Interlopers Open-source community mod?

Discuss modifications and also recruit team members.

Re: Interlopers Open-source community mod?

Postby kkirspel on Fri Dec 03, 2010 11:37 pm

jangalomph wrote:We cant even keep a package running, i doubt we could do a mod.


Smurftyours wrote:
Gary wrote:
Dr. Delta wrote:
Ark11 wrote:I like Delta's idea, but maybe it could be set in a place where survival games haven't been set before.

The moon, New York, underwater-world

And we will call it Rapture.

And then release a sequel that happens before the events of the first game.


lolz on both accounts :smt044

In all seriousness, whats the shame in starting really small?
And if it gets finished plus if it still has community members that are interested in expanding it, then it could continue.
Hell, it could turn out to where something like a chapter is done. Its finished. An amount of time passes (none-months). It gets picked back up to make a second chapter.

I believe thinking too big too fast has been the problem most of the time. Just make a small project and if we still have interest/time/people to add more, then do so. In this way, members that are too busy right now might have time later or if someone doesn't like the direction being taken in this "chapter", they could take a risk and wait hoping another chapter will be created which will be in a more favorable direction.

I'm in at least. Though what I can contribute outside of mapping and textures (and coordination?) is questionable. ¬_¬
The inspiration as to why I'm here: Adam Foster; Minerva. Great job man.
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Re: Interlopers Open-source community mod?

Postby Welsh Mullet on Wed Dec 22, 2010 2:48 am

For great bump justice!
I had a great new idea!

Right, instead of everyone working on the same project (Hard to set up) we all work on a base engine. You can do what ever you want on the engine, but you have to feed everything back in. In exchange for this, you can get other project members to help you in their areas of expertise.

Also, we add a load of things like cs:s style weapon inventory, different AI, realistic bullets etc, but we make it so you can enable it and disable in easily (Like in the info file) Allowing the base to be used by people who want to get to telling the story without having to spend loads of time coding!
That's what she said.
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Re: Interlopers Open-source community mod?

Postby HostelEffect on Mon Jan 03, 2011 9:10 pm

That sounds like a good idea Welsh. The problem is that it would be hard to create something that extensive. Even sticking to first person perspective genres would be difficult. Adding multiplayer into the mix makes it even more of a headache. It would be a matter of aiming high by creating a "multiplayer open-world realistic FPS/RPG" game template. That would give us a huge amount of features to put in; currency, inventory, statistics, trading, factions/teams, everything needed for a genre that broad. The next big step is allowing everything to be limited or disabled until it comes down to a simple deathmatch gamemode or something like what you had when you started out.

It's still way too big to comprehend. You should really just turn to the guy who is coding Half-Life 2: Sandbox, who is making something like Garry's Mod, but more focused on allowing the creation of new games rather than building stuff out of props and using a toolgun and physgun. He has implemented a lua extension and all that jazz.
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Re: Interlopers Open-source community mod?

Postby Gary on Mon Jan 03, 2011 10:01 pm

I was really thinking of something along the lines of a open source "mod base/Garry's Mod", that would have tons of toggle-able features(like Hostel said). People who have great ideas but little coding knowledge could greatly benefit from it. We could add everything we could think of and make them easy to turn off or on, if someone wanted a awesome looking realistic FPS then they could spend their time on content creation instead of coding for hours on end to make their content work.
Have a question related to modding or something I posted? Something that needs staff attention? I haven't been active lately, but feel free to PM me or message me on Steam(link below)

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Re: Interlopers Open-source community mod?

Postby Welsh Mullet on Mon Jan 03, 2011 11:14 pm

I echo Gary's idea.
Perhaps make it as easy as editing a text file?
If not, put all the toggles in one code file (Just setting variables to 1/0)
Then just rebuild.
Since i've done a little C programming now, i can look in on this idea...
First things first will be create from multiplayer, apply that ai fix right?
Or shall we start from that just code option?
That's what she said.
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Re: Interlopers Open-source community mod?

Postby HostelEffect on Tue Jan 04, 2011 12:11 am

Sounds awesome Gary. I liked the dynamic lighting thread you had going. Hopefully for this base, you can add dynamic lights to the visleaf system.

Partly due to why I'm talking here is because of something I'm in the middle of. I'm making a big Metro 2033 map for Source. It's designed for a multiplayer game idea I have in mind, roughly based off the mechanics of Metro 2033. I loved the game, but yearned for more since it was too linear. I thought it would be cool to experience the Metro 2033 world with others. To give drive to what players are doing, needs based off Maslow's hierarchy of needs would have to be fulfilled, rudimentary things like eating and rest. Morality was also a big theme in Metro 2033. Performing a good deed, discovering a secret area, or listening to someone resulted in the screen pulsing and strange sounds. I wanted to somehow incorporate this and measure morality, letting players know of what kind of person you are. Exploration of the map would be another fun activity that brings reward. Going to the surface requires a gaskmask and brings new dangers, but also yields greater rewards as well. While this game idea is somewhat open-ended, I wanted to add a win-condition that would cause the game to restart, but I'm not totally sure of what I want it to be. Whatever it is, achieving this would take a long time, require lots of playing, and enhance the experience for other players. That way if everyone is trying to win, everyone is making the game better for others. I think all of this is just wishful thinking though. The biggest hurdles are finding suitable character models and mutants. The other challenge is creating random mutant attacks at the stations and randomly spawning a mutant or two in different places throughout the metro. I compiled my map for L4D2 and turned off special infected, it was quite interesting. I had both random zombies in the tunnels (too many, but the idea is there) and random hordes attacking the station every once in a while.
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Re: Interlopers Open-source community mod?

Postby Welsh Mullet on Tue Jan 04, 2011 5:50 pm

Trying to get the svn on sourceforge to work...
Anyone done this before?
Mr non-linux user here is confuddled.
That's what she said.
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