User:Jksgoten/Survival Experiment: Difference between revisions

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This is jksgoten's experimental campaign project page.
This is jksgoten's experimental survival project page.


== Project Goals ==
== Project Goals ==
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-Food must be collected(similar to gascans in scavenge mode)
-Food must be collected(similar to gascans in scavenge mode)
-Barricade must be repaired




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'''Changes to Infected'''
'''Changes to Infected'''


-Mix of slow and fast common
-Common start slow and speed up as map progresses


-Common killed only by headshots
-Common killed only by headshots
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-Witch startled MUCH faster
-Witch startled MUCH faster
-Epic Tank




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-Exploration highly rewarded
-Exploration highly rewarded
-Meant to be VERY difficult




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== Nonlinearity ==
== Nonlinearity ==


=== Map Changing ===
=== Dynamic Map ===
 
'''NEEDED: How to use global entities and their limitations'''
 
What is meant by "Dynamic" map is a map that will:
 
1. Be different each play through. For example, sometimes a tanker has exploded and blocks a street, or an entire building will be located somewhere else(This will be a noteable change as supplies will be found in certain places like hospitals and stores).
 
2. Changes during gameplay. For example, a tanker crashes into a building and blocks a previously accessible pathway. Buildings fall apart, catwalks fall, etc...
 
 
----
== New Features ==
=== Barricades ===
 
Intro shows survivors running away from tanks and building a barricade to keep them out(May have to use drawings to show this). This barricade will take random damage in random intervals and will have visual signs of how much health is left. If the barricade breaks, tanks start spawning periodically.
 
On breaking tables, doors, other wooden objects, planks spawn that the player can collect. I think I may use the gas can model for this.  Possibly nails must also be collected. They will not be carried like the planks though, a counter just keeps track of how many sets of nails you have.
 
 
----
=== Food ===


'''NEEDED: Testing of changing maps'''
Cola bottles will be replaced with boxes of spam and pill bottles will be replaced with food.  A countdown timer keeps track of how much food is left. As long as the timer is positive, food spawns infinitely for the players.  Collecting boxes of spam and placing them into the freezer will add time to the countdown. The logic here is that lack of food makes you weak and slow, like when you are damaged. Eating food/taking pills keeps you fast.


I believe switching back and forth between different maps is possible by using a button in the starting saferoom that disables the ending saferoom and enables the starting.


----
----
=== Multiple Saferooms ===
=== Day/Night ===


'''NEEDED: Further testing and tweaking of Director AI'''
A different counter keeps track of whether it is day and night. At night, there are constant onslaughts of hordes and SI, beneficial to stay in the safe area. During the day it's more like campaign, wandering infected, hordes at random intervals. This will encourage exploring during the day and fighting off the horde at night.


I made a simple map that had two different checkpoints. Although the bots did not work properly, after killing them and entering each safe room separately, I successfully changed levels to two different maps.


However the Director, I'm sure, will not function properly without a single escape route(or so I think). I will either need to figure out a way to control the Director, or perhaps take the Director out of the picture completely and set up my own random spawns(This would take a LOT of work to make maps nonredundant).
This system will also encourage splitting up. Survivors have many goals, food, barricade, stockpiling medkits, maybe ammo. With limited time during the day, in order to get all the supplies, survivors must split up.
 
 
----
=== Survivor Turns Infected ===
 
May or may not incorporate this.  What I want is to create a situation where a player will know hes going to turn into an infected soon, and has to make the choice of either telling his teammates so they can kill him before he turns, or waiting until he turns and trying to kill his teammates.  The idea is, if his teammates kill him, he will never come back unless they have a defib(very limited). This means that player will not be able to do anything for a long time.  But if he decides to wait and become an infected, he can continue playing by killing the survivors.
 
I believe this is possible. I saw a script that was able to force players to change to the infected side.
 
