[Project] NS2 Conversion Mod, Sanity
Somnambulist
Join Date: 2010-07-26 Member: 73051Members
<div class="IPBDescription">A horror modification</div><!--coloro:#006400--><span style="color:#006400"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><!--fonto:Impact--><span style="font-family:Impact"><!--/fonto-->Sanity<!--fontc--></span><!--/fontc--><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/g4ZBLSCZmxo"></param><embed src="http://www.youtube.com/v/g4ZBLSCZmxo" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
You can see the spreading and recession of desecrated ground here, and how both will function. We're in early stages, but the code is very supportive of what we're trying to create, a multiplayer game that really scares the crap out of you. Here are our aims with this modification:
<ul><li>Slow the gameplay down, focusing on strategic map take-over.</li><li>Apply the frightening "Amnesia:Dark Descent" feeling to multiplayer. When you see an enemy you will be scared.</li><li>Provide an original story to create a backbone for the game.</li><li>Remind you why we were once all afraid of the dark.</li><li>Create maps that utilize claustrophobic places, including offices, storefronts, subway tunnels, etc...</li><li>Really stretch the legs on the Spark Engine.</li></ul>
And here is what we're currently working on:
- Forcing desecration to climb the walls and ceilings more easily, so that after several minutes, even a room with higher clearance will be covered with desecration.
- Increasing the model size on desecration so that it appears more alive, and properly covers everything it touches.
- Getting desecration to react to the flashlight so that it recedes when touched by the flashlight reticle.
Here is our original post with story, mechanics, and concept art. If you like what we're doing feel free to comment and keep the thread kicking.
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=118486&st=0#entry1953557" target="_blank">http://www.unknownworlds.com/ns2/forums/in...=0#entry1953557</a>
We could really use some modeling/mapping help, programming help is also welcome. Please <a href="mailto:rsomnambulist@gmail.com">contact</a> me if you want to join the team.
We have a steam group now: <a href="http://steamcommunity.com/groups/SanityMod" target="_blank">http://steamcommunity.com/groups/SanityMod</a>
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/g4ZBLSCZmxo"></param><embed src="http://www.youtube.com/v/g4ZBLSCZmxo" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
You can see the spreading and recession of desecrated ground here, and how both will function. We're in early stages, but the code is very supportive of what we're trying to create, a multiplayer game that really scares the crap out of you. Here are our aims with this modification:
<ul><li>Slow the gameplay down, focusing on strategic map take-over.</li><li>Apply the frightening "Amnesia:Dark Descent" feeling to multiplayer. When you see an enemy you will be scared.</li><li>Provide an original story to create a backbone for the game.</li><li>Remind you why we were once all afraid of the dark.</li><li>Create maps that utilize claustrophobic places, including offices, storefronts, subway tunnels, etc...</li><li>Really stretch the legs on the Spark Engine.</li></ul>
And here is what we're currently working on:
- Forcing desecration to climb the walls and ceilings more easily, so that after several minutes, even a room with higher clearance will be covered with desecration.
- Increasing the model size on desecration so that it appears more alive, and properly covers everything it touches.
- Getting desecration to react to the flashlight so that it recedes when touched by the flashlight reticle.
Here is our original post with story, mechanics, and concept art. If you like what we're doing feel free to comment and keep the thread kicking.
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=118486&st=0#entry1953557" target="_blank">http://www.unknownworlds.com/ns2/forums/in...=0#entry1953557</a>
We could really use some modeling/mapping help, programming help is also welcome. Please <a href="mailto:rsomnambulist@gmail.com">contact</a> me if you want to join the team.
We have a steam group now: <a href="http://steamcommunity.com/groups/SanityMod" target="_blank">http://steamcommunity.com/groups/SanityMod</a>
Comments
I'll list the changes outlined by Birdzilla in the video. We're only about a week or so into programming, but here are the differences from vanilla NS2:
<ol type='1'><li>Changed the infestation model to appear darker and more menacing.</li><li>Modified cyst code to auto spawn new cysts randomly at a specfic range.</li><li>Modified cysts to stop spawning once they reach a lit area.</li><li>Modified cysts to take dmg when the lighting is triggered nearby.</li><li>Modified power sources to auto-spawn a cyst when they come down.</li></ol>
We also fiddled with some of the map lighting and the cyst coloring, but these were merely to enhance the atmosphere for the prototype, since we'll have our own maps and cysts won't be visible.