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The Incident: Outline by ~vortexgabe:iconvortexgabe:





////The Incident////

What is "The Incident"

The Incident is a sci-fi FPS Orange Box Mod that aims to make game play at the highest level without giving up true visual quality. Created by a well gathered Team, The Incident will either be released to the public for free or --If good enough-- could possibly be submitted and sold through steam.

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PLOT
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In The Incident, the player as :BLANK: along with parter and long-time friend :BLANK: is sucked into emercive game play as you find you way through dimension 4, and battle monsters from a hostile alernate universe also terrorized by riftic damage by D4.
The Incident takes place in 2050 when the earth has become highly overpopulated and Hephaestus Research Division Base (HRDB) has developed a new way to artificially create, transport to, and populate parallel universes with out duplicating any unwanted Biological entities. As the these Universes save the planet from depletion and everything runs smoothly an INCIDENT IS BOUND TO HAPPEN...
The Plot of The Incident starts when :BLANK: enters Hephaestus Research Division Base to scout out and set up a base camp at the stable dimension 2 until you are accidentally sent to the wrong place and end up in dimension 4, also known as D4 for short. When you get to dimension you find out a lot more happened in that dimension than you thought, as D4 is corrupt. You then fight, solve, and explore your way through dark, empty facility to get back home and prevent D4 from leaking into and destroying the real world, D2, and D3.

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Theme of Game Play
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Environment:

Mod will take place in a large, underground research facility called Hephaestus Research Division Base (HRDB).  HRDB's area of gameplay will consist  mostly Undergroud, accoupanied by some underwater , and above sea platforms.  Architecture will need to be modern and have both a contemporary concrete style with metalic, industrial thrown in.

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CONSEPTS
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Windows:                                                                                                                                                                          
Windows are to be very rare but do appear in recreational areas such as break rooms and public areas; nontheless, do not forget the facility is indeed underground so the windows will be  based on "Pixolated Fiberglass Light Transportation System (PFLTS)" which must be both obviously expressed and explained in various dioloug or exposure.
Pixolated Fiberglass Light Transportation System (PFLTS) or commonly pronounced "P (e) lts" will be the system on which the underground facility's windows will be based on. The Pelts system will be basically a sytem of bundled fiberglass that would run through the facility and transport a live image of an above ground area, without the need for the light to be converted into data and recreated on a screen. In game, the windows will look basically like a terminal that is protruding out of a wall or cieling. This will most likely be brush but can be a model if nessacary; modeling will be nessacary to portray a damaged one as the glass will look cracked and some threads are sticking out. The window will need to have a non-angular view, meaning that the image of sky must be stationary from player's view; As in normal windows how the field of view changes as position does, the PFLTS system must be a stationary picture so either an RT or animated material will have to be used for such an effect before there can be a way for a skybox to fit into practical reason. PLZ contact project leader for more information, as this is a confusing topic.

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Feature List:
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High-Detail Maps
All maps will have a very high standard for effects, detail, and ambiance. The map must be efficient but also detailed enough to emerse to players causing them to "lose track of the clock" or the more common statement "get sucked into the game." A mapper must always take advantage of HDR, new OB hammer features, and other tool that will help make the maps retain a high quality.

Long & Emersive Game play
The mod is expected to have at least a 15 hour game play and have about a minimum of 7 chapters length due to the fact that nobody enjoys a short game. The Game should be a game that a player will want to play instead of "want to finish" thus the game must not have too much content either; as a gamer can tend to got bored if the story line is deluded in lengthy "stalling" chunks of constant battle and navigation.

Completely Custom content (e.g. models, NPC's, etc.)
The Incident will contain a good number of custom content and will have quality and uniqueness in all creations, as all mods with their own content rise to be the best.

Unique Weapons System
The weapons system in The Incident will not be a typical system of finding weapon ammo randomly, because in real life people don't lay pistol ammo on the floor or in their locker. Certain weapons in the game will run off of electricity anyway, although other weapons will be using the Atomic Transport and Assembly System (ATAS) which is a power par you can use somewhat like exp to fill your guns on demand.

Features to be discussed:

CO-OP featuring SPC's
An interesting idea for the mod would be to include a CO-OP system that uses SPC's to act of certain scenes. Most games with CO-OP or multilayer create a sense of unrealism do to the fact that PC's (Player Characters) move very awkwardly.This is due to the fact that the player
can't control expression. However with a technology still in a questionable state, a player will use a SPC which stands for Semi-Player Character. What this would mean is that for one thing a players movements will be plotted and animated better. A significant feature is that when a player reaches a scene that only a npc could accurately enact, the game would use a SPC that would animate and speak normally as an NPC for that moment without player control. On the other side of the animation the player controlling the activated SPC will stay in first person as HUD is disabled and the camera follows the npc's eye movement emulating an effect such as in Crysis.
Creative Commons License
Some rights reserved. This work is licensed under a
Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License.
Details
Submitted: April 1, 2008
File Size: 8.2 KB
Image Size: 12.6 KB
Resolution: 720×486
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This is the current stage of my HL2 mod's description. Feel free to comment and correct.
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