 
----
=== NPCs ===
 
May or may not incorporate this. Computer AIs can be found that will either be hostile or friendly. I believe I saw a script that was able to create NPCs, but I'm unsure. I'm also equally unsure if NPC's can be created that will shoot the players.
 


----
----
=== Dynamic Map ===
=== Dynamic Map ===


'''NEEDED: How to use global entities and their limitations'''
Going along what was said before, I want the map to be just as dangerous to the players as the actual infected. For example, roofs that fall down, cars that might explode if set on fire, and anything else I can think of.
 


What is meant by "Dynamic" map is a map that will:
== Infected Changes ==
=== Common ===


1. Be different each play through. For example, sometimes a tanker has exploded and blocks a street, or an entire building will be located somewhere else(This will be a noteable change as supplies will be found in certain places like hospitals and stores).
Might make them slower to accommodate use of melee weapons. I either want a mix of fast and slow infected, or they become gradually faster and faster as the game progresses. I'm thinking a mix of fast and slow may not be possible.


2. Changes during gameplay. For example, a tanker crashes into a building and blocks a previously accessible pathway. Buildings fall apart, catwalks fall, etc...
I also want them to only be killed by headshots, like zombies are supposed to be killed.




----
----
== New Features ==
=== Special ===
=== Barricades ===
 
'''NEEDED: Everything'''
I think I might leave specials alone. People might complain that having only melee weapons makes special infect very hard to fight. But they're pretty easy to fight if the survivors stick close together and act quickly. The only real problems I could see are boomers, chargers, and smokers. Chargers aren't so bad, it just kinda sucks that when they are disoriented after charging and missing, they can still hit you. Smokers shouldn't be so bad either, it's part of the challenge. And boomers, well, it encourages teamwork, having one person kill the boomer and then the others protect him.
 


There is a rather impressive mod that enables the user to place a wide variety of objects anywhere they want in the map. I may tweak this a bit if breakable barricades can be constructed as well as a way to limit how many barricades can be made based on found materials.
----
=== Witch ===


I think the witch is ridiculously easy to avoid. So I want her to become startled faster by those walking around her, and almost instantly if a flashlight is shown on her.


If that fails to work out, I may just make planks of would collectible


[[Category:Left 4 Dead Projects]]


[[Category:Left 4 Dead Projects]]
[[Category:Left 4 Dead Projects]]

Revision as of 21:35, 24 May 2010

This is jksgoten's experimental survival project page.

Project Goals

Realism

-Heavy focus on using melee weapons

-VERY few guns

-Found guns have limited ammo(usually one clip)

-Exploring map to find items(weapons, ammo, healthkits, food, barricade materials)

-Realistic placing of items

-Food must be collected(similar to gascans in scavenge mode)

-Barricade must be repaired


Nonlinearity

-Dynamic map


New Features

-Barricade creation system

-Food collection system

-Day/Night System

-Injured Players have a chance of turning into Infected

-Nonsurvivor NPCs

-Dynamic map


Changes to Infected

-Common start slow and speed up as map progresses

-Common killed only by headshots

-Less special infected

-Witch startled MUCH faster


Gameplay

-Scarcity of time and multiple goals encourage splitting up

-Scarcity of weapons encourages teams to stick close together

-Exploration highly rewarded

-Meant to be VERY difficult



Realism

Melee Weapons

NEEDED: Weapons that destroy themselves after a certain amount of uses

Players are stripped of their pistols and equipped with melee weapons at the beginning of the map.

Ideally, I want to make tables and chairs breakable and you would pick up pieces of wood for melee weapons. And these would break after a certain amount of hits. Finding stronger, longer lasting melee weapons would be one goal for the survivors, but can always create more by destroying props. However I'm unsure if it's possible to make melee weapons that break after a certain amount of use.


Weapons

NEEDED: Weapons that start with only one clip and Ammo piles with limited supply

Weapons are found very rarely. Ideally, all players will have primary weapons only by maybe level 4.

