Difference between revisions of "Contingency"

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m (Phases: Further language refinement)
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Unlimited primary ammo is provided for all clip-based projectile weapons, but players still have to reload when their clip is empty.
 
Unlimited primary ammo is provided for all clip-based projectile weapons, but players still have to reload when their clip is empty.
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== Screenshots ==
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Coming soon!
  
 
== License Information ==
 
== License Information ==

Revision as of 09:46, 18 July 2011

Development.png

This co-op mod for Source is currently in alpha development.

Contingencybanner.png
Title Contingency
Developer Agent Red Productions
Release Date TBA
Genre Cooperative Wave Defense First-person Shooter
Platform PC
Recommended System Requirements
  • 2GHz Dual Core processor
  • 2048MB RAM
  • DirectX 9+ GPU with at least 512MB VRAM
Minimum System Requirements
  • 1.7 GHz Processor
  • 1024MB RAM
  • DirectX® 8 level Graphics Card
  • Windows® 7/Vista/XP/2000
  • Steam
  • Mouse
  • Keyboard
  • Internet Connection
Contingencylogo.png

Overview

Contingency is an upcoming co-op wave defense FPS for the Source engine based in the Half-Life 2 universe. The project is being developed by Agent Red Productions and is currently in an open alpha state, with its source code and developer builds all available to the public via subversion (SVN) on its Google Code page. An automatic updater for developer builds is also available. Both the source code and developer builds are updated frequently, often on a weekly basis.

Background

As a member of an elite rebel fighting force based out of City 17, you and your four comrades have found yourself in a most hopeless situation: an unstoppable horde is approaching, one that cannot be defeated even by the likes of you and your experienced team. Facing insurmountable odds and with no hope of rescue, there's only one thing you can do: hold your ground and face endless waves of enemies in a suicidal yet honorable effort to save as many future victims’ lives as possible.

You will not survive.

Gameplay

Phases

The game is divided into a series of two different parts or phases: combat phases and interim phases. During a combat phase, players face a specified number of enemies (NPCs) called a wave. Players have an unlimited amount of time to eradicate this wave, but if a player dies, they will not respawn. If the wave is defeated and at least one player remains, living players’ ammo is restored and dead players respawn. An interim phase then begins, and for a relatively short period of time, all players are safe from harm and are free to refine their strategy in preparation for the next wave. Afterwards, another combat phase begins, spawning an even more deadly wave of enemies, and so the cycle continues with ever-increasing difficulty until all players have been eliminated.

Waves

There are currently four different types of waves: zombie waves, headcrab waves, antlion waves, and Combine waves. Waves are classified by the types of NPCs found in them. For example, during a Combine wave, players can expect Overwatch soldiers, manhacks, city scanners, etc. No two waves of the same type are exactly the same though, so while one zombie wave might feature mostly slow poison zombies, the next one could introduce a massive horde of speedy fast zombies.

Loadouts

Rather than providing players with a choice of fixed, predetermined classes, Contingency allows individuals to pick and choose their arsenal. Players can carry one primary weapon, one secondary weapon, one melee weapon, and one type of equipment (e.g. frag grenades) at a time. Loadouts can be changed anytime during an interim phase, but never during a combat phase.

Miscellaneous Features

As the game unfolds, players may come across friendly NPCs (e.g. armed City 17 citizens), which are spawned during interim phases. Should players choose to interact with these NPCs, they will join their cause and be added to players' global support squad. With further interaction, support squad members can be told to follow the nearest player or stand their ground and do their own thing.

Players' health regenerates slowly over time. Additionally, should players come across a health kit, they can pick it up and choose to heal themselves, heal a teammate, or hold onto it and save it for later. When applied, every health kit instantly restores its target's health to full.

A player's speed is based on their current loadout, where each weapon has its own unique weight. Some weapons are heavier and will slow players down more than others. Not coincidentally, these heavier weapons are also some of the most powerful ones in the game (e.g. AR2).

Unlimited primary ammo is provided for all clip-based projectile weapons, but players still have to reload when their clip is empty.

Screenshots

Coming soon!

License Information

Both Contingency's source code and content (game files) are licensed under The MIT License (MIT). By viewing or downloading anything related to Contingency, you are acknowledging you understand the terms of this license and agree to abide by them.

External Links