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 Post #1
 3rd January 2010 Last edited by Kathar; 16th April 2010 at 02:18PM..
Kathar's Avatar
May 2005
1,889 Posts

Ascension

Description
Ascension is a side-scrolling co-operative gamemode in which 4 teams must build, climb and race each other to the top of the map. First team to have all of its players reach the top of the map, wins.

A round consists of... players first choosing their team. Once chosen, players are taken to their team's building area. (Levels are identical for each team, but teams cannot interfere with each other - at least that isn't planned yet.) Players start at the very bottom of the level, and must spawn blocks from the nearby "spawner" (a limit of 10 blocks per team), which are then used to build and climb upon to reach the first checkpoint. Once all players in a team reach this first checkpoint, the section they came from will be "locked", and then using another spawner, must reach the second checkpoint etc... When all players from a team reach the finish, they will be declared the winner.

Features
- Highly co-operative based gameplay.
- Mouse-based grabbing/throwing system.
- Lua based level template system, which chooses 3 different level designs for every round.
- Dynamic map background.
- 'Cute' visual style.

To-do List
N/A - will update this soon.

Team
- Marc "Kathar" Hales: Modelling, mapping, texturing
- Ricki "Anima" Hales: Programming


ModDB Page


Download (No full download yet...)
If you want to play, grab the content pack and join an online Fretta server that is using the Facepunch SVN. (See: http://www.facepunch.com/showthread.php?t=861978)

Content pack (2MB): http://www.kathar.net/other/ascension_content.zip

 Post #2
 3rd January 2010
Gold Member
foszor's Avatar
April 2005
2,215 Posts
That looks awesome!

Edited:

I didn't even read the thread yet, just the screenshots captured my attention.
 Post #3
 3rd January 2010
Gmod.com Admin
Disseminate's Avatar
December 2007
1,477 Posts
Oh my god, those screenshots.
 Post #4
 4th January 2010
nivek's Avatar
June 2009
1,605 Posts
It looks fantastic!
 Post #5
 4th January 2010
Gold Member
foszor's Avatar
April 2005
2,215 Posts
Okay after reading the thread, I really like the idea. Sounds like it could be fun.
 Post #6
 4th January 2010
Kill coDer's Avatar
April 2006
874 Posts
Do the heads wobble?
 Post #7
 4th January 2010
Kathar's Avatar
May 2005
1,889 Posts
Do the heads wobble?
Sort of, your head looks at where your cursor is, for grabbing and such, it just isn't visible in the screenshots.
 Post #8
 4th January 2010
Falchion's Avatar
May 2009
804 Posts
Reminds me a bit of Trine.
 Post #9
 4th January 2010
Gold Member
P13 B01's Avatar
August 2005
2,555 Posts
If the teams don't get to interact, the other team's tower should be behind yours - so you can still see their progress and be competitive.
 Post #10
 4th January 2010
Dwatring's Avatar
September 2009
574 Posts
If the teams don't get to interact, the other team's tower should be behind yours - so you can still see their progress and be competitive.
This could work... but then the screens would be flipped on either team.
 Post #11
 4th January 2010
Gold Member
P13 B01's Avatar
August 2005
2,555 Posts
Well I would think that if it were mirrored that would both look good and work.
 Post #12
 4th January 2010
Entoros's Avatar
October 2008
2,257 Posts
It would be nice if you could shift their heads backwards a few units, if that's possible. It's a nice idea, but it looks a little awkward with their inflated heads falling off their necks.
 Post #13
 5th January 2010
Dwatring's Avatar
September 2009
574 Posts
It would be nice if you could shift their heads backwards a few units, if that's possible. It's a nice idea, but it looks a little awkward with their inflated heads falling off their necks.
It does, doesn't it?
 Post #14
 5th January 2010
MrClean's Avatar
June 2009
419 Posts
lol its like Little Big Planet but with even BETTER physics :P
 Post #15
 5th January 2010
Gold Member
borisvdb's Avatar
July 2007
2,206 Posts
LittleBigPlanet for gmod. I love it.
 Post #16
 5th January 2010
Gold Member
raccoon2112's Avatar
June 2007
2,114 Posts
Lovin the playermodels
 Post #17
 5th January 2010
Exalion's Avatar
May 2007
141 Posts
Looks great!
Maybe a more chaotic version where both teams have to build in the same space?
Only as an option, of course.
That way building quickly would be much more important, as the other team can knock down your tower.
To avoid just general havoc, you could have the blocks 'team locked'. So red team can only move red blocks, and blue can only move blue blocks, but the blocks interact. IE a team can knock over enemy structures by flinging blocks, rather than just grabbing the tower and throwing it.
 Post #18
 5th January 2010
minilandstan's Avatar
September 2009
1,883 Posts
This reminds me of the ice-climber stage in SSBM. Looks awsome BTW.
 Post #19
 5th January 2010 Last edited by ~ZOMG; 5th January 2010 at 07:40PM..
~ZOMG's Avatar
December 2009
5,210 Posts
I saw a screeny on GMod news and I've been searching through all the gamemodes searching for this!

