Occupation: Source: Difference between revisions

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The team consists of one person, myself, [[User:OccupationG|OccupationG]]. I am a 38 year {{wiki|OOP}} programmer with a life long love of gaming.
The team consists of one person, myself, [[User:OccupationG|OccupationG]]. I am a 38 year {{wiki|OOP}} programmer with a life long love of gaming.


I would like make a shout to [[User:Tourorist|Tourorist]] for helping me format this page. Much appreciated.[[User:OccupationG|OccupationG]]
I would like make a shout out to [[User:Tourorist|Tourorist]] for helping me format this page. Much appreciated.[[User:OccupationG|OccupationG]]


== Localized versions ==
== Localized versions ==

Revision as of 13:02, 1 October 2007

Template:BetaMod

Overview

The Citadel has fallen and now humanity must get back up. With the alien nemesis defeated the surviving rebel army attempts to reestablish the rule of law. Unable to agree on whether to continue the Black Mesa experiments or to outlaw all alien technology the rebel army fractures into two rival factions: The Alliance and the Coalition. With the fall of the new alien enemy comes the return of the old enemy, ourselves.

WELCOME TO THE OCCUPATION!

Occupation is more of a total conversion of the HL2 combat and damage system than a modification. It creates, I believe, a new and innovative approach to multiplayer gaming using ownership as the principal objective and transport reinforcement as the principal means of respawning. It also implements among other things an insanely realistic bullet and damage system. If you like FPS’s and realistic gameplay you should check out the beta, I know you will not be disappointed.

Features

External and Terminal Ballistic Modeling

In Occupation Bullet behavior is based on real world physics. The bullets ability to move and penetrate depends on its physical characteristics such as energy, diameter, mass, shape and material composition to name a few. As bullets are projected through time and space their interaction with the world cause them to slow, drop, expand, fragment, deflect, lodge and obliterate during their short life. The end result is both amazing and terrifying and most importantly realistic.

Player Biometric Modeling

Having realistic projectiles with a simple tally damage system would have been pointless so Occupation implemented a health-damage system equal to that of the Ballistic Modeling. The Game uses a Composite health system that captures the complexity of the human bodies operation and most importantly its failure due to trauma. The primary form of projectile damage to players and NPC's is caused by cavity damage. The extent of the cavity made by the projectile, the energy lost in making that cavity and the body parts the cavity passes through all are factors in the calculation of overall impact damage. The truly unique aspect of Occupation is that the cavity damage is not limited to a single hit location but can intersect many locations along the path of the projectile and can involve multiple entry and exit wound tracts. A summary injury report is available in-game (Body Status) and a complete breakdown of these injuries both sustained and inflicted is available after death in the Field Hospital

Realistic Game Rules

New reinforcing game play system that creates a simulated combat experience like no other. No more hurry up and die, no more war of attrition. Instead of rooting for your last teammate to die you hope they hold out a little while longer so you can re-enter the theatre and give them some much needed fire support. Choose your deployment method, book your route and ready your weapon, your going in.

Media

West Road Confrontation - Up close and personal with a shotty
Fatal Impact - Not long for this world
Friendly Fire Incident - Composite Vest saves the day
Staging Area - Field Hospital Player Injury Report

History

Occupation originally started as a bullet code experiment under HL1 but never saw the light of day (needed the ragdoll and physics). Over the last year and half I turned that early experience(and code) in to a seriously realistic First Person Shooter and Occupation: Source was born. The first public offering of Occupation was made on Sunday September 24th, 2007.

Team

The team consists of one person, myself, OccupationG. I am a 38 year Wikipedia icon OOP programmer with a life long love of gaming.

I would like make a shout out to Tourorist for helping me format this page. Much appreciated.OccupationG

Localized versions

The Beta Release (v1.0) of Occupation: Source is available from the official website.

External links