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Roadmap

glubsy edited this page Jul 8, 2015 · 15 revisions

Neotokyo:Revamp Design Reference (SDK2013)

Project early goals and scope:

  • Recreate Neotokyo mechanics in Source 2013 engine, along with some obvious bug fixing.

  • Make it a proof of concept for further discussions with original developers in hopes to get their approval for modifying original assets.

  • Create dependencies to Neotokyo art assets instead of directly copying them to the project, thus keeping it effectively open source.

  • Keep modified assets separate (if any) and make an installer (compressed file) to import them / link them, thus avoiding potential copyright issues if they arise before we manage to get into contact with the original Radi-8 team.

  • Release the engine modification as open-source.

  • Make Linux / SteamOS and Mac builds of the client. Make Linux builds for the server.

Possible extra goals:
  • Move the NT:R project to Source2 (or some promising engine) when the time arises.

  • Start a follow-up project further modifying Neotokyo gameplay, adding Steamworks or Steam workshop support.

Project phases

  1. Early phase of development: very basic stage where we figure out how to handle decompiling, recompiling, editing art assets, etc.

  2. Middle phase of development: porting is mostly possible without too much of a hassle. With flexibility in mind, we can look for ways to tweak things and make them prettier than they used to, but not change anything drastically.

  3. Late phase of development: we can add new assets to existing ones, add modified versions as potential candidates for default ones, add long term flexibility features.

1. Early stage:

Main menu: It can be exactly the same for now, no problem. Same background, same font (if necessary).

Game mechanics:

  • Capture the ghost only.

Maps: the reference maps we'll be working on first will be

  • nt_subsurface_ctg
  • nt_rise_ctg

Maps should be easily portable but will need to be recompiled. Might need the original VMF files for better results, and ask the original authors. Limit the number of ghost spawns to 3, preferably (to be done on case by case basis).

Materials: keep everything in place.

Player Models: keep everything in place.

Weapon models: keep everything in place.

Sounds effects: keep everything in place.

Team selection menu: keep everything in place.

Class selection menu keep everything in place.

Weapon selection menu keep everything in place.

Class abilities:

  • Recon: add invisibility
  • Recon: add super jump
  • Recon: add night vision (shader)
  • Assault: add invisibility
  • Assault: add sprinting
  • Assault: add motion vision (shader)
  • Support: add armor? (for future flexibility, would be nice to have the armor break down in tiny pieces)
  • Support: add thermo-optic vision (shader)

Game mechanics to be worked on

  • Bunny hopping for Recons.
  • Higher friction after sprinting, less sliding after a power jump.
  • Replicate player movement speed.
  • Replicate jump height.

HUD:

  • Keep the same layout and looks for now.
  • We can get rid of squads, the general consensus is that they are useless.
  • Remove the red icon warning when aiming at a team mate.
  • Switch the default crosshair for a custom one made.
  • Scoreboard: just keep the default one for now, whatever.

General bug fixes and features to be added:

  • Auxiliary power for every classes (we won't use it for support just now).
  • Team voice chat support, making sure it doesn't make SourceMod crash the server.
  • Make the pickup area for weapon smaller, preferably super small too.
  • Make gibs disappear as late as possible once on the floor.
  • Make weapons AND grenades persistent during the whole round.
  • Armed grenades which have not been thrown explode if the carrier dies.
  • Make blood decals last as long as possible (world AND player models).
  • Keep the logo spray feature available for everyone.
  • Fix the quick switch exploit which makes it easy to consecutively quick fire with the SRS.
  • Smoke effect on impact for most wall types.
  • First person death camera, fading to black + HL2 combine death sound effect.
  • First person spectator mode.
  • Fix step sound effect not being properly muffled when walking, crouching, etc.
  • Add a buzzing noise to jumping (all classes), possibly a special sound for jumping recons (has to trigger while bunny hopping).
  • Add new animation for recons while they're moving through the air.
  • Have weapon recoil decreased slightly when crouching, like in Counter-Strike.
  • Add destructible doors for future map development.
  • Give supports a new third weapon: punches? (or just give them the knife).
  • Make team markers active by default, light up when transmitting voice.
  • Remove voice icon from above player models and replace it with a light up.
  • Rework some weapon animations (knife, some reload animations).
  • Option to disable round-end sound clips. Perhaps a way to customize them easily from the main menu.

Server:

  • Make a native Linux build along the Windows build.

2. Middle phase :

Main menu:

  • Add customization menu for crosshair, custom player model selection, custom weapon model selection?

Maps:

  • Rework maps to allow for more bug fixes, have to either contact original author to get the VMF file or recompile them ourselves.
  • Tweak props to make them destructible / penetrable / affected by physics (ground market signs on nt_pissalley_ctg for instance).
  • Fix out of bound glitches in most maps.
  • Fix memory leaks and frame rate drops.
  • Change source code so that the capture zone is a physical entity on which the ghost must be "plugged-in", instead of an area.
  • Add HDR.

Materials:

  • Remove nonsensical japanese signs for more plausible ones.
  • Rework some textures for higher fidelity.

Game mechanics:

  • New Deathmatch and Team Deathmatch modes?
  • Assaults sprinting drains AUX power more slowly, and motion vision drains AUX power.

Linux build:

  • Build a native Linux server and client

3. Late phase, long term scope:

At this stage, it's fair to assume we'll have to move to Source 2. We could however show what's been accomplished to far to Radi-8 members as a proof of concept and hopefully have their approval to maybe later have a proper Steam store page, which would enable for further development with Steamworks. Which would raise the question of still being completely open-source or not.

Map design:

  • remake most maps with new custom assets, with alternative file names to keep older maps intact.
  • rework layouts for better game flow.
  • rework lighting and weather effects, add fog effect, etc.

Game mechanics:

  • New modes: VIP, Capture points.
  • Custom mode (in which rules could be scripted easily through LUA scripts if possible)?

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