It looks amazing!

Edited:

We haven't ironed out the details for the post-winning part yet, but the likely scenario will be that the winners will have to wait for the other teams to finish for 2nd, 3rd and last place. Afterwards, scores may be...
You could have custom animations for the winner (they could jump around and do a victory dance), 2nd place (a half hearted victory dance), and third and last could be kinda pissed off or upset.

Just suggesting it as it would be a nice feature and the game seems kind of childish and a bit playful.
 Post #20
 5th January 2010
morten8035's Avatar
December 2006
197 Posts
This is my favorite :D
When I playing this, I going to use the Daniel Jackson player model :p (Someone from Stargate SG-1)
 Post #21
 5th January 2010
Dwatring's Avatar
September 2009
574 Posts
Awesome art style. can't wait to play.
 Post #22
 5th January 2010
Cantido's Avatar
February 2006
522 Posts
Best way to force people to follow to rules is to make it harmful for players to stay on the ground for too long. Lets say that their is a rising water level that activates after 1 minute into the round.
 Post #23
 5th January 2010
Gold Member
foszor's Avatar
April 2005
2,215 Posts
Best way to force people to follow to rules is to make it harmful for players to stay on the ground for too long. Lets say that their is a rising water level that activates after 1 minute into the round.
Rising water is a terrible idea for this game.

See also: Flood Control
 Post #24
 5th January 2010
sniperlover's Avatar
February 2007
690 Posts
This is so goddamn awesome
 Post #25
 5th January 2010
Gold Member
foszor's Avatar
April 2005
2,215 Posts
Do you have a video yet?
 Post #26
 5th January 2010
Kathar's Avatar
May 2005
1,889 Posts
Do you have a video yet?
Not just yet, but I will grab one tomorrow when Anima is about so we can take it in multiplayer.


Haven't got the time on my hands at the moment to reply to all of you guys' comments, but I'll try to clear some of your queries up tomorrow. Cheers all for the comments so far!
 Post #27
 6th January 2010
Gold Member
Tyvak's Avatar
May 2006
6,025 Posts
The screenshots kinda remind me of Braid for some reason. Nice work, looking forward to a gameplay video.
 Post #28
 7th January 2010
AwesomeCanadian's Avatar
December 2009
254 Posts
Little Big Planet in Gmod FTW!

Anyways, perhaps you could create hazards?
 Post #29
 7th January 2010
Dennab
March 2009
490 Posts
Little Big Planet in Gmod FTW!

Anyways, perhaps you could create hazards?
haha, that was what I was thinking the whole time. Now the darn trailer music is stuck in my head. STOP THE WHISTLING!
 Post #30
 7th January 2010
Gold Member
Dennab
January 2008
3,477 Posts
Love the look of this. Got my, uh, vote?
 Post #31
 8th January 2010
Kathar's Avatar
May 2005
1,889 Posts
We just took a quick video a moment ago, which you can check out in the OP. The gamemode is still missing vital gameplay elements, like the block spawners and checkpoints - which will result in more co-operative play than shown in the video - but the basic gameplay is there, so you can get a good idea of what it's all about.



If the teams don't get to interact, the other team's tower should be behind yours - so you can still see their progress and be competitive.
We do want something like that, where you can see each other progressing, but as we want there to be 4 teams in total we're still working out how that can be accomplished without everything being too chaotic. What we've been thinking, is that we'll have all teams level's side-by-side, and then a "map" on the HUD showing how high each team is. That way your team's level is still the main focus, but you can glimpse other players if you want/need to.

