I actually started this project a couple days before Thor announced his and have spent maybe 60 hours off and on since :S. Anyways, this is going to be available as an open source project (so long as credit is given). It will require probably another week's worth of work and I'll have some free time at the end of this coming week. So... without further to do, here is the wall of text describing the pre-alpha version of Ro2's Search and Destroy:
As an avid player of the Red Orchestra franchise, I've recently found my favorite Red Orchestra 2 server (2FJG!) advertising that they were interested in creating a small mod based off of the popular gametypes from old school FPS's. In response to this, and as a personal challenge, I was prompted to recreate the gametype from the Call of Duty franchise known as Search and Destroy. For those who don't know, Search and Destroy is a multiplayer gametype where an attacking team of players has to plant a timed bomb onto an objective while the defending team is required to defend that objective. If the attacking team is able to plant and destroy an objective in time, they win; conversely, if the defending team is able to defend their objectives or defuse the bombs, they win.
I laid out the foundations for the basic gameplay logic: players are divided into teams, attackers are the only ones who can pick up bombs, anyone holding a bomb can plant an active objective, defenders can defuse the bomb if there is one planted, objectives change state throughout the game, and everything had to be reset per round. What I added that hasn't been done before in Search and Destroy is the option to have multiple bombs and multiple "required" objectives. Beyond the basic gameplay framework, I made it my mission to empower potential level designers with the ability to edit anything and everything using Unreal's archetype system and Kismet. Every feedback mechanism (art and sound) was left exposed along with most gameplay attributes (time to plant, toggling objectives/bombs, who's defending, etc).
All base functionality has been completed over the last week (using UDK) and the only things remaining include porting it over to Ro2, finishing up on some end-game logic, and adding general feedback to the HUD. There's even a lovely bomb asset that my friend Ian Runnels made, and I also took the time to make a purdy interface using Scaleform. Unfortunately I will have to take a momentary break from this project while I finish up another one over the coming week. Until then, everything will be left open source for anyone wanting to work off of, learn from, or provide general feedback.
Overview
This project has been created using the Unreal Development Kit and includes just basic functionality in its current stage. The following video demonstrates the some of that functionality including multiplayer support:
Ro2 Search and Destroy Alpha - YouTube
Object Setup
Individual objectives and bombs can be added to the map using archetypes. Properties, such as explosion particles, meshes and sounds, have been left exposed so they can be edited within the Editor. Other properties include timing and point variables for individual objectives. Level designers can place as many of these objects as they desire and customize each to behave or appear uniquely. In order to maximize reuse, these objects will not be destroyed during the game and are instead just toggled on and off.
Kismet Support
Level designers have been given access to several Kismet nodes with the ability to define various types of gameplay. This is intended to allow the level designer to change the game state in real-time with full control over things like toggling active objectives, defining victory conditions, defining the attacking side, forcing state changes in the objective, moving bombs, etc. This also includes event nodes that are called whenever an objective has been destroyed/defused or whenever a round ends.
Scaleform
This project introduces Scaleform (Flash integration) to Red Orchestra 2's HUD. Currently this includes a few widgets for planting and disarming objectives. Unlike swapping images in-and-out from traditional texture atlases, Scaleform allows artists to generate rich, animated content through Adobe Flash.
Source Code
RO2: Search and Destroy was programmed using both Unrealscript and Flash ActionScript 2. It features bare gameplay functionality and operates on variables defined from individual maps. Everything will be open source and openly distributed to the community. Source code will be fully commented and has been setup to be as clean and user-friendly as possible for future collaborations.
Download URL
Download here
As an avid player of the Red Orchestra franchise, I've recently found my favorite Red Orchestra 2 server (2FJG!) advertising that they were interested in creating a small mod based off of the popular gametypes from old school FPS's. In response to this, and as a personal challenge, I was prompted to recreate the gametype from the Call of Duty franchise known as Search and Destroy. For those who don't know, Search and Destroy is a multiplayer gametype where an attacking team of players has to plant a timed bomb onto an objective while the defending team is required to defend that objective. If the attacking team is able to plant and destroy an objective in time, they win; conversely, if the defending team is able to defend their objectives or defuse the bombs, they win.
I laid out the foundations for the basic gameplay logic: players are divided into teams, attackers are the only ones who can pick up bombs, anyone holding a bomb can plant an active objective, defenders can defuse the bomb if there is one planted, objectives change state throughout the game, and everything had to be reset per round. What I added that hasn't been done before in Search and Destroy is the option to have multiple bombs and multiple "required" objectives. Beyond the basic gameplay framework, I made it my mission to empower potential level designers with the ability to edit anything and everything using Unreal's archetype system and Kismet. Every feedback mechanism (art and sound) was left exposed along with most gameplay attributes (time to plant, toggling objectives/bombs, who's defending, etc).
All base functionality has been completed over the last week (using UDK) and the only things remaining include porting it over to Ro2, finishing up on some end-game logic, and adding general feedback to the HUD. There's even a lovely bomb asset that my friend Ian Runnels made, and I also took the time to make a purdy interface using Scaleform. Unfortunately I will have to take a momentary break from this project while I finish up another one over the coming week. Until then, everything will be left open source for anyone wanting to work off of, learn from, or provide general feedback.
Overview
This project has been created using the Unreal Development Kit and includes just basic functionality in its current stage. The following video demonstrates the some of that functionality including multiplayer support:
Ro2 Search and Destroy Alpha - YouTube
Object Setup
Individual objectives and bombs can be added to the map using archetypes. Properties, such as explosion particles, meshes and sounds, have been left exposed so they can be edited within the Editor. Other properties include timing and point variables for individual objectives. Level designers can place as many of these objects as they desire and customize each to behave or appear uniquely. In order to maximize reuse, these objects will not be destroyed during the game and are instead just toggled on and off.
Kismet Support
Level designers have been given access to several Kismet nodes with the ability to define various types of gameplay. This is intended to allow the level designer to change the game state in real-time with full control over things like toggling active objectives, defining victory conditions, defining the attacking side, forcing state changes in the objective, moving bombs, etc. This also includes event nodes that are called whenever an objective has been destroyed/defused or whenever a round ends.
Scaleform
This project introduces Scaleform (Flash integration) to Red Orchestra 2's HUD. Currently this includes a few widgets for planting and disarming objectives. Unlike swapping images in-and-out from traditional texture atlases, Scaleform allows artists to generate rich, animated content through Adobe Flash.
Source Code
RO2: Search and Destroy was programmed using both Unrealscript and Flash ActionScript 2. It features bare gameplay functionality and operates on variables defined from individual maps. Everything will be open source and openly distributed to the community. Source code will be fully commented and has been setup to be as clean and user-friendly as possible for future collaborations.
Download URL
Download here
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