Found weapons will only have one clip in them. Meant to be used out of desperation, not all the time.

There is a script for L4D1 that changes the amount of ammo in each clip. I believe somewhere there is something I can change to make guns carry less total ammo through use of either a script or plugin.


Placement

Cabinets, dressers, fridges open to contain items. Houses must be extensively searched.



Nonlinearity

Dynamic Map

NEEDED: How to use global entities and their limitations

What is meant by "Dynamic" map is a map that will:

1. Be different each play through. For example, sometimes a tanker has exploded and blocks a street, or an entire building will be located somewhere else(This will be a noteable change as supplies will be found in certain places like hospitals and stores).

2. Changes during gameplay. For example, a tanker crashes into a building and blocks a previously accessible pathway. Buildings fall apart, catwalks fall, etc...



New Features

Barricades

Intro shows survivors running away from tanks and building a barricade to keep them out(May have to use drawings to show this). This barricade will take random damage in random intervals and will have visual signs of how much health is left. If the barricade breaks, tanks start spawning periodically.

On breaking tables, doors, other wooden objects, planks spawn that the player can collect. I think I may use the gas can model for this. Possibly nails must also be collected. They will not be carried like the planks though, a counter just keeps track of how many sets of nails you have.



Food

Cola bottles will be replaced with boxes of spam and pill bottles will be replaced with food. A countdown timer keeps track of how much food is left. As long as the timer is positive, food spawns infinitely for the players. Collecting boxes of spam and placing them into the freezer will add time to the countdown. The logic here is that lack of food makes you weak and slow, like when you are damaged. Eating food/taking pills keeps you fast.



Day/Night

A different counter keeps track of whether it is day and night. At night, there are constant onslaughts of hordes and SI, beneficial to stay in the safe area. During the day it's more like campaign, wandering infected, hordes at random intervals. This will encourage exploring during the day and fighting off the horde at night.


This system will also encourage splitting up. Survivors have many goals, food, barricade, stockpiling medkits, maybe ammo. With limited time during the day, in order to get all the supplies, survivors must split up.



Survivor Turns Infected

May or may not incorporate this. What I want is to create a situation where a player will know hes going to turn into an infected soon, and has to make the choice of either telling his teammates so they can kill him before he turns, or waiting until he turns and trying to kill his teammates. The idea is, if his teammates kill him, he will never come back unless they have a defib(very limited). This means that player will not be able to do anything for a long time. But if he decides to wait and become an infected, he can continue playing by killing the survivors.

I believe this is possible. I saw a script that was able to force players to change to the infected side.



NPCs

May or may not incorporate this. Computer AIs can be found that will either be hostile or friendly. I believe I saw a script that was able to create NPCs, but I'm unsure. I'm also equally unsure if NPC's can be created that will shoot the players.



Dynamic Map

Going along what was said before, I want the map to be just as dangerous to the players as the actual infected. For example, roofs that fall down, cars that might explode if set on fire, and anything else I can think of.


Infected Changes

Common

Might make them slower to accommodate use of melee weapons. I either want a mix of fast and slow infected, or they become gradually faster and faster as the game progresses. I'm thinking a mix of fast and slow may not be possible.

I also want them to only be killed by headshots, like zombies are supposed to be killed.



Special

I think I might leave specials alone. People might complain that having only melee weapons makes special infect very hard to fight. But they're pretty easy to fight if the survivors stick close together and act quickly. The only real problems I could see are boomers, chargers, and smokers. Chargers aren't so bad, it just kinda sucks that when they are disoriented after charging and missing, they can still hit you. Smokers shouldn't be so bad either, it's part of the challenge. And boomers, well, it encourages teamwork, having one person kill the boomer and then the others protect him.



Witch

I think the witch is ridiculously easy to avoid. So I want her to become startled faster by those walking around her, and almost instantly if a flashlight is shown on her.