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Tucker933

Time of War - GD Doc

I initially wrote this up about 8 years ago when I was trying to get more seriously into game development, beyond just the contract FX work I'd been doing. My idea was originally to find a way to make a PvP game incorporate time-travel as a main mechanic and how that could be balanced out. I had a small team going but we didn't make it far beyond a very basic level and some concept art (by @Risk and sprinkled throughout the post here). The following is the Design Document I wrote up, which was of course never complete, but I figured I'd post it here because there hasn't been any chance of me picking it up again in a long time. Some weapon concepts here might be familiar in Phoenix; this is actually where I first came up with them.

 


 

 

Base Concept

A multiplayer FPS game focusing on time-travel mechanics between two eras. The different team's equipment and point in time do not independently balance against each other, but instead compliment. For example, while one team may have more advanced/capable weaponry and equipment, they fight an "uphill" battle against a foe capable of manipulating the playing field in both eras of time simultaneously. The travel between the two eras is done either through a set of node structures on the map for infantry, or vehicles which are able run their engines to charge their capacitors for the jump.

 

 

Kf06wnh.jpg

 


Levels

  • The playing fields will consist two levels running in tandem. One is set as the Past (1980) and the other as the Future (2040), the levels will be geographically very similar, as they're to represent the same location at different points in time. Lighting and lushness of the natural scenery would be a couple examples of the visual difference between these two levels. The playing field will be for two teams of 16 (32 in total). Each team will begin in their corresponding era, and fight for control of both.
  • The 1980 bases in the future will look battle torn and desolate, showing that this future was the result of the failed 1980 uprising, and this is their chance to rewrite history with the new time-travel technology.
  • Each base has a vehicle repair structure and guardian emitter tower. The repair structure features a garage that replenishes 25hp of vehicle health per second, while the emitter tower emits 1-3x Guardian based upon proximity, up to 15 meters.

 


Nodes

  • Infantry time-travel and secondary team spawning are controlled by two capturable "nodes" in each era (physical total of four). Each team has their own respectable node on their half of each level. Players who choose to spawn on a node will spawn in their home era, however they can they easily travel to the opposite era by foot through the node itself.
  • At game start, both nodes are neutral and can only be captured by their respectable teams, however they can be neutralized by the enemy. Capturing, neutralizing, or contesting a node requires a physical presence, and will affect both ends of the node simultaneously, as they are technically the same object. The time required to capture/neutralize a node varies based on the amount of players on either end attempting to control the point, a minimum time (10 players uncontested) being 30 seconds, longest time (single player uncontested) being 60 seconds.

 


Point System

Players earn points based on their performance in three different categories, allowing for the game to more appropriately reward players based on their play styles.


Point Types

  • Group: These points count towards the selection of Team Leaders, and are earned from kill types when a player is within a certain proximity to at least 2 other teammates. Team Leaders have a 50% health buff, radiate Guardian benefits to surrounding teammates, and make the more tactical decisions for a team. See "Group System" below for more information.
  • Independent: These points are earned when there are less than 2 other friendly players in close proximity. The points count towards supplies such as ammo replenishment for all weaponry, or special weapons unattainable any other way. Supply choices are made by the player, rather than randomized. The players points will reset to 0 every time the resupply threshold is met, which is about 1000.
  • Vehicular: These points are earned while in use of a vehicle, and automatically change hands from the driver to any teammate that makes a repair to their vehicle. Repairs can only be made when the driver has points to give and at one specific location on the hull at a time, which alternates in random order between about 5 different points. Each repair location restores 5% of health to the vehicle, and costs an exchange of 25 points. The multiple randomized repair points means that anyone has a chance to get in on repair points, and keeps players active so that they can't just use vehicles as a shield while repairing.

Point Values

Kill: 100 points.

Leader Kill: 150 points.

Traitor Kill: 200 points.

Headshot: 25 extra points.

Kill Assist: Percentage of health damage done (1 - 100 points).

Combo Kills: Multiples of 50 extra points.

Destroyed Vehicle: 50 points.

Node Capture/Neutralize: 250 points.

