First off, Hello. I'm new to this forum (And UT in general). I'm planning a full mod for UT2004. But since most of my skill is purely in skinning/texturing/modelling, I'll need some help. An outline of my project:
1. Intro to Project
A. Theme: Fantasy/Future
B. Weapons: Psuedo-medieval guns, swords, spells, crossbows, as well as large siege weapons.
C. Vehicles: Psuedo-medival mechanical carts, creatures (Dragons, etc
, single-man airships.
D. Maps: Large, plenty of secret areas.
E. Features: HUD HP/MP tracker, Level system, reduced game speed for more tactical maneuvers, race specific and level specific abilities.
2. In depth.
2.1. Theme: The theme of this project will be in a fantasy world with a defined good/evil. It will be a world half mechanical, half magical.
2.2. Weapons:
A. Melee Weapons: Melee weapons will include swords, staves, knives, etc;.
B. Guns: Guns will be: Cross bows, Slow-action powder guns, "magic" (fireballs, etc), and magic-guns (Guns that SHOOT fireballs.)
2.3. Vehicles: This will include teleportation services through flying creatures, flying creatures (Dragons, I use that term lightly, although they may breath fire), running creatures, and "carts", steam propelled wooden wagons, racers, and tanks.
2.4. Maps: Maps will be chock full of secret areas, areas reached only through special abilities, examples: A spell caster may teleport to a higher position on a cliff to get a vantage point to cast spells, a certain alignment may be barred from certain strongholds. Maps will be large and games will be fought with tactics. Will also double-over for single player.
2.5. Features: Oh, where to begin. HUD will display an HP bar, an MP bar, and a rage bar (Much like health, ammo, and adrenaline). The rage bar will allow players to do certain combos like adrenaline, examples are special attacks, enhanced physical abilities, damage multiplication, beserking, etc;. Another feature is the level system. This will serve so different-quality players can play on the same server. A high level player will not be able to attack a low level player unless engaged upon. Engagements will ban anyone else from attacking the engaged party until one player dies. Dying will constitute a loss of currency and special items like enhanced weapons etc;. Currency will be kept to buy training, weapons, and powerups, all items, potions, powerups can be stored to used later.
2.6. Questing. We as a team should this project succeed will release quest maps, and players in a group can start new quests. The quests can only be saved and resumed by the original party. Quests will result in anything you'd expect from an RPG game, powerful weapons (Which cannot be dropped, because we all know thats a bad feeling), special abilities. Quest servers are also a possibility.
Well, that should be about it. I'll be watching my post and get back to anyone as soon as possible, if you take interest and have anything to contribute, any comments or constructive criticism, please post!
Again, I realize this is a large amount of things for an unpaid team to do. I realize some of it may be unreal (no pun intended), I think that something more tactical would be great and a first in FPS Tactics... MSU anyone?
1. Intro to Project
A. Theme: Fantasy/Future
B. Weapons: Psuedo-medieval guns, swords, spells, crossbows, as well as large siege weapons.
C. Vehicles: Psuedo-medival mechanical carts, creatures (Dragons, etc
D. Maps: Large, plenty of secret areas.
E. Features: HUD HP/MP tracker, Level system, reduced game speed for more tactical maneuvers, race specific and level specific abilities.
2. In depth.
2.1. Theme: The theme of this project will be in a fantasy world with a defined good/evil. It will be a world half mechanical, half magical.
2.2. Weapons:
A. Melee Weapons: Melee weapons will include swords, staves, knives, etc;.
B. Guns: Guns will be: Cross bows, Slow-action powder guns, "magic" (fireballs, etc), and magic-guns (Guns that SHOOT fireballs.)
2.3. Vehicles: This will include teleportation services through flying creatures, flying creatures (Dragons, I use that term lightly, although they may breath fire), running creatures, and "carts", steam propelled wooden wagons, racers, and tanks.
2.4. Maps: Maps will be chock full of secret areas, areas reached only through special abilities, examples: A spell caster may teleport to a higher position on a cliff to get a vantage point to cast spells, a certain alignment may be barred from certain strongholds. Maps will be large and games will be fought with tactics. Will also double-over for single player.
2.5. Features: Oh, where to begin. HUD will display an HP bar, an MP bar, and a rage bar (Much like health, ammo, and adrenaline). The rage bar will allow players to do certain combos like adrenaline, examples are special attacks, enhanced physical abilities, damage multiplication, beserking, etc;. Another feature is the level system. This will serve so different-quality players can play on the same server. A high level player will not be able to attack a low level player unless engaged upon. Engagements will ban anyone else from attacking the engaged party until one player dies. Dying will constitute a loss of currency and special items like enhanced weapons etc;. Currency will be kept to buy training, weapons, and powerups, all items, potions, powerups can be stored to used later.
2.6. Questing. We as a team should this project succeed will release quest maps, and players in a group can start new quests. The quests can only be saved and resumed by the original party. Quests will result in anything you'd expect from an RPG game, powerful weapons (Which cannot be dropped, because we all know thats a bad feeling), special abilities. Quest servers are also a possibility.
Well, that should be about it. I'll be watching my post and get back to anyone as soon as possible, if you take interest and have anything to contribute, any comments or constructive criticism, please post!
Again, I realize this is a large amount of things for an unpaid team to do. I realize some of it may be unreal (no pun intended), I think that something more tactical would be great and a first in FPS Tactics... MSU anyone?