Official Devblog #1 - Character Creation


QGbbPEd.png

Catching up
Hellooooooooooo everyone! We’ve had quite a bit of an odd week so to speak; the previous owner abandoning the scene, re-arranging a new forum, rebranding, setting up development, surviving a malicious forum attack, writing game design documents and UI concepts and all the rest of it. Least to say, it’s been quite a lot of work but nonetheless here we are, refusing to surrender and pushing forward as we should be!

Before we start on the actual devblog content, we’ll list a few highlight points to show where we are at the different parts of community matters and development work:
  1. We’ve established an excellent new web host with Ronald
  2. Community-wide rebranding, complete with a new logo
  3. New forums with new visuals, we’ll be adding more themes as we go including a dark theme as we know some prefer darker colors for readability.
  4. As we were currently in the beginning phase of the establishment of a new framework, we have decided to ultimately pursue a new schema to develop. Given the added development time and resources that would add to the project by creating a new framework, the schema of Radioworks should make it much more clear on what we’d want to establish without the extra hassle.
  5. We’ve written up multiple design documents, detailing our approach to how we’d like our HL2RP server to play out. There are many design specs within the gamemode that we have been investigating and found to be both possible and worthwhile to create.
  6. We’ve set up a Trello for our developers with all the necessary information and data they need to pave the way forward.
  7. Currently in talks to get another clever developer join us.
  8. The official donation page is processing, we'll notify everyone when it's ready

Devblog 1 - Character creation
The following screenshots are concept pieces and not fully representative of the final result. Many of the background images you see etc are placeholders and will be switched out.

1. Splash Screen (intro)
Web 1920 – 2.jpg
Carousels between 3-4 different images


New character > Moves to faction selection screen.
Load character > Moves to load character screen.
Info > Opens a popup panel with configurable information about the server.
Forums > Opens up the community forum website.
Content > Opens the steam content (configurable link)
Exit > Returns to gmod menu .

2. Faction Selection
Faction selection.jpg

3. Character Creation

Note: The following video is a early concept piece



Name:
Gender:
Description
Customisable Playermodel:

  • Head bodygroups (Cannot select hats)
  • Torso bodygroups (Cannot select loyalist/rebel bodygroups)
  • Leg bodygroups (Cannot select loyalist/rebel bodygroups)

4. Character Backstory
The following is a list of all available backgrounds that will be available in Radioworks for a player to choose from. They are meant to be vague, but unique so that a player can choose a general path their character was already taking, and then “fill in the blanks” via their own backstory. They will effect where the player spawns as well as what they spawn with. Note: This is a WIP list, nothing is final. UI for this screen is not yet made


5. Player Attributes
Inspired by fallout S.P.E.C.I.A.L.S, where you’ll have max 3 points to switch around at character creation, but you can switch points and re-assign them to other stats.

Strength - What weight you can lift, how hard you can punch, struggle and resist.
  • Contributes to your melee skill
  • Contributes to your gun skills.
  • Contributes to your stamina skill
  • Ability to lift or move heavy objects and have more inventory space.
  • Contributes to your gun skills (Ability to control your weapon)
  • Strike deadlier blows with melee weapons striking someone with your body.

Perception - How far you are able to hear other players, detect specific traps or identify specific equipment.
  • Contributes to your gun skills.
  • Contributes to your cooking skills
  • Contributes to your medical skill
  • Contributes to your explosives skill
  • Contributes to your chemistry skill
  • IE hearing radius. Higher perception levels mean you hear farther away.
  • Highlight traps (tripwires for example) in your vicinity that may be able to hurt or kill you. The higher the perception, the more complex traps are detectable to you and not other players.
  • Being able to identify different objects that are unknown to you. If your perception is high enough, you can get a pretty good idea on what it might be.
  • Identify how much ammunition is in a weapon before picking it up etc.
  • View whether or not someone is holding a weapon that may be concealed to other players.

Endurance - How much pain you can take and being able to handle hazardous environments without proper equipment to protect you.
  • Contributes to crafting skill
  • Contributes to your stamina skill
  • Ability to traverse radioactive areas without taking far too much “damage”.
  • Taking hits from melee weapons, ranged weapons, punches and kicks with lesser impact.
  • Being able to fall down heights and take less damage.
  • Resisting poison, venom or “death-intake” items long enough to find medical attention or cure.

Agility
  • Contributes to your speed skill
  • Contributes to your melee skill
  • Contributes to your explosives skill
  • Affect how far you can walk during your turn in turn-based combat
  • Jump slightly higher (Not too much to avoid someone from jumping over walls like they are nothing)
  • Crouch faster.
  • Stay extra quiet when moving slowly on higher agility levels.

Intelligence
  • Contributes to your medical skill
  • Contributes to your bartering skill
  • Contributes to your chemistry skill
  • Contributes to vortessence skill (vorts only)
  • Ability to work combine technology (cameras, terminals, mines)
  • Ability to use electronic equipment without prior use or training (radios).
  • Ability to drive vehicles.
  • Contributes to Crafting skill
  • General knowledge of items

Skills:
0-100 progression system.
  • Crafting (Intelligence, Endurance) - Repairing, dismantling and making items.
  • Cooking (Perception) - How well you can cook and what quality it comes out as
  • Melee (Strength, Agility) - How well you can fight in hand-to-hand combat or utilize melee weapons.
  • Guns (Strength, Perception) - Use of both light and heavy weaponry and how well you can wield such
  • Explosives (Perception, Agility) - The making of explosives and how well you can use such.
  • Bartering (Intelligence) - Buying items in batch for cheaper
  • Medical (Perception, Intelligence) - Patching yourself or others up, contributes to your ability to perform surgery on patients.
  • Chemistry (Perception, Intelligence) - Making/mixing of materials, combination, etc.
  • Stamina (Endurance, Strength) - Affects how long you can run for or any other action.
  • Speed (Agility) - How fast you run
  • (Vorts) Vortessence (Intelligence) - How strong your vortessence is and how much knowledge you wield of it. (What powers you can use, your capacity, etc.)
  • Lockpicking (Crafting) - Ability to pick locks on doors still using the old locks.
  • Technology (Intelligence) - Ability to work your way around to combine or standard computers and more.

6. Character Selection
This is the screen if you already have a character and wish to continue playing on it (Images are placeholders)

Character selection.jpg


Thank you!
 
Last edited:
Kudos to the developers and those who came up with these ideas. Super excited about all of this!
 
This week we've been implementing the Intro, faction & character selection screens in-game, including implementing chat functionalities and a few admin tools we'll show in the next devblog.
 
Back
Top