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[u227i] Unreal: Resurgence Part 1

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User avatar Teridax
Skaarj Warlord Skaarj Warlord
Posts: 870
Joined: 11 Apr 2009, 04:10

Subject: [u227i] Unreal: Resurgence Part 1

Post Posted: 14 Dec 2013, 23:10

Developers: Teridax, AlCapowned, Doublez-Down, Tronovision, and SteadZ
Status: Developing



Synopsis: It is approximately 22 years after the Skaarj Empire's humiliating defeat at the hands of humanity in the 7 Day Siege. The Empire has been struggling to maintain their grip on Na Pali ever since, as human and alien mercenaries alike gleefully tear away at the rest of the Empire's resources.

After the deaths of all personel situated near a string of Nali temples dedicated to the god Ehactora, the Skaarj high command had enough. The Queen's Blade, a large cruiser filled with experimental weaponry and elite soldiers, was dispatched to Na Pali in order for the Skaarj to reclaim that section of space. However, a mercenary attack forced the ship into Vandora's Eye, a massive, ancient, and seemingly impenetreble storm that the Nali have long attributed to their god of lightning.

Command assumed the worst. Attempts to reestablish contact failed; signals were able to penetrate the storm, but nothing could get out - until today. The ship's crew was, for a few minutes, able to signal command for help.
To say the least, their screams suggest that the locals are not particularly friendly. As part of an elite team, you have been tasked with finding the ship and recovering the crew.

Features:
-5 playable maps in part 1, 6 in part 2
-11 to 13 total maps in the full campaign (including an intro, outro, and flyby for both parts 1 and 2)
-Old/recovered Unreal content repurposed for new weapons, enemies, and environments

Latest News:
-The project will now exclusively use Unreal 227.

Links:
Forum thread and creature/weapon info: http://unrealsp.org/forums/viewtopic.php?f=4&p=63284
ModDB Page: http://www.moddb.com/mods/unreal-resurgence
Weapon Video: http://www.youtube.com/watch?v=QXgcU6auPv0
Updated Raziks Video: http://www.youtube.com/watch?v=1jVR9a_XMxo
Last edited by Teridax on 24 Feb 2016, 22:25, edited 39 times in total.
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User avatar AlCapowned
Skaarj Warlord Skaarj Warlord
Posts: 861
Joined: 19 Dec 2009, 22:25

Subject: Re: [U227][UT] Resurgence

Post Posted: 14 Dec 2013, 23:11

Enemies:

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Skaarj Hunters: Some of the first Skaarj to ever step foot on Na Pali, the Skaarj hunters are one of the few clans to be completely cut off from the rest of Skaarj society. Without a queen, they have resorted to cloning technology and a heavy reliance on other species in order to survive.


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Kraal: Renamed by the Skaarj Hunters as a symbol of their close working relationship, the Kraal are devilishly intelligent and hold positions of power that their lesser relatives can only dream of. The Kraal are a diverse bunch, so don't expect to fight them like ordinary Krall and come out unscathed.

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Bigmen: These brutes make up for their lack of armor with equally tough skin. They are stronger and more accurate than other brutes, but they're just as stupid.

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Slithling: Unlike Skaarj pupae, young Slith such as these are deadly predators from the moment they spawn. They are just as fast in the water as fully grown Slith, and their powerful spines allow them to throw enemies across great distances (an ability Slith lose once their arms are completely developed).

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Lesser Dragons: One of several distinct dragon breeds taken from the Skaarj homeworld, lesser dragons are named for their size (but not their bite). Bred as flying watchdogs, they obey the Skaarj Hunters and Kraal without hesitation.

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Nali Hawk: These raptors are native to some of the high-elevation regions of Na Pali. Many have been domesticated and were once used by the Nali as messengers. When they aren't hoarding items in their nests, they can be found in mines and outposts as sentries. Due to their tarydium-weakened digestive systems, it is not uncommon to see a small group of them passing around flesh from a recent kill to ease the process.

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Devil ray: These swimming creatures bear a striking resemblance to the stingrays of earth. They are normally docile, but are easily threatened. Their stingers are deadly, so it's best if you keep your distance.

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Izarians: One of many races to be subjugated by the Skaarj, these cackling savages are well suited to chasing the Skaarj Hunters' enemies or the occasional Nali slave. They are equipped with specially-made impalers (among other weapons) and generally work in groups. The Izarians were originally sent to Na Pali as part of the task force to reclaim the planet, but they quickly aligned with the superior Skaarj Hunters.

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Flayer: These arachnid-like creatures are highly territorial, mobile, and work in groups. They may or may not be distant relatives of the Spinners, and serve as evidence against the existence of the kind and loving gods that the Nali worship so dearly.


Inventory:

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Tarydium Amplifier: The Skaarj Empire once discovered a form of Tarydium that is quite rare on Na Pali. They have been tampering with it for years and have finally unlocked its unique properties. Like the regular amplifier, it charges energy weapons, but it has the added benefit of charging Tarydium-based guns like the Stinger and the Stunner.

