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Sumea Mod State

  • In my first and previous post in this game dev log entry, I had written that I wanted to do a game which was a collection of simple retro games. Unity released a new major release (2019.3) while I was putting the initial project together, and I…

  • Well, I'm making a game . I'm spending the next few weeks on making a small game to showcase the gamedev log feature on tsumea where any member can create a game entry and other members can post journal posts with art, music or just development…

  • Just a test #2. Still working on the new section.

  • So, I got a Commodore 64 when I was in the 4th grade. It came bundled with a Rolf Harris picture building program on casette tape which never loaded properly but from what I could tell by its box cover, you could build pictures from a selection…

  • Yes, the site looks very different and I've had to prematurely switch to this new theme that I'm working on for a few reasons, the main one is that changing certain aspects of the site to fit the new theme will affect how the old one looks for…

  • (this is just a test, please ignore this entry)

    Here is some of my old work.. the first pic is of a 3d model of a human head I was working on about 2 years ago in 3dsmax, using nurbs. If I had to do it again, I wouldn't model a head with…

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Submitted by souri on

Ok, this thread is where we are at, which I will update as it progresses so we know what we need. At the moment we're currently doing this:

What to do:

1. Mod ideas. Currently defining classes, gameplay specifics, implementing some basic features.
2. Sumea modeller challenge #7, challenge to model and texture characters.
3. Level designers to start creating levels to work with. This can be done now!!!

What's been done:

1. Mcdrewski has created the Sumea mod repository. You can download all the updates on how the mod is progressing there.
2. Kezza has been looking into Unreal Tournament 2004 and scripting. He's done character classes, radar, and other things.

Who's currently doing what:

Azmodai, Souri, Nibbles, Killa Dee - working on a map each
Mcdrewski - running the repository, and overviewing project, GUI
Kezza - overviewing scripting and modifications, if you want to help out here, ask him what needs to be done!

Submitted by mcdrewski on Thu, 27/01/05 - 4:12 AMPermalink

This is a summary of the ideas going on in the [url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=2681"]Sumea Mod Ideas thread[/url]. I'll keep updating it as we go so there's one clear spot to look for the summary. Please post comments to [url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=2681"]the other thread[/url], or PM me directly.

Summary

All the world's a stage,
And all the men and women merely players:
They have their exits and their entrances;
And one man in his time plays many parts

As You Like It - William Shakespeare

"The Sumea Mod" is a futuristic class-based, team co-operative play mod for Unreal Tournament 2004. The gameplay is focussed on team co-operation over annihilation, and the levels are designed so that objectives can only be completed by different classes working together.

Some might see this as an almost pathalogical attempt to mimic the co-operation between developers, artists, modellers and so on in the Australian/New Zealand Game Development Industry ([url="http://www.sumea.com.au"]the industry that Sumea supports[/url]). Actually, we assure you that most of us keep our heavy rocket launchers and fusion jumppacks purely for weekends, and hardly ever take them to work.

...one man in his time plays many parts... Character Classes

To try and keep this thing to a managable size, we've pretty much settled on three character classes. However we haven't really made too many decisions on what abilities those characters will have.

We're looking for concept artists at the moment to give inspiration for these very generic descriptions, so get out those tablets, pencils and markers! What we know, and what we think about them, though, is as follows:

The "heavy"

Heavily armoured and carrying a huge load of firepower, these slow moving characters are the mainstay of the infantry. They can launch rockets or mortars to targets which have been marked for them by another class.

The "support"

Moderately armoured and much quicker movers, these characters are demolitions specialists first, and soldiers second. They can resupply the heavies with ammunition, and can drive vehicles and operate machinery that's crucial to meeting the team's objectives. They're no slouches in the firepower department though, carrying a flamethrower (or something) to take the fight to the enemy.