Either way, we have other things we need to get sorted before we work on properly implementing teams anyway, so we'll be thinking about it more further down the line.

It would be nice if you could shift their heads backwards a few units, if that's possible. It's a nice idea, but it looks a little awkward with their inflated heads falling off their necks.
That's not possible as far as I know, but it hopefully won't a huge problem anyway. I can't say that I've noticed it to be an issue in-game. It might be that it doesn't look so bad when it's in motion?

Looks great!
Maybe a more chaotic version where both teams have to build in the same space?
Only as an option, of course.
That way building quickly would be much more important, as the other team can knock down your tower.
To avoid just general havoc, you could have the blocks 'team locked'. So red team can only move red blocks, and blue can only move blue blocks, but the blocks interact. IE a team can knock over enemy structures by flinging blocks, rather than just grabbing the tower and throwing it.
Haha, considering just coordinating a team without any outside influences is tricky, I think that'd be very difficult to get any real teamwork going, even with the block restrictions. Having said that, we're not ruling anything out just yet. We definitely want some sort of team interaction going on, we just haven't decided on how much yet, and in what way to do it. As I said above though, we haven't put much thought into the other teams yet, as we've been busy concentrating on everything else at the moment.

You could have custom animations for the winner (they could jump around and do a victory dance), 2nd place (a half hearted victory dance), and third and last could be kinda pissed off or upset.

Just suggesting it as it would be a nice feature and the game seems kind of childish and a bit playful.
We actually just discussed doing something like that the other day, so it's cool you mentioned it. It all really depends on if we have time to do it, but it's definitely something we're thinking about.



I'm going to be very busy the next week or so, so unfortunately it's unlikely there'll be any thread activity from us until then. Thanks for all the interest so far though guys, will get back to work on this asap.
 Post #32
 8th January 2010
Entoros's Avatar
October 2008
2,257 Posts
Oh, it would also be a cool idea for the background if it progressed from the ground to the clouds then into space.
 Post #33
 8th January 2010
Gold Member
Tyvak's Avatar
May 2006
6,025 Posts
Ooh, after seeing the video it looks really fun! I love the cheesy "thanks!" and "good job, buddy!"
 Post #34
 8th January 2010
takua's Avatar
June 2009
106 Posts
I think some sort of custom animation showing that someone is manipulating a block is needed. Like, y'know, both arms outstretched, Force-manipulating it, or something like that, because, while the video was awesome, the whole passing-the-block-from-player-to-player bit looked kind of janky because you couldn't tell who was manipulating the block very well.

But this looks very awesome otherwise!
 Post #35
 8th January 2010
Gold Member
P13 B01's Avatar
August 2005
2,555 Posts
4 Teams? That seems a little optimistic. It means you have to have at least 8 players for a full game (unless the number of teams scales with the players). So up to 8 players, it is 2 teams of 4, then at 9 players, it is 3 teams of 3, then at 10 players it is 2 teams of 3 and one team of 4, 11 it is 3 teams of 3 and 1 team of 2 and at 12 it can just be 4 teams.

I hope that makes sense. Also, good idea about the map if you have lots of teams...
 Post #36
 8th January 2010
Anima's Avatar
August 2005
68 Posts
4 Teams? That seems a little optimistic. It means you have to have at least 8 players for a full game (unless the number of teams scales with the players). So up to 8 players, it is 2 teams of 4, then at 9 players, it is 3 teams of 3, then at 10 players it is 2 teams of 3 and one team of 4, 11 it is 3 teams of 3 and 1 team of 2 and at 12 it can just be 4 teams.

I hope that makes sense. Also, good idea about the map if you have lots of teams...
Well it's up to 4 teams, so you actually will only need two players to start the game, but I see what you mean. I'm not sure if it's actually possible to dynamically change the amount of teams once the gamemode has loaded, but I'll have a look into it.
 Post #37
 8th January 2010
The Rizzler's Avatar
March 2009
307 Posts
this is like playing as the wizard from Trine lol
looks addictive and fun
but it does look a little crowded sometimes, even with two people
 Post #38
 8th January 2010
Carnag3's Avatar
March 2006
1,353 Posts
Well it's up to 4 teams, