follows:

The Commander - The head-honcho behind the whole operation. Manning an overhead view, a player in this position sets up static structures that serve basic functions. Each team begins with a "core" structure that acts as the central defensive point. The enemy will do everything in their power to destroy it, so it must be guarded at call costs. The Commander cannot move this structure and can only build other structures within a certain range of the "core" (the exception being harvesters). Each building constructed has a range of assembly, thus the “global base area” is not always perfectly circular. Structures have a variety of functions, such as gathering resources to either use as material or to sell for funding. Buildings require both resources and money to use; therefore a structure such as a harvester is handled more as an investment rather than an instant gain. Commanders also purchase the weapons that the other classes will be able to use. Commanders are decided upon by a vote at the beginning of the game. If the vote fails, a random commander is chosen.

The Engineer – An expertise in the inner-workings of the operation. Engineers hold a special role of fortifying the “core” and the structures of the team’s base in order to provide the enemy an obstacle to their mission. The spawn menu is replaced with a limited menu in which only certain models (such as the blast door with its weight lowered) can be spawned. Engineers are equipped with a gravity gun and a low-damage, high-recoil pistol at start. Engineers are stripped of their gravity gun when they are out of the build range that the structures have. The props are automatically frozen when punted, so it the gravity gun cannot be used as a weapon. Each prop model has their own health and resource cost, so the Engineers and Commander must cooperate in order to balance out prop fortification, weapon use and structure handling.

The Soldier – The basic offensive unit of any squad. Playing as a soldier is straight-up team deathmatch, though soldiers do serve an integral role in the team. For one, they are the only class (excluding the general) that can destroy the enemy’s “core”. In addition to this they are the most heavily armed class, starting off with a medium-damage, low-ammo shotgun and then can permanently use any weapon that the Commander buys. Soldiers can shoot props and enemy structures to damage/destroy them. For the first few minutes of the game however, Soldiers are not allowed to enter enemy fort range, shoot any enemies within said range or damage props/structures that they own. What this essentially does is provides the all the Soldiers a chance to either get into a defensive position, a flanking point or just have fun killing other soldiers that have exited their stronghold. The Soldiers and Commander must also cooperate in order to provide efficient weaponry, as it costs money to provide arms.

The General – The intelligence agent and specialist in espionage. The General plays much like Solders in that they can also damage props and possess powerful artillery, but in contrast to Soldiers the General holds another function: planning out attacks. Unlike all the other classes, the General is able to spot enemies, their structures, and resource nodes from any distance by use of radar. While accessing the full radar view, the General can click on any point which draws a marker on the Soldiers’ HUD of said location. This waypoint-based system can be used for any purpose that the General wishes, whether it be to show where the enemy base is located, to display where a mass of enemies are positioned (perhaps to form a flanking strategy) or just assist the commander in harvester placement. The General, like the Commander, is voted upon at start and is chosen at random if said vote is unsuccessful. There is one drawback to the General though: their life is precious and limited. If the General of a team dies, the player is swapped to the Soldier class and a certain amount of time must be passed in order for the General to return. After the time has passed, another vote is presented to those within the fort to choose the General.

Due to the nature of this gamemode, a minimum of four players would be required (Commander and General on both teams) and at least eight players (One of each class on both teams) to experience all its features.

Offline JamminR

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Re: Help build a game mode!
« Reply #8 on: August 03, 2011, 02:17:09 PM »
<clip> seems a tad too ambitious...<clip>

Perhaps, but, imagine what one might have said about ULib and ULX's current capabilities when originally being discussed in the beginning.
Though it grew to where it is today, I imagine dreaming should never stop.
Even if the full dream isn't realized...one always learns from it.
"Though a program be but three lines long, someday it will have to be maintained." -- The Tao of Programming

Offline LuaTenshi

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Re: Help build a game mode!
« Reply #9 on: August 03, 2011, 07:09:31 PM »
Any name ideas yet?
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Offline JamminR

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Offline LuaTenshi

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Re: Help build a game mode!
« Reply #11 on: August 03, 2011, 09:37:00 PM »
http://forums.ulyssesmod.net/index.php/topic,5361.msg24034.html#msg24034

From that I see...

GaP
Grunts Vs Peons
GvP

I also see... "Turf Wars" but I think that one may be taken.

I like GaP what do you think?
« Last Edit: August 03, 2011, 09:43:14 PM by HeLLFox_15 »
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Offline Ishidashadow

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Re: Help build a game mode!
« Reply #12 on: August 03, 2011, 09:48:18 PM »
Perhaps, but, imagine what one might have said about ULib and ULX's current capabilities when originally being discussed in the beginning.
Though it grew to where it is today, I imagine dreaming should never stop.
Even if the full dream isn't realized...one always learns from it.

Very well said, I like that view on life. Perhaps I look upon my own failures with too much remorse to see the cup half-full; thanks for helping me grow as a person as well.  ;)

On Topic:

I do have a couple of names in mind - Partisan, Within Unity and Joint Stock, though these aren't exactly the "catchiest" of titles...
« Last Edit: August 03, 2011, 09:53:11 PM by Ishidashadow »

Offline LuaTenshi

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Re: Help build a game mode!
« Reply #13 on: August 03, 2011, 11:12:22 PM »
Very well said, I like that view on life. Perhaps I look upon my own failures with too much remorse to see the cup half-full; thanks for helping me grow as a person as well.  ;)

On Topic:

I do have a couple of names in mind - Partisan, Within Unity and Joint Stock, though these aren't exactly the "catchiest" of titles...

I read your names and when I got to the Within Unity part, I got all "COD Player" and started screaming because I like that so much. But I would change it to...
"The Unity Within" I think that has more of a catchy ring to it.
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Offline Aaron113

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Re: Help build a game mode!
« Reply #14 on: August 04, 2011, 09:05:22 AM »
I'm terrible with names.  I have no idea.