The "covert"

Lightly armoured, the coverts are fast when required, and meticulous and silent when they choose. From afar, their sniper scope can help them take out unsuspecting targets, while at close quarters they carry a weapon that brings silent death to those not paying attention. However, we think that they'll also be healers somehow, perhaps using a weapon or vehicle to restore health to their teammates. We're not quite sure if they will be able to 'cloak' themselves, or simply disguise themselves as the opposition. Perhaps they can mark targets for their heavily armoured brethren.

Ideas for character designers

We've collected a smattering of fleshed-out, (and some with no flesh at all) ideas on character 'styles' and abilities below. For some of them , it's obvious which class should get them, but the rest will probably be shuffled around to balance out the classes if they're used at all. If something in here strikes a chord, then why not post your flash of inspiration in the ideas threads, or knock up a concept piece for the concept thread?

  • Urban Primitive : The Wizards and Barbarians of the worst hollywood B-grade fantasy/action movie have suddenly been transported by a big-budget sci-fi time machine to the year 2500AD. After a few years of training with machine guns and rocket launchers, they're sent out do do battle.
    - "Red barbarian needs grenades badly!"
    - "Where are my newts?! I need them to heal Uglak!"
  • RTS meets FPS : Escapees from your favourite techno RTS game are thrust into the FPS universe. One "builder"-esque class carries a weapon which can build/repair/injure units depending on how it's used. It repairs the other units (infantry/covert) using resources scavenged from the field of battle.
  • Glowy bits : Instead of coloured armour or insignia, teams are distinguished by different coloured "glowy bits"
    - I really should have thought of a good way to summarise this better

...all the men and women merely players... Player abilities, weapons etc.

Here's the rest of the ideas we've got about abilities, weapons and vehicles. As before, some of them are obviously designed for certain classes, but the rest will be shuffled or kept for use in Sumea Mod 2.0.

Abilities

  • Foot Soldier/Infantry
  • Pilot/Aerial Assault (possibly using jetpack vehicle)
  • Heavy Weapon Specialist
  • Mortar/Smart-Missile operator
  • Mark target for mortar/missiles
  • Cloaking/Invisibility
  • Disguise (as either an enemy, or perhaps as an object?)
  • Assassin
  • Sniper
  • Hacker (ie: disabling computer terminals and defenses)
  • Ammunition Resupply
  • Demolitions
  • Medic/Resurrection
  • Heat/Xray vision (can spot cloaked enemies much more easily)
  • Set Mines
  • Construct Barriers or Defenses
  • Drive Vehicles
  • Self destruction
  • Disarm armed demolition packs
  • Capture objectives
  • Double jump
  • Lie prone

Weaponry

  • Light handgun with infinite ammo
  • Grenades smoke/flash/explosive?
  • "Standard" Machine gun
  • Rocket/Missile Launcher a-la Warhammer 40k
  • Heavy deployed machine gun
  • Guided missile
  • Flamethrower
  • Dynamite
  • Air/Artillery strike
  • Contact or Proximity Mines
  • sniper rifle
  • silent close-quarters assasination/disabling weapon
  • "buffer"/nanite pipe/link gun - strips health from opponents, gives health to friends

Vehicles

  • "Mount" (perhaps a transport for heavies?, or an ambulance for someone playing medic duties?)
  • Mortar
  • Machinegun Turrets (remote controlled/proximity/manual)
  • Vehicle to satisfy Objectives
  • Jetpack
  • Shields

All the world's a stage... Maps and Levels

Style

So we've decided that the mod will be futuristic. Other than that we're kind of leaving it up to the concept artists and level designers to create the world. Completely different map styles and worlds are fine, so long as they foster co-operation in order to satify the map's objectives. The current setting ideas and elements that we're working with are:

  • Urban jungles, concrete and neon.
    - Lots of close quarters firefights
    - Choke points
  • Large open spaces (a-la BF1942)
    - Sniping from afar
    - Painting targets for artillery strikes
    - Vehicles to move slower units around

Most ideas at the moment seem to be more focussed on the urban jungle feeling, but don't let that stop you from making your detailed replica of the craters and canyons of Mars if that's what you want!