 


Group System

  • Each team will have an automatically-assigned leader at the end of every 5 minute gameplay interval, based on their performance in a group. The member with the highest number Group Points at the end of each interval will be promoted to Team Leader. Leaders have a 50% health buff and make the more tactical decisions, such as where to direct the bulk of the team. The first leader selection will take place 5 minutes after game start, to allow players to earn their points.
  • Each player also has the option when respawning to spawn on their Team Leader, regardless of the era. The team leader also radiates "Guardian" to teammates within a radius, to act as a reward to players who stick with the leader and work together.

 


Traitor System

This is the autobalance system, where the a text warning is displayed 5 seconds after teams become unbalanced, stating that a member from greater team will defect in 15 seconds (if the balance isn't otherwise resolved by players joining, leaving, or manually switching). Neither team leaders nor persons in a vehicle can be autobalanced. Whenever a player is autobalanced, they aren't automatically killed, their allegiance is simply changed, forcing them to fight their way over to their new team or die trying. If the newly allegianced player survives to make it to friendly lines, they can earn 500 independent points by turning in "information" to the team's leader. "Information" informs the entire team about the enemy team's locations for a duration of 30 seconds as soon as it's turned in to the leader. If the newly allegianced player dies at any point they lose the "information", and they will they respawn just like anyone else on their new team; in the proper new equipment. Additionally, manual team switching can only be done once the player is already dead, so the Traitor System does not apply (to prevent abuse).

 


Guardian System

A proximity-based ability system which grants ammo regeneration at a specific rate. Guardian is emitted in leader groups, and around base spawn areas.

 


HUD

Players have a single-eye display attached to their helmet which takes up about a quarter of the upper left of the screen, where tactical data will be displayed. Any interaction with the display requires a button being held down which allows free use of a circular cursor, as if directed by eyeball. Text streams such as kills and chatter will appear in the bottom left of screen. There are no weapon reticles; players will rely on sights for accuracy. Use of a sight will only fill the right half of the screen.


Tactical Data

  • A full level mini-map will dominate most of the eye display, probably in the top left corner. Map consists of basic topography, node ownership, ally locations, and spotted enemies. Team Leaders may click on this map to drop up to 3 beacons visible from only the mini-map for their teammates.
  • Health and ammunition measurements will be located in the top right of the display, with health above ammunition. Ammunition would be displayed for the weapon held at the time as physical representations of mags or batteries, rather than a numeric value. When a weapon's ammo is not at maximum capacity, only the last ammo indicator that will show partial capacity. Partial batteries will be shown as a traditional battery indicator, with bars indicating the rough charge. Mags will be represented similarly, with what the rough level of projectiles would look like from a basic cross-section of the mag.
  • A circular field in the bottom right of the display will focus on the players local surroundings and orientation. The player location on this circular mini-map will always be dead center, with an angle extruding upward to the border of the circle, representing the players field of view within about 15 meters. The circular border will rotate independently, with North, East, South, and West designated.
  • There will be 3 names for each point type shown in the bottom left of the display. These names will be in descending order and consist of the witnessing player (regardless of their ranking), and the top 2 other members of the team. Each name on the list will have their rank as a prefix. An example of what this looks like, where *Tucker* is the witnessing player:

= GROUP =     = INDEP =     = VEHICLE =
1 - Bobby        1 - Jimmy       1 - *Tucker*
2 - Timmy        2 - *Tucker*   2 - Dale
5 - *Tucker*     3 - Bill            3 - Jimmy

 


1980 Team

Spoiler

Player Biped

Camouflaged solider with headset and eyepiece display standing about 2 meters tall with 100hp of health.

u9116Il.png More Concept Art

 

Weapons

Impaler

Function: Fully-automatic weapon which fires fast solid projectiles with decent accuracy up to medium ranges. Upon impact with a medium density surface like dirt, the projectile detonates on impact, however high density surfaces like rock or metal will cause it to ricochet and then detonate a second later. Direct hits from this projectile deals 15hp, while the splash damage deals 5hp.

