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Author Topic: Occupation: Source  (Read 1912 times)

OccupationG

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Occupation: Source
« on: April 13, 2010, 07:45:52 PM »
Occupation: Source is a Realistic Open Combat First Person Shooter:

Occ ballistic realism: Projectiles are advanced every 1/10th of second, they drop and deviate in-flight, upon impact they expand and fragment, angle of impact effect penetration along with yield and tensile strength of the impact objects and the projectile. Upon boring bullets further expand and fragment, move from hit-box to hit-box internally. Entry and Exit checks are made when entering or exiting any object. Bullets can ricochet or obliterate. When a projectile (bullet or frag) slows to a low velocity a model is added in place of it. Key to Occ is not just the changing state of bullets (diameter,mass, form-factor) but the depth of penetration and energy dumped into the impact object while penetrating, boring and exiting.

Do players care if bullets expand, fragment and use real world physics to determine flight paths and target damage in an FPS? I have not seen any mod or commercial FPS distinguish between a graze and center mass hit like Occ does. Occ Players are also experiencing wound patterns similar to that of real gun shot victims. A lot of Arm thru and thru's then lodging in the torso region. Perhaps when Occ Combat Code lands itself in a polished FPS Game players will see the value of the fully modeled round.

« Last Edit: April 13, 2010, 08:09:27 PM by OccupationG »

KylerAdams

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Re: Occupation: Source
« Reply #1 on: April 13, 2010, 08:50:53 PM »
Pretty words, but do you have an actual storyline for the game, or is it just "russia attacks country, terrorists get n00ks, USA cums 2 save da day"?

James

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Re: Occupation: Source
« Reply #2 on: April 13, 2010, 08:55:18 PM »
Sounds somewhat manly. How can you tell that all of this is going on, though?

Simon

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Re: Occupation: Source
« Reply #3 on: April 13, 2010, 09:02:21 PM »
So it's one shot, one kill then ?
So yeah that's an interesting gameplay idea, but like Kyler asked anything else to show like story, character design or maps ?

OccupationG

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Re: Occupation: Source
« Reply #4 on: April 13, 2010, 09:04:37 PM »
Sounds somewhat manly. How can you tell that all of this is going on, though?

I coded it, and players gets a detailed Autopsy report when killed showing their impacts and their victims.

, and the storyline is : The Citadel has fallen and now humanity must get back up. With the alien nemesis defeated the surviving rebel army attempts to reestablish the rule of law. Unable to agree on whether to continue the Black Mesa experiments or to outlaw all alien technology the rebel army fractures into two rival factions: The Alliance and the Coalition. With the fall of the new alien enemy comes the return of the old enemy, ourselves. WELCOME TO THE OCCUPATION

Mainly because all I had were HL2 Models  :(

Hoping for more custom content so the Objectives can become more in depth. As far as the combat mechanics as a Shooter, it stands alone.

« Last Edit: April 13, 2010, 09:07:25 PM by OccupationG »

OccupationG

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Re: Occupation: Source
« Reply #5 on: April 14, 2010, 09:14:19 PM »
So it's one shot, one kill then ?
So yeah that's an interesting gameplay idea, but like Kyler asked anything else to show like story, character design or maps ?

Target Damage is a function of cavity size (bore area and length) the wound tract (hit boxes intersected) and the amount of energy lost by the projectile during bore. Human Bodies have a Composite Health calculated using 3 damage indicators, Body (physical condition), Response (awareness and nerve system) and Vitals (organ function and circulatory system). Death results when the Overall Health indicator falls below zero. Because the Vital damage is delayed a player can receive a FATAL wound and remain alive for a time (Dead Man Walking).