Let's talk about making mods.

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Let's talk about making mods.

Unread postby Wyld » 22 Jul 10, 9:27 pm

Okay, I'm very tempted to get into some serious modding.

I've a few ideas .. but I'd like to open the floor to other ides from the GoN hivemind. Some rather inventive and imaginative folks here, so let's chew over some concepts and ideas on what's possible.

Let's avoid the obvious .. FPS mode and TF2, etc .. let's push the envelope here.
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Re: Let's talk about making mods.

Unread postby snex » 22 Jul 10, 10:22 pm

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Re: Let's talk about making mods.

Unread postby Wyld » 22 Jul 10, 10:24 pm

I was considering maybe a "sports" sort of thing ..

Thinking .. a reinterpretation of blood bowl maybe ..

I'd like to keep to the core concept, that of four against the world .. large maps .. but a real twist.

That's a cool idea though.
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Re: Let's talk about making mods.

Unread postby snex » 22 Jul 10, 10:30 pm

Dungeon crawler with four classes: warrior, mage, rogue/ranger, priest. With a huge, outdoor overworld map if possible.

Loot, money drops, NPC stores. The whole shabang.
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Re: Let's talk about making mods.

Unread postby Mythor » 22 Jul 10, 10:52 pm

I'd really like some more weapons. I don't have them all yet but I see potential for things like laser trip mines with an incendiary or freezing effect. Or a freeze ray/spray gun with a secondary compression blast effect to shatter frozen Swarm or push unfrozen ones back. Maybe even reflect the various organic bombs the Swarm throw at you?
I'd like some kind of medic gun that you can actually reload! Gimp it in some other fashion instead.

Would also like to see some kind of "Survival" mode, where you have to survive waves of Swarm. Maybe earn some form of currency for purchasing weaponry or ammo between rounds, or even purely how long you and your team can survive with only what you carry into the level with you.

Also, custom class creation. Give us X points to use on improving our abilities to suit our own playstyle instead of being stuck with the basic 8 dudes. :)
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Re: Let's talk about making mods.

Unread postby Tastynapalm » 22 Jul 10, 11:06 pm

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Looming above your home planet is the vast hulk of the starship Vandervecken. Aboard, the crazed scientist Cyrus is planning to unleash a gruesome experiment upon your world, which will destroy all life as it is known, leaving only hideous mutations in its wake. YOU are an assassin, and your mission is to stop him – before it is too late!


This game does remind of this well worn book on my shelf.

How hard is it to make the levels?
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Re: Let's talk about making mods.

Unread postby planemas » 22 Jul 10, 11:40 pm

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Re: Let's talk about making mods.

Unread postby Jeatalong » 24 Jul 10, 3:49 pm

Seriously Wyld consider the following - a mixture of the classic Gauntlet with Rogue/Angband

Procedural creation of maps
Increasing difficulty the deeper you go
No ability to return the the surface, once you get underground it is go deep as you can before your die

The ultimate dungeon crawler/fps
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Re: Let's talk about making mods.

Unread postby Schwolop » 2 Aug 10, 12:44 pm

I'm thinking `Australien Swarm'. All the aliens are super-sized Aussie spiders, snakes, and other fauna. Set it in larger outdoor maps; I'm thinking the outback mostly. I don't really think the darkness is all that important to the gameplay, so I think putting it (at least mostly) in daylight would actually be better.

This has a lot of positives, since the bare minimum to make this happen isn't actually all that much work, but then there's plenty of scope to extend it beyond the basic gameplay.
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Re: Let's talk about making mods.

Unread postby x1alpha76 » 6 Aug 10, 4:13 pm

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Re: Let's talk about making mods.

Unread postby Agent P » 10 Aug 10, 6:50 pm

Schwolop wrote:I'm thinking `Australien Swarm'. All the aliens are super-sized Aussie spiders, snakes, and other fauna. Set it in larger outdoor maps; I'm thinking the outback mostly. I don't really think the darkness is all that important to the gameplay, so I think putting it (at least mostly) in daylight would actually be better.

This has a lot of positives, since the bare minimum to make this happen isn't actually all that much work, but then there's plenty of scope to extend it beyond the basic gameplay.


If there was a like button for posts, i would've pressed it. Great idea!
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