Aesthetics:
-Weapon: Small but proportionally thick rifle, or something.
-Projectile: Thick contrail.


Rad Pistol - Concept Art

Function: Single-fire weapon which accurately fires fast projectiles with perfect accuracy and a drop. Projectile has a 3 second lifespan and embeds into any solid surface, dealing 10hp of damage per second for the remainder of its lifespan. Weapon features a 6 round mag.

Aesthetics:
-Weapon: Pistol that looks as if it contains radioactive elements.
-Projectile: Projectiles initially glow with an intense radioactive green lens flare, fading out over its lifespan.


Carbine

Function: Semi-automatic weapon which fires 3 instant projectiles per shot (not burst fire), at a medium-high rate of fire. Good accuracy at medium ranges if fired slowly, however spread will increase greatly if fired rapidly, which is fantastic for close range. Each projectile deals 8hp damage, and the weapon features an 18 round mag.

Aesthetics:
-Weapon: Bullpup with three small barrels.
-Projectiles: Thin orange contrail.


Sniper

Function: Bolt-action weapon which fires instant projectiles with perfect accuracy, dealing 60hp damage per shot and capable of headshots. Weapon has a 3 round mag, and features a scope for long range use.

Aesthetics:
-Weapon: Traditional optical scope mounted on the top of the weapon. Mag functions much like on the M1 Garand. Muzzle brake with two top-mounted vents at about a 90 degree offset from each other, and angled back towards the user at 45 degrees. This nullifies any kick, and creatures a V shape so that the operator can still see through the ventilation to their target.
-Projectile: Very distinctive contrail.


Toaster - Concept Art

Function: Single-fire shotgun which fires 12 instant incendiary projectiles in a wide spread, which will ignite any dry surface on impact. 10hp of damage is dealt per projectile on impact, while any ignited surface emits 5hp of damage over a burn duration of 2 seconds within the radius of the visual.

Aesthetics:
-Weapon: Single wide break-action sawed-off barrel.
-Projectiles: White-hot contrail, and creates small flames on impact with any dry surface for 2 seconds.


Pitcher

Function: Single-fire weapon which accurately fires fist-sized metal slugs by means of revable roller wheels. Rollers spin up to full speed after two seconds of trigger depression, launch immediately, and then come to a full stop. Projectile flies with a droop, and shatters on impact with hard surfaces such as metal or rock. Projectile deals 150hp damage with a direct hit, and only does splash damage if it shatters on impact with a hard surface, dealing 15hp per spewed shrapnel projectile. Each "mag" holds 3 projectiles.

Aesthetics:
-Weapon: Large weapon with roller wheels partially visible. Barrel consists of ramped rails to launch the projectile at a slight upwards angle.
-Projectile: Fist-sized shiny metal cannonball thing. Large plume of smokey and chunky particles shoot out of impact point on dirt materials.


Spearhead Launcher (Special)

Function: Weapon fires a single tracking missile that only locks on to vehicles. Missile transitions halfway to its target into a rapid non-tracking projectile that's oriented directly forwards. Second projectile deals 150hp of splash damage within a small visual fireball, falling off to as low as 15hp of damage in the outer radius.

Aesthetics:
-Weapon: Rocket launcher type thing. Sparks shoot out the front of the launch tube after the projectile departs, as well as lingering smoke that oozes for about one second.
-Projectile: Missile rolls along its axis as it arcs in flight, guided by a trio of intensely blue nose thrusters, which leave a triple helix contrail in its wake. The missile contrails sparkle with small bright particles within their cloud. Stabilizing fins are mounted on the front of the missile. Transition into second projectile happens with a small explosion and loud crack.


Proxy (Special)

Function: Semi-auto weapon which fires small explosive projectiles with a slight arc. The projectiles automatically detonate when within a one meter proximity to any solid surface. Projectiles only arm one second after being fired, so that they cannot easily detonate within range of the user. The projectiles bounce off of surfaces if not yet armed.