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Skaarj Flare: Despite their keen vision, the Skaarj cannot see in dark environments much more than humans. These flares do the obvious, but they can distract creatures who live in dark environments, and they deal more damage upon exploding as well.

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Razik Powerup: You'll be more than able to hold your own against tougher enemies if you find one of these powerups. They give benefits such as extra melee damage and projectile speed, and they incur no negative effects.

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Oxygen Mask: Although it doesn't hold as much oxygen as the human SCUBA gear, the Skaarj oxygen mask absorbs breathable air from its surroundings when not in use.

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Combat Shield: Commonly used by Skaarj infantry, this device provides protection against incoming projectiles. It is less effective in protecting against explosions, and cannot be used to guard against melee attacks. It is best used sparingly, as it drains power quickly.


Skaarj Translator: The Skaarj have their own translators for reading that which they cannot understand. An optional version with a larger font is included for people who play on high resolutions.

Weapons:


Raziks (slot 1): The infamous raziks are the first weapons you'll have. Primary fire shoots two Skaarj energy projectiles. As a skilled combatant, there are a variety of melee attacks that you can perform. Secondary fire swipes the blades. The third firing mode performs a lunging swipe of the blades. The fourth firing mode performs a spin attack. The raziks' ammo recharges over time, so you'll never be defenseless. Like the dispersion pistol, the raziks can be upgraded with powerups.


Stunner (slot 2): This energy-based gun is employed in high-priority mines where slave escapes and riots have become problematic. Primary fire charges up a weak beam that pushes enemies backwards; secondary fire does the same, but the beam pulls enemies towards the user. It does low damage, requires accuracy, and isn't suitable for heavier foes, but the stunner is good for pushing enemies into hazards or getting them within reach of your razik.


Impaler (slot 4): An old Skaarj weapon whose origins have long since been forgotten, the impaler is almost exclusively used by the Izarians. To the uneducated, this seemingly basic weapon blurs the line between magic and technology. It uses an unstable violet crystal as ammunition; primary fire continuously shoots a beam of energy from the crystal, and secondary fire launches the crystal to create a large explosion. Shooting the secondary fire's crystal with the primary fire's beam will overload the crystal, causing it to explode and deal extra damage.


Hunting Razorjack (slot 7): Skaarj often enjoy setting traps for unwary creatures like the Nali. To accomplish this with ease, they gave the regular Razorjack a third firing mode that shoots blades which stick to surfaces and act as caltrops, injuring anything foolish enough to step on them. The blades from the weapon's primary and secondary firing modes will also stick to surfaces after bouncing a few times.


Sunspire Missile Launcher (slot 8): The weapon of choice for discerning Warlords, the latest iteration of the Swarmer launcher has been improved to be lighter, stronger, and more versatile. Primary fire shoots a high speed rocket that deals heavy damage. Secondary fire shoots a much slower rocket that can be guided and then detonated at the user's discretion. The weapon's third firing mode is similar to the second, but it allows the user to take direct control of the rocket via camera.


Skaarj Rifle (slot 9): During the Human-Skaarj War, the rifle was commonly modified by the more clever Skaarj snipers as a way to pick off as many hostiles as possible. Primary fire is a set of three shots in quick succession. Secondary fire is the standard rifle zoom. It's best to use this weapon either against stronger individual foes or groups of weaker enemies - once you shoot, the gun will not stop until it has fired three shots or has run out of ammo.


Minicannon (slot 0): This recent miracle of Skaarj ingenuity was born out of the need to combat the interstellar mercenaries and the occasional space marine. The minicannon's primary fire, like the minigun's, shoots a steady stream of bullets. Secondary fire is different, shooting a single bullet from each of the minicannon's four barrels for a powerful close-range attack.



Features

HUD: Resurgence comes with a custom HUD. There are three versions: One with normal 32x32 icons, a larger one with 64x64 icons, and an HD one with 128x128 icons.

Small/Normal: (800x600)
► Show Spoiler


Large: (800x600)
► Show Spoiler


HD: (1600x1200)
► Show Spoiler
Last edited by AlCapowned on 29 Apr 2017, 02:17, edited 31 times in total.

User avatar SteadZ
Skaarj Warlord Skaarj Warlord
Posts: 782
Joined: 04 Mar 2012, 10:52
Location: Scotland
Contact:

Subject: Re: [U227][UT] Resurgence

Post Posted: 14 Dec 2013, 23:35

Sounds interesting, I hope to see more of this soon :D
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SZ
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User avatar UBerserker
Nali Priest Nali Priest
Posts: 7590
Joined: 11 Nov 2007, 21:00
Contact:

Subject: Re: [U227][UT] Resurgence

Post Posted: 14 Dec 2013, 23:53

Holy shit wow I can get behind this one.
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User avatar makemeunreal
Banned Banned
Posts: 1269
Joined: 20 Mar 2011, 09:20

Subject: Re: [U227][UT] Resurgence

Post Posted: 15 Dec 2013, 09:07

That's some nice stuff on the way!
"They let us go about our business here, but it is a farce. I know that they are watching us, controlling us. I believe that this once safe haven is as deadly as the surface planet below."