...have their exits and their entrances... Objectives, Death and Respawning

Generic Mission Objective Ideas

One thing that this mod won't focus on is the deathmatch/fragcount sort of objective. Sure, you could choose to play the maps that way, but only by ignoring the actual mission objectives - and why would you do that? After all, in most cases there will be multiple objectives per map, so there's a lot to do...

Our current list of generic objective types are:

  • Escort : ensure that an AI pilotted vehicle or mob reaches a target area / prevent it reaching that area
  • Pizza Delivery : drive vehicle to area / prevent it reaching that area
  • Attack : disable some emplacement / defend the emplacement
  • Sanctions : hold control points to accumulate points / hold control points to deny points to your opponent

Ideas for level designers

We've had a lot of great ideas for things and gameplay rules to put in our levels and maps. Here are as many as we can tell you about without succumbing to madness:

  • Team Conversion : Just like "Red Rover", When you kill an enemy they change sides.
    - For example, zombies turn humans into other zombies...
    - Would probably require large numbers of small teams
  • Multiple ways to satisfy objectives : Disable objective through
    - Heavy Weapons fire,
    - Demolition or
    - 'Hacking' power supply
  • Radar Towers : When 'owned', enemies appear on team HUD. Coverts can convert towers from other team/neutral.
  • Temporary effects : Turn off defense emplacements/barriers for a short time hack system?
  • Geographically distinct objectives : power supply or computer terminals for objectives are distant from their effects.
  • Unspoken co-operation : A vehicle being escorted contains some thing which should not be attacked. if it escapes it 'wreaks havok' on both teams, so there's an implicit agreement not to shoot the vehicle.
    - Perhaps the thing is a Godzilla-like creature?
    - Perhaps the thing is a plasma-ball-shooting energy being?
  • Counter-Op : Two teams race along parallel but converging paths to a common goal. Think "It's a Knockout" (or "Gladiators" to you young tykes) on steroids.
    - Perhaps also has mutually exclusive objectives (collect energy balls/destroy energy balls)
  • AI vehicles : A vehicle on rails moves slowly through the map, stopping at obstructions
    - Could be an escort type mission
    - Could be a tug-of-war type mission

Respawning

We haven't discussed this yet, since we're such L337 gamers that we never actually suffer the indignity of being killed. Or perhaps we're just too ashamed to be the first to ask the question.

Maybe we'll spawn immediately,come in as reinforcements every minute, or only respawn when raised by a medic. We'll work it out as we go along...

Posted by souri on

Ok, this thread is where we are at, which I will update as it progresses so we know what we need. At the moment we're currently doing this:

What to do:

1. Mod ideas. Currently defining classes, gameplay specifics, implementing some basic features.
2. Sumea modeller challenge #7, challenge to model and texture characters.
3. Level designers to start creating levels to work with. This can be done now!!!

What's been done:

1. Mcdrewski has created the Sumea mod repository. You can download all the updates on how the mod is progressing there.
2. Kezza has been looking into Unreal Tournament 2004 and scripting. He's done character classes, radar, and other things.

Who's currently doing what:

Azmodai, Souri, Nibbles, Killa Dee - working on a map each
Mcdrewski - running the repository, and overviewing project, GUI
Kezza - overviewing scripting and modifications, if you want to help out here, ask him what needs to be done!


Submitted by mcdrewski on Thu, 27/01/05 - 4:12 AMPermalink

This is a summary of the ideas going on in the [url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=2681"]Sumea Mod Ideas thread[/url]. I'll keep updating it as we go so there's one clear spot to look for the summary. Please post comments to [url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=2681"]the other thread[/url], or PM me directly.

Summary

All the world's a stage,
And all the men and women merely players:
They have their exits and their entrances;
And one man in his time plays many parts

As You Like It - William Shakespeare

"The Sumea Mod" is a futuristic class-based, team co-operative play mod for Unreal Tournament 2004. The gameplay is focussed on team co-operation over annihilation, and the levels are designed so that objectives can only be completed by different classes working together.