 

Equipment

  • Chaff Grenades: Harmless grenades which upon detonation disperse enough smoke and chaff to lightly impair vision and completely block sensors for a short amount of time within their radius.
  • Frag Grenades: Upon detonation, 40hp of splash damage is inflicted within the visual ball of smoke and fire, plus an additional 180 degrees of potential shrapnel impacts with damage multiplicative of 10hp.

 

Loadouts

  1. The Guerrilla: Impaler + Rad Pistol + Frag Grenades
  2. The Marksman: Carbine + Sniper + Chaff Grenades
  3. The Indelicate: Pitcher + Toaster + Frag Grenades

 

Vehicles

The time travel mechanic for vehicles relies on generating power from their engine to charge their capacitors before initiating a jump. Vehicles may be revved at a standstill so that driving around isn't necessary, however either way will charge the capacitors similarly. Capacitors will begin to drain rapidly if the engine is no longer running, while just idling the engine will slow the natural drain on the capacitors. These capacitors are also a weakpoint, which can be destroyed to prevent the vehicles travel through time.

 

LRV

Light reconnaissance vehicle with mounted turret controlled by a secondary player partially exposed on the top of the vehicle. Vehicle also seats and additional two other exposed players, which can make use of their personal weaponry. Turret burst-fires 5 projectiles per second with loose accuracy, and another one second delay in between shots. Weapon can be fired constantly for up to 25 shots before the weapon overheats. Projectile has tiny splash damage which deals 5hp, while direct hits deal an extra 20hp of damage.

 

Tank

Function: Large and heavily armored tank featuring a large cannon as its primary armament. Secondary armament is a short-range flak launcher which can generate a narrow field of explosions and shrapnel a short range in front of the vehicle. These flak explosions are capable of detonating rockets and other large projectiles in flight. Cannon projectile deals 150hp of splash damage within the visual fireball, falling off to as low as 30hp of damage in the outter radius. Vehicle also features a second seat for the control of a top-mounted turret comparable to the LRV's.

Aesthetics:
-Weapon: Cannon is stabilized by means of a muzzle brake with two top-mounted vents at about a 90 degree offset from each other, and angled back towards the turret at 45 degrees. This nullifies any kick, and creatures a V shape so that the operator can still see through the ventilation to their target.

 


2040 Team

Spoiler

Player Biped

Lightly armored and helmeted solider standing just over 2 meters tall with 100hp of health and an extra 20hp of regeneratable shields. Hitboxes may be slightly larger than 1980's biped.

n9Mh2Oy.png More Concept Art

 

Weapons

Director

Function: Fully-automatic energy weapon that fires small fast projectiles at a high rate of fire which are guided by the weapon. The projectiles move rapidly, and follow the weapons aimpoint no matter their orientation, however they don't pathfind. Each projectile deals 15hp of damage.

Aesthetics:
-Weapon: Energy rifle with a small dish (grid-like?) around the barrel of the gun as if for focusing its projectiles.
-Projectile: Consists of a bright lens flare that changes color based on perspective. Appears blue when approaching, and red when moving outwards, while from a perpendicular perspective it shifts from blue to white to red as it moves. This phenomenon is known as the Doppler Effect for light, although in the real world it's only noticeable with much faster moving objects. Real science only gets in the way!


Piercer

Function: Semi-automatic electromagnetic rifle which fires instant projectiles with high accuracy up to medium ranges. The weapon has unlimited power, however the ability to fire is based upon the ammunition available, and the charge of its capacitors, which suffer a 10% drain after each shot is fired. The mag holds 50 projectiles, and the capacitors will recharge on their own at a rate yet to be decided. The weapon also features an invisible laser sight with a clear detection panel for visualizing it, as well as those belonging to other players. Each projectile deals 15hp of damage, and is capable of headshots to unshielded targets. The projectiles can over-penetrate soft targets like unshielded bipeds, but lose a third of the original damage after each penetration (15 -> 10 -> 5).

Aesthetics:
-Weapon: Electromagnetic rifle with detection Detection panel is mounted on top of the barrel near the front of the weapon. Laser sight is a deep red. Capacitors are partially exposed and visually apparent to the user, so that they can gauge their charge. The capacitors glow as if hot when fully charged, and are completely dim when drained.
-Projectile: Very small bright white contrail.


