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An asymmetric multiplayer first person survival game where human players must use their lanterns to illuminate a ghost and prevent its movement. Players have limited lamp oil and must scavenge for supplies. Lanterns will also extinguish if players move/turn too fast. The fewer humans looking at/illuminating the ghost, the faster it can move. If the ghost player touches a human, the human player dies. The first player to be killed by a ghost is the ghost for the next round. Or it might end the round. Inspirations come from amnesia, pacman, ghostbusters.
- lamp is directional
- Players die permanently upon contact with the ghost (instantaneous or health based?)
- there is incentive to work together (two light cones are stronger than one)
- stopping and blinding the ghost with one, maybe teleporting it away with two or three.
- Ghost invisible unless light is shone upon it (audio cues to indicate its presence)?
- Ghost is much faster than humans (light slows it down, with all live players' combined light needed to stop it fully?)
- ghost has night vision/awareness of humans' location and objectives
- Ghost has other skills (create sounds, illusions, etc to trick humans into wasting lamp oil?) with cooldown?
- scavenging for lamp oil makes you vulnerable. Incentive for the group to split up.
- Possibly have single-use pickups like flares (droppable, omnidirectional) and flashbangs (temporary stuns ghost?) which open up additional strategies
- Win condition for humans? Reach the save zone. Maybe find a key the ghost hides.
- Humans don't know the location of objectives and must find the safe zone before they run out of lamp oil and/or the ghost catches them
If you're working on one of the bullet points, please put your name (and possibly comments) at the end so we know who's doing what.
- Get Source SDK running on Linux
- Remove all stock weapons, we don't need them.
- Make player classes (Ghost and Human), or maybe purely as a custom GameRules class
- Make players die when they touch a ghost
- Restrict teams to asymmetric player sizes (TF2 MvM does it, should probably be easy) (Tigge)
- Make the lamp "weapon" (Gravity gun might be a good start for that) (weltall - trying to remove other weapons now)
- Implement player outlines to allow the ghost to see humans at all times ( https://developer.valvesoftware.com/wiki/Alien_Swarm_Glow )
- Flickering effect for lantern light?
- Figure out a workflow for making maps
- Figure out a workflow for making models (with materials, and get them to load in the engine)
- Player models (use HL: DM ones? John Freeman :D )
- Ghost model (use a HL:DM model but rendered with some kind of see-through material, perhaps water?)
- Make custom lamp oil ammo
Most of this stuff should be coverable by stuff already in the SDK, but freesound.org might be a good place to hunt for anything that's not
- Lamp on/off/running sounds
- Ambient ghost sound (no footstep sounds, just a general spooky sound that follows them?)
- Ambient not-ghost sound (something that's similar to, but not quite the ghost sound?)
- Ambient environment sounds
- Cave
- Drips
- Wind whistling?
- Echoey footsteps on rock
- Haunted cemetery/brambly dead forest?
- Ambient frogs, crickets, owls
- Leafy footstep sounds?
- Boggy footstep sounds?
- Cave
- Music?
- Splash screen/menu (could optionally use a map)
- HUD?
- Lamp oil indicator
- Collect useful tutorials and docs for other people
- Here is a map with item_ammo_oil replacing almost all of the other ammo items. Just copy it to the mods map folder mod_hl2mp/maps and untar it.
Done or no longer relevant:
- Set up the project with VPC (eisbehr)
- Create lamp model (salamanderrake)