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Old 28-08-2005, 10:26 AM   #1
Nappa
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Spider-Man Dynamic Forces

looking for Programmers, Animators
AIM: VOX, email/msn: CDauria@si.rr.com

http://smdf.modnmod.com/index.php

The real concept of Spiderman: Dynamic Forces is to take the Quake 3 engine and totally change it into a true 3d action/adventure based fighter, with complete freedom of movement and a diverse fighting system. The true meaning of Dynamic Forces is to have the DYNAMIC part play a big role, thus allowing all characters to feel different. Also planned are a realistic slinging system, incorporating gravity and other real physics effects. Along with these systems, we hope to
have a broad range of environments and game play modes to take full advantage of the game. Additional things would like to add is a more extensive list of characters.
1.0-1 Gameplay Modes:


[VS MODE]

This is the bread and butter of our TC. You simply pick your character and enter the game and go at it. I guess you could call this generic Death Match Mode but that sounds so Quake Like, so I've decided to dub the mode Vs Mode.

[PHOTOGRAPHER MODE]

Sort of a Survival meets The One mode. The main character features Peter Parker, who's job is to collect as many photographs of villians as possible. Rather than scoring points based on frags, your points will be rewarded by your photos. You can score more points based on the distance of your enemy, and the amount of enemies in 1 frame. While scoring pictures, Peter must avoid dying, or else he will be returned to a villian, while the villian to frag him, will become him, thus being able to score points by taking photos.

[JEWEL HEIST MODE]
A Bank Robbing Mode with a twist using Bad Guys/Attackers and Good Guys/Defenders. A Team based mode where the Bad Guys must steal jewels from the top floor of a heavily secured building, and bring it back to their base while the Good Guys must defend the jewels and stop them from jacking the jewels. The map will be set on a 10-20 minute time limit per round. While stealing the jewels, the bad guys must fend off the good guys, while avoiding traps on every floor of the building which will send them back to their hideout if they set them off. Once the Bad Guys steal the jewels, the chase is on for the Good Guys to beat them before they make it back to their hide out.


1.0-2 Other Gameplay Concepts:


[BATTLE ROYAL MODE]

I figured this as kind of a cooperative Vs mode. One character from each team will be free to move around the level, and the other characters would spectator. Once a character from either team has been defeated then next character form that corresponding team will enter the game. This will continue until all the characters from one team have been defeated.

[WEB SLINGER MODE]

This mode would be accessible to only characters with a grapple type projectile (Spider-Man, Venom, and Carnage currently) and would have various points around the map. The point of this mode would be to reach each point before all the other players and activate it, for each second you have a point activated you gain points, and if you able to activate all the points on the map for your character, you would instantly win the round, otherwise after 10 minutes the character with the most points wins the round. Note that another character activating a point activated by a previous character will switch that point over to the last character that activated it. (This is sort of like Unreal Tournaments Domination mode)


2.0-1 Gameplay:


[MAP OBJECTS]

Aside from Destructive Map Entities(which are also planned) we hope to make the levels of DF as indepth as possible, creating a fully interactive environment, since levels play a huge role in gameplay for people who websling.. fly.. hide.. etc. Those creating levels for DF will love the ability to add their own custom Throwable Map Objects(TMO) and Destructible Map Entities(DME).

The TMOs will feature a realistic physics system, which can slow down a character or prevent them from jumping depending on how heavy the object is, and how strong they are. The weight and damage are also unique in which item they are throwing. Heavier objects may only be able to be lifted by stronger characters aswell, since many of the stronger people later on will lack projectiles(Rhino.. Lizard.. etc)

[STAMINA]

When stamina < 10, player stunned until stamina > 10
Health&Energy Regen half normal rate when stamina < 50
When stamina < 50 characters lose .2 speed

[AUTOMATIC REGENERATION]

While a Stat(Health/Energy/Stamina) is not being used, it will regenerate at a slow rate(.5-1sec depending on character)

[RESTING]

While a character is idle 5 seconds not using any of their stats, their stats will regenerate2x it's normal regen rate, after10seconds, regen3x, after 20 seconds 5x


2.0-2 Melee:


Rather than just a ton of combo moves that involve directional + attack, we'll feature the 3 combos already animated.. which are useful for people WebWrapped.
Instead of combining melee moves with.. melee moves as the focus of melee
Melee moves will be something to be comboed with Projectiles aswell
(though that's up for the player.. this is why I have concepts for web swing/yank)


[MOVES]
Left Punch, Right Punch
Low Kick, High Kick
Running Punch(Shoulder Charge)
Running Kick(Ninja style)
COMBO1
COMBO2
COMBO3
Jump Punch(Axehandle)
Jump Kick(Drop Kick Dive)

[BLOCKING]

For melee, if you hit block right before the opponent's hit ( we can indicate when its about to hit later) you recieve no
dmg, but if you're holding block, you only cut off a quarter of the dmg
As for blocking against projectiles, you prevent stun, and reduce dmg by holding it, at the cost of draining energy, and stamina if hit.

[MELEE POWERUPS]

BLOCKING:
You can reduce the damage by half via using Melee Powerup, but it will drain energy and stamina at a fast rate. It can also prevent certain status effects such as Scorpion's Acid
ATTACKING:
You can enhance the physical strength of your Melee attacks with your Melee powerups. However, it only effects the strength of your punches and not kicks since they are only on your fists.


2.0-3 Projectile Attacks:


Spiderman: Impact Web(stun fullbody), WebShoot(stun torso only)
Carnage: Impact Symbiote(stun fullbody), Nails, Axe(slightly homing attack)
Scorpion: Acid(poison attack if stamina is low), Eletric(can stun is stamina is low)
GG: Fingerblast(can stun if stamina is low), Razorbats(slightly homing), Pumpkin Bombs(can null spidey sense if spideys stamina is low, splash dmg)
Venom: Impact Symbiote(stun), Screech, Ground Smash(can stun if stamina is low)
Shriek: Homing/Straight Beam(splash dmg), Scattered Rapidfire(splash dmg)

[NOTES]

All these numbers are temporary and should be easily tweaked when testing balance
I haven't added spiderman/venom/carnages web throw

Also: I decided GG will start on his feet, and when he wants to summon his glider, it will
consume 30 energy, this way he will have to spend extra time on the floor when regenerating


Slowest to Fastest: Carnage, Venom, GreenGoblin, Shriek, SpiderMan, Scorpion
Weakest to Strongest: Shriek, GreenGoblin, SpiderMan, Carnage, Scorpion, Venom
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