Laser Cannon

Function: *MAKE IT SO IT HAS A 1 SECOND CHARGE TIME* Pulse-laser weapon that fires instant projectiles with perfect accuracy, and features a scope for long ranged engagements. The weapon has unlimited power, however the ability to fire is based upon the charge of its capacitor, which suffers a 20% drain per second when the weapon is fired. The capacitor will recharge on its own at a rate yet to be decided. Each battery has enough energy for 20 seconds of use, while the capacitor will drain after 5 seconds of use. The laser delivers between 10hp and 40hp of damage per second, depending on range.

Aesthetics:
-Weapon: A single large capacitor is partially exposed and visually apparent to the user, so that they can gauge their charge. The capacitor glows as if hot when fully charged, and is completely dim when drained. When in use, the weapon shines a bright lens flare from the barrel at a very low cone angle towards the target, which betrays the user to the victim.
-Projectile: Bright red laser beam which pulsates, and gradually loses intensity over distance. Dynamic light with a narrow mask and a high emission radius originating from the point of projectile origin on the weapon.


Spaz

Function: Semi-auto shotgun which fires 5 very rapid energy projectiles that are guided by an invisible tube, which provides a "surface" for them to bounce off of in flight. Weapon holds no more than 3 shells at a time, each of which is reloaded individually. Each projectile deals 15hp of damage.

Aesthetics:
-Weapon: Single thick-barreled shotgun with donut-like geometry with roughly the width of the aforementioned invisible tube. The donut is mounted about halfway down the barrel, glows dimly, and "explodes with energy" when the weapon is fired. The shells are similar in shape to traditional shotgun shells, however they should look very different. Shell port should probably be on the left side of the weapon, and eject out the right side when fired.
-Projectiles: Light blue and emits a bright blue horizontal short-lived lens flare whenever they bounce against the invisible tube. Each projectile features a relatively long contrail.


Demostrator

Function: Fully automatic and accurately fires small explosive projectiles from an 8 round mag. The projectile has a small drop, and can attach to almost any surface it contacts. Upon attachment, the projectile gives off a short audible and visual warning, before detonating in a small spherical explosion a second later. 25hp of damage is dealt within the visual explosion, falling off to 5hp in the outer radius.

Aesthetics:
-Weapon: Use your imagination, I have no idea.
-Projectile: Features a gold contrail, and upon attachment it flashes a small but bright light and sounds a short series of beeps.


Tracer (Special) - Concept Art

Function: Energy weapon which burst-fires 2 fast tracking projectiles per shot, which can be dodged by the target with a strafe. The weapon has unlimited power, however the ability to fire is based upon the charge of its capacitors, which suffer a 20% drain after each shot is fired. The capacitors will recharge on their own at a rate yet to be decided. The weapon features a small display for acquiring targets. Each projectile deals 20hp of damage.

Aesthetics:
-Weapon: Targeting display mounted on the top or left side of the weapon. Capacitors are partially exposed and visually apparent to the user, so that they can gauge their charge. The capacitors glow as if hot when fully charged, and are completely dim when drained.
-Projectile: Projectile is hot-pink or hot-orange, and features a short darker contrail. The projectile has a large flickering lens flare, and spark-like particles that shoot off in 360 degrees for the duration of its life. The spark-like particles are dense and fall towards the ground shortly after being dispersed, where they will persist and glow hotly, highlighting the path that the projectile took.


Wrath Cannon (Special)

Function: Single fire weapon which accurately fires a fast projectile, which on flyby emits short-lived child projectiles in a sphere. These child projectiles will track and impact any enemy targets within their very short range. Primary projectile deals 120hp of damage on impact, while child projectile each deals 5hp of damage.

Aesthetics:
-Weapon: Large rifle-sized weapon.
-Projectile: Primary projectile has is intensely green, generates a lot of light, and features a long stringy contrail with a wavering form. Child projectiles that are emitted on flyby have contrails imitating a double helix, giving the impression that they're spinning along their axis. The child projectiles detonate like flak either on impact with an object, or at the end of their life.


