My program doesn't have bugs. It just develops random features.

Difference between revisions of "User:Bob Gneu/Solarity"

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m (Created page with 'Genre: First & Third Person Cover Shooter Launch Date: December 2012 Setting: Futuristic Space Colony Multiplayer: Exclusively Setting On the planet Lars, a handful of human col…')
 
m (Game Modes)
 
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Genre: First & Third Person Cover Shooter
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<div class="infobox" style="float: right; width: 200px; margin-left: 10px;">
Launch Date: December 2012
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{|
Setting: Futuristic Space Colony
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|'''Code Name:'''||Solarity
Multiplayer: Exclusively
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|-
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|'''Genre''' || FPS/TPS
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|-
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|'''Release Date''' || December 2012
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|-
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|'''Multiplayer''' || Yes
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|-
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|colspan="15" align="center"| <hr width="100%" />
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|-
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|'''Contact:'''||[mailto:Bob@Gneu.org Bob@Gneu.org]
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|-
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|'''Website:'''||http://blog.gneu.org
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|}
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</div>
  
Setting
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== Overview / Setting ==
On the planet Lars, a handful of human colonies make a happy home for themselves. Fifty years after the colonies are in place their star begins the process of going super nova. They have a short period of time to complete their exodus and get out of the solar system, or at least die trying.
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In the weeks leading up to the planned safe date for the exodus a gigantic solar flare torches half of the planet, destroying the equipment for a few sects and leading up to the battles for this equipment. Players in this universe play on one of two opposing sides, fighting over the components of their exodus drive.  
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== Game Modes ==
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Each of two teams is provided with an allocation of assaulters for a given resource. This allocation will scale based upon the number of available players involved in the conflict. This leads to smaller incursions being easier to maintain, and large scale battles being more tense and involved. The allocation will scale based upon the results of the last 5 battles, more success means fewer assaulters provided.  
  
Game Modes
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The teams continue to battle, unless otherwise stated, until either 80% of the players on a team decide to surrender or they run out of their allocated assaulters.
Territorial - Control over a set of control zones provides the victor with the benefit of added resources.  
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Push - Similar to Territorial but with dependencies.
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=== Territorial ===
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Zones are defined on the map, each with a given set of parameters for the number of players required to capture it and the length of time required to occupy a given territory before it is considered captured.  
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Points are awarded to each side based upon the number of zones controlled. If one team takes possession of all of the zones they relinquish a handful of their allocation for use in another battle.
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==== Kismet ====
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Each zone maintains its state, and fires off a kismet event for each of four changes in possession:
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* Red Captured - Red team captures
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* Blue Captured - Blue team captures
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* Released - No team controls
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* Contested - Posessed by one team but the opposition is attempting to capture it.
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When a zone is contested for less than its given time, it will return to its previous state (not throwing the resulting capture event.
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==== UnrealEd Notes ====
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A volume is provided, '''TerritorialVolume''', for use in the editor. It is placed in the same fashion as the other special volumes. The volume has a set of properties for each field mentioned above. With the volume selected, you can add the '''Volume Captured''' event, with a link for each of the above kismet links, which you can then tie to any other kismet mumbo-jumbo you choose.
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'''For Territorial gameplay these dependencies are ignored.'''
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=== Push ===
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Push works within the same confines as Territorial, but adds dependencies to the volumes. A volume is only able to be captured if the volumes it depends upon are also controlled, by the capturing team.
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==== UnrealEd Notes ====
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The exact same volume is used for Push, but in the properties you provide the array of dependencies for a given territory.
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=== Tainted ===
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=== Three ===
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=== DeathRun ===
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=== Resources ===
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== UI Details ==
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=== Menu System ===
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=== HUD ===
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=== Special ===

Latest revision as of 02:08, 18 November 2012

Code Name: Solarity
Genre FPS/TPS
Release Date December 2012
Multiplayer Yes

Contact: Bob@Gneu.org
Website: http://blog.gneu.org

Overview / Setting

Game Modes

Each of two teams is provided with an allocation of assaulters for a given resource. This allocation will scale based upon the number of available players involved in the conflict. This leads to smaller incursions being easier to maintain, and large scale battles being more tense and involved. The allocation will scale based upon the results of the last 5 battles, more success means fewer assaulters provided.

The teams continue to battle, unless otherwise stated, until either 80% of the players on a team decide to surrender or they run out of their allocated assaulters.

Territorial

Zones are defined on the map, each with a given set of parameters for the number of players required to capture it and the length of time required to occupy a given territory before it is considered captured.

Points are awarded to each side based upon the number of zones controlled. If one team takes possession of all of the zones they relinquish a handful of their allocation for use in another battle.

Kismet

Each zone maintains its state, and fires off a kismet event for each of four changes in possession:

  • Red Captured - Red team captures
  • Blue Captured - Blue team captures
  • Released - No team controls
  • Contested - Posessed by one team but the opposition is attempting to capture it.

When a zone is contested for less than its given time, it will return to its previous state (not throwing the resulting capture event.

UnrealEd Notes

A volume is provided, TerritorialVolume, for use in the editor. It is placed in the same fashion as the other special volumes. The volume has a set of properties for each field mentioned above. With the volume selected, you can add the Volume Captured event, with a link for each of the above kismet links, which you can then tie to any other kismet mumbo-jumbo you choose.

For Territorial gameplay these dependencies are ignored.

Push

Push works within the same confines as Territorial, but adds dependencies to the volumes. A volume is only able to be captured if the volumes it depends upon are also controlled, by the capturing team.

UnrealEd Notes

The exact same volume is used for Push, but in the properties you provide the array of dependencies for a given territory.

Tainted

Three

DeathRun

Resources

UI Details

Menu System

HUD

Special