User avatar evilgrins
Skaarj Warlord Skaarj Warlord
Posts: 522
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Location: Palo Alto, CA
Contact:

Subject: Re: [U227][UT] Resurgence

Post Posted: 15 Dec 2013, 20:08

I want...

...waitasec!

There are Izarians in UT now?!?

When did that happen??

User avatar TheIronKnuckle
Gilded Claw Gilded Claw
Posts: 1964
Joined: 12 Nov 2007, 07:21
Location: Riding my bicycle from the highest hill in Sydney to these forums

Subject: Re: [U227][UT] Resurgence

Post Posted: 15 Dec 2013, 23:17

Neat. Just to confirm, we are playing as a skaarj in this campaign? And fighting other skaarj? Looking forward to it
ImageIgnorance is knowing anything
And only idiots know everything

User avatar AlCapowned
Skaarj Warlord Skaarj Warlord
Posts: 861
Joined: 19 Dec 2009, 22:25

Subject: Re: [U227][UT] Resurgence

Post Posted: 15 Dec 2013, 23:48

Yes to both questions. We figured using the old content would be the best way to give the skaarj player enemies that wouldn't be repetitive after a level or two (like nothing but mercenaries or humans might be).

evilgrins wrote:There are Izarians in UT now?!?

When did that happen??


It hasn't, yet. The models and animations are in-game, but I still need to code them and add their blood effects and sounds. Everything else in my post is done except for tweaks.

User avatar Legendslayer222
Skaarj Elder Skaarj Elder
Posts: 1468
Joined: 15 Mar 2009, 10:18
Location: England

Subject: Re: [u227][ut] Resurgence

Post Posted: 16 Dec 2013, 01:46

Sounds cool, especially the new enemies. Where did that Blood Hawk come from? :o I presume another old cut Unreal enemy, but it's not one I've heard about until now.

User avatar AlCapowned
Skaarj Warlord Skaarj Warlord
Posts: 861
Joined: 19 Dec 2009, 22:25

Subject: Re: [u227][ut] Resurgence

Post Posted: 16 Dec 2013, 01:59

It was one of the models in the '97 beta and some of the tech demos, but I don't think it was ever finished by Epic. There is a fully animated hawk mesh in 227, but I didn't like it so I rigged the beta mesh and made my own animations.

User avatar Frosty784
Pupae Pupae
Posts: 3
Joined: 24 Dec 2013, 03:47

Subject: Re: [u227][ut] Resurgence

Post Posted: 24 Dec 2013, 04:15

Wow... Ever since I first saw the 98 Beta and then digged through whatever old Unreal stuff I could find I always wanted to be able to use Impaler or Stunner and fight one of the early enemies. I bumped into this thread looking if anyone has ever made a working Impaler, this went beyond my expectations. Can't wait to play this baby. Judging from the screens this is some really damn awesome piece of work, worth any wait to see.

User avatar Mister_Prophet
Red Nemesis Leader Red Nemesis Leader
Posts: 2876
Joined: 11 Nov 2007, 23:30
Location: Long Island, New York

Subject: Re: [u227][ut] Resurgence

Post Posted: 26 Dec 2013, 21:57

This is cool guys, I'll watch this with interest!

Glad to see a cool use for that proto-Slith :tup:
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User avatar AlCapowned
Skaarj Warlord Skaarj Warlord
Posts: 861
Joined: 19 Dec 2009, 22:25

Subject: Re: [u227][ut] Resurgence Pt. I

Post Posted: 14 Jan 2014, 03:18

We did decent amount of stuff over Christmas break. For me, it was a lot of little things. Items (flares that distract cave creatures, an amplifier that only works on Tarydium weapons, and a voicebox that actually works, among other things) and creatures (razorflies that shoot their barbs at enemies, a bunch of slith variations, fireflies that follow the player and brighten dark areas, and more) were the main focus. Some creatures and decorations will use older skins that have higher resolutions than the shrunken final versions, so they look a lot sharper. You can clearly see the eyes and teeth of the biterfish, too.

Teridax and I have also decided that it would be best to release the pack in parts of 2 or 3, depending on how long things take. This is mostly because of the planned size of the last few maps, but also because we have a great place (story wise) to end part 1.

We're still a really long way from any release, but things are going well.

User avatar AlCapowned
Skaarj Warlord Skaarj Warlord
Posts: 861
Joined: 19 Dec 2009, 22:25

Subject: Re: [u227][ut] Resurgence Pt. I

Post Posted: 18 Jan 2014, 16:20



The Skaarj HUD is mostly complete. It's like the regular HUD, but the icons are different, and the level's title pops up and fades away when the game starts. Overall it's not very new, but I'm so very happy with the text effect.

User avatar makemeunreal
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Joined: 20 Mar 2011, 09:20

Subject: Re: [u227][ut] Resurgence Pt. I

Post Posted: 18 Jan 2014, 16:35

Patience...patience...
"They let us go about our business here, but it is a farce. I know that they are watching us, controlling us. I believe that this once safe haven is as deadly as the surface planet below."

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