Dictator (Special)

Function: Single fire energy weapon which accurately fires a rapid projectile that is guided by the weapons focused electromagnetic fields. If line of sight from the weapon to the projectile is lost, the projectile spirals out of control along its original path, becoming much less accurate. The weapon has unlimited power, however the ability to fire is based upon the charge of its capacitors, which suffer a 30% drain after each shot is fired. The capacitors will recharge on their own at a rate yet to be decided. The weapon deals instant shield-only damage of 5hp per second wherever it's aimed, by means of the aforementioned electromagnetic fields. Each projectile impact deals 35hp of damage.

Aesthetics:
-Weapon: Rifle-sized weapon with two protruding electromagnetic rods aligned horizontally, which look energized regardless of capacitor charge. Forwards from each of these rods is a faint visual distortion, and doesn't over-penetrate objects much like a laser wouldn't. The purpose of the rods is to perfectly guide the projectile down its path. Capacitors are partially exposed and visually apparent to the user, so that they can gauge their charge. The capacitors glow as if hot when fully charged, and are completely dim when drained. Weapon features no iron sights, but instead relies on the visual distortion created by the rods for aiming.
-Projectile: Bright with a short contrail, and emits a dusty cloud.

 

Equipment

  • Chaff Grenades: Harmless grenades which upon detonation disperse enough smoke and chaff to lightly impair vision and completely block sensors for a short amount of time within their radius.
  • Frag Grenades: Upon detonation, 40hp of splash damage is inflicted within the visual ball of smoke and fire, plus an additional 180 degrees of potential shrapnel impacts with damage multiplicative of 10hp.

 

Loadouts

  1. The Guerrilla: Director + Charger + Frag Grenades
  2. The Marksman: Piercer + Laser Cannon + Chaff Grenades
  3. The Indelicate: Demostrator + Spaz + Frag Grenades

 

Vehicles

The time travel mechanic for vehicles relies on generating power from their engine to charge their capacitors before initiating a jump. Vehicles may be revved at a standstill so that driving around isn't necessary, however either way will charge the capacitors similarly. Capacitors will begin to drain rapidly if the engine is no longer running, while just idling the engine will slow the natural drain on the capacitors. These capacitors are also a weakpoint, which can be destroyed to prevent the vehicles travel through time.

 

LRV - Concept Art

Low-profile three-wheeled reconnaissance vehicle with mounted turret above the rear wheel and enclosed cockpit, which is controlled by a secondary player also protected within the vehicle. The front two wheels fork out in front of the vehicle like a tuning fork, with the pilots window near the rear center. Steering is controlled by the rear wheel, allowing the vehicle to make tight hairpin turns. Weapon can be fired constantly for up to 35 shots before the capacitors are drained. Projectile has tiny splash damage which deals 5hp, while direct hits deal an extra 10hp of damage.

 

Tank - Concept Art

Large armored vehicle featuring a high-velocity EM cannon which fires dense rails as its primary armament. Holding of the secondary trigger will expand four arms at the end of the cannon, which are initially folded down back towards the body of the vehicle. As the arms expand outwards to a maximum of 75 degrees, a regenerable shield will pop into existence between them, capable of deflecting most incoming projectiles. Shield will glow intensely, and inhibit gun depression due to greater footprint. When the cannon fires, the pulse of energy released will completely drain this protective shield. Cannon projectile deals 120hp of direct hit damage, and harpoons itself into solid surfaces, dealing only 30hp of splash damage within a small radius. Cannon projectile has collision when harpooned into surfaces. Vehicle also features a second seat for the control of a top-mounted turret comparable to the LRV's.

 

Pfhunkie, Sceny and Sunstriker7 like this

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It's a shame this most likely will never come to fruition. It looks really good and there are a lot of solid concepts.

Tucker933 likes this

4VWJfoZ.gif

"You fix my mistakes is what you do." - Tucker
"You're useless." - Tucker 2 minutes later

"You're sort of cool in some ways." - 002

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