Some might see this as an almost pathalogical attempt to mimic the co-operation between developers, artists, modellers and so on in the Australian/New Zealand Game Development Industry ([url="http://www.sumea.com.au"]the industry that Sumea supports[/url]). Actually, we assure you that most of us keep our heavy rocket launchers and fusion jumppacks purely for weekends, and hardly ever take them to work.

...one man in his time plays many parts... Character Classes

To try and keep this thing to a managable size, we've pretty much settled on three character classes. However we haven't really made too many decisions on what abilities those characters will have.

We're looking for concept artists at the moment to give inspiration for these very generic descriptions, so get out those tablets, pencils and markers! What we know, and what we think about them, though, is as follows:

The "heavy"

Heavily armoured and carrying a huge load of firepower, these slow moving characters are the mainstay of the infantry. They can launch rockets or mortars to targets which have been marked for them by another class.

The "support"

Moderately armoured and much quicker movers, these characters are demolitions specialists first, and soldiers second. They can resupply the heavies with ammunition, and can drive vehicles and operate machinery that's crucial to meeting the team's objectives. They're no slouches in the firepower department though, carrying a flamethrower (or something) to take the fight to the enemy.

The "covert"

Lightly armoured, the coverts are fast when required, and meticulous and silent when they choose. From afar, their sniper scope can help them take out unsuspecting targets, while at close quarters they carry a weapon that brings silent death to those not paying attention. However, we think that they'll also be healers somehow, perhaps using a weapon or vehicle to restore health to their teammates. We're not quite sure if they will be able to 'cloak' themselves, or simply disguise themselves as the opposition. Perhaps they can mark targets for their heavily armoured brethren.

Ideas for character designers

We've collected a smattering of fleshed-out, (and some with no flesh at all) ideas on character 'styles' and abilities below. For some of them , it's obvious which class should get them, but the rest will probably be shuffled around to balance out the classes if they're used at all. If something in here strikes a chord, then why not post your flash of inspiration in the ideas threads, or knock up a concept piece for the concept thread?

  • Urban Primitive : The Wizards and Barbarians of the worst hollywood B-grade fantasy/action movie have suddenly been transported by a big-budget sci-fi time machine to the year 2500AD. After a few years of training with machine guns and rocket launchers, they're sent out do do battle.
    - "Red barbarian needs grenades badly!"
    - "Where are my newts?! I need them to heal Uglak!"
  • RTS meets FPS : Escapees from your favourite techno RTS game are thrust into the FPS universe. One "builder"-esque class carries a weapon which can build/repair/injure units depending on how it's used. It repairs the other units (infantry/covert) using resources scavenged from the field of battle.
  • Glowy bits : Instead of coloured armour or insignia, teams are distinguished by different coloured "glowy bits"
    - I really should have thought of a good way to summarise this better

...all the men and women merely players... Player abilities, weapons etc.

Here's the rest of the ideas we've got about abilities, weapons and vehicles. As before, some of them are obviously designed for certain classes, but the rest will be shuffled or kept for use in Sumea Mod 2.0.

Abilities

  • Foot Soldier/Infantry
  • Pilot/Aerial Assault (possibly using jetpack vehicle)
  • Heavy Weapon Specialist
  • Mortar/Smart-Missile operator
  • Mark target for mortar/missiles
  • Cloaking/Invisibility
  • Disguise (as either an enemy, or perhaps as an object?)
  • Assassin
  • Sniper
  • Hacker (ie: disabling computer terminals and defenses)
  • Ammunition Resupply
  • Demolitions
  • Medic/Resurrection
  • Heat/Xray vision (can spot cloaked enemies much more easily)
  • Set Mines
  • Construct Barriers or Defenses
  • Drive Vehicles
  • Self destruction
  • Disarm armed demolition packs
  • Capture objectives
  • Double jump
  • Lie prone

