Shift

From Valve Developer Community

Image:Shiftlogo2.png

Shift is a third party mod in very early development. Design is still going under refinements but content is worked on for the finalized areas of design, primarily to assist in furthering ideas.


Basic information

Due to its early stage in development there is not much information to be given away at the time. Shift is not set in the half life universe, and is not in relation to the add-on Blue Shift.

New weaponry, characters, environments and vehicles are planned. The general idea is similar to that of a RTS game, weapons, building establishments, vehicles can be bought only in the first person perspective.

The mod is set in the future and is planed to feature online play and later after hopeful beta, a single player campaign. You play as either side military or the rebel force. Game modes planned are as follows with a description:

Deathmatch - much like that of half life 2 multiplayer, for fast and straight to the action gaming. Also team deathmatch.

Area control - like king of hill, only each team has has to control areas of a map, the more areas controlled the more points and resource points are earned. The team with the most areas owned at the end of the round wins, or if the offending base is taken under control.

Co-op - Players against a side of bots. Possible mission and objective based maps.

Single-player is planned for much later release and would follow a story set with the Shift universe. This is not at any priority right now.


Media gallery

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Team

Currently members are wanted in assisting the progress of the mod. The positions are as follow.

Modeler - able to build a variety of models. Electronic equipment, weapons, vehicles and organic models (plants, trees etc)

Texturer - Can be modeler as well, and is capable of skinning a model.

Coder - Ability to code various areas. Such as, point system, vehicles, weapon effects. The need for a coder is not required right now, although if you might be interested, do still contact as i may like to try get some initial ideas which requires new code, to be implemented and tested.


Team leader

I, enigma (Allan Edwards), have been working on maps for some years. Unfortunately i lost a few of my best old maps after a computer problem. Though been making a few maps now for mods such as zombie master. I had a neat little idea for a mod, it was rather simple and decided to go about planning it and making a design document. I have gotten a point to experiment with numerous parts, but first of wish to change the weapons, characters and other graphical areas and coding. I do not want the team to feel like they are doing all the work, as they will not. I work in the areas of mapping, modeling, sound, various parts of coding, and other graphical areas such as the HUD and menu (which i have conquered). I am not greatly skilled, but can model for games. I cannot code from scratch, but can understand parts of code and edit areas. For any team members, I don't boss around and wont discard any ideas or work given. I also wont hold anything back from the team and allow each member to see everything that is put in.

I aim for mature members who can speak English and type correctly (not using abbreviated words, internet talk, like btw, wtf etc), people who may have created a mod before and finished a mod with a team. Age range I would expect is 20+. Experience and examples are required, but like me examples I've given didn't prove that i could model in medieval style just because I showed a development team a model of a robot, i may request specific models/code/texturing to be made. I also would do this so I know you are have a genuine skill that area, its just a form of a test.

To contact me send an e-mail to ahe400(at)hotmail.com (replace at with @, stops spam) or add me via MSN messenger. I also do use AIM, YIM and IRQ. Just send an e-mail to my above e-mail and request it with the subject IRQ, YIM or AIM request. I can also meet to talk on any chat room you may use, development chat rooms and the such, if you are not able to use the above contact ways, and I can arrange another way of future chat.

I hope that any members will stick with the team all throughout, if it is realised to a functional mod it should be great (hopefully) success. I aim for a year of development before the mod is available to the public. Its is a long time and will the mod be worth it after a year? No one can ve certain on anything after long development but we can try our best. For benefits after much of mod production, it can help get you a way into the games industry as a job, such as a coder or modeler and having work in a public released mod is a good way to show off your accomplishments.