Weaponry

  • Light handgun with infinite ammo
  • Grenades smoke/flash/explosive?
  • "Standard" Machine gun
  • Rocket/Missile Launcher a-la Warhammer 40k
  • Heavy deployed machine gun
  • Guided missile
  • Flamethrower
  • Dynamite
  • Air/Artillery strike
  • Contact or Proximity Mines
  • sniper rifle
  • silent close-quarters assasination/disabling weapon
  • "buffer"/nanite pipe/link gun - strips health from opponents, gives health to friends

Vehicles

  • "Mount" (perhaps a transport for heavies?, or an ambulance for someone playing medic duties?)
  • Mortar
  • Machinegun Turrets (remote controlled/proximity/manual)
  • Vehicle to satisfy Objectives
  • Jetpack
  • Shields

All the world's a stage... Maps and Levels

Style

So we've decided that the mod will be futuristic. Other than that we're kind of leaving it up to the concept artists and level designers to create the world. Completely different map styles and worlds are fine, so long as they foster co-operation in order to satify the map's objectives. The current setting ideas and elements that we're working with are:

  • Urban jungles, concrete and neon.
    - Lots of close quarters firefights
    - Choke points
  • Large open spaces (a-la BF1942)
    - Sniping from afar
    - Painting targets for artillery strikes
    - Vehicles to move slower units around

Most ideas at the moment seem to be more focussed on the urban jungle feeling, but don't let that stop you from making your detailed replica of the craters and canyons of Mars if that's what you want!

...have their exits and their entrances... Objectives, Death and Respawning

Generic Mission Objective Ideas

One thing that this mod won't focus on is the deathmatch/fragcount sort of objective. Sure, you could choose to play the maps that way, but only by ignoring the actual mission objectives - and why would you do that? After all, in most cases there will be multiple objectives per map, so there's a lot to do...

Our current list of generic objective types are:

  • Escort : ensure that an AI pilotted vehicle or mob reaches a target area / prevent it reaching that area
  • Pizza Delivery : drive vehicle to area / prevent it reaching that area
  • Attack : disable some emplacement / defend the emplacement
  • Sanctions : hold control points to accumulate points / hold control points to deny points to your opponent

Ideas for level designers

We've had a lot of great ideas for things and gameplay rules to put in our levels and maps. Here are as many as we can tell you about without succumbing to madness:

  • Team Conversion : Just like "Red Rover", When you kill an enemy they change sides.
    - For example, zombies turn humans into other zombies...
    - Would probably require large numbers of small teams
  • Multiple ways to satisfy objectives : Disable objective through
    - Heavy Weapons fire,
    - Demolition or
    - 'Hacking' power supply
  • Radar Towers : When 'owned', enemies appear on team HUD. Coverts can convert towers from other team/neutral.
  • Temporary effects : Turn off defense emplacements/barriers for a short time hack system?
  • Geographically distinct objectives : power supply or computer terminals for objectives are distant from their effects.
  • Unspoken co-operation : A vehicle being escorted contains some thing which should not be attacked. if it escapes it 'wreaks havok' on both teams, so there's an implicit agreement not to shoot the vehicle.
    - Perhaps the thing is a Godzilla-like creature?
    - Perhaps the thing is a plasma-ball-shooting energy being?
  • Counter-Op : Two teams race along parallel but converging paths to a common goal. Think "It's a Knockout" (or "Gladiators" to you young tykes) on steroids.
    - Perhaps also has mutually exclusive objectives (collect energy balls/destroy energy balls)
  • AI vehicles : A vehicle on rails moves slowly through the map, stopping at obstructions
    - Could be an escort type mission
    - Could be a tug-of-war type mission

Respawning

We haven't discussed this yet, since we're such L337 gamers that we never actually suffer the indignity of being killed. Or perhaps we're just too ashamed to be the first to ask the question.

Maybe we'll spawn immediately,come in as reinforcements every minute, or only respawn when raised by a medic. We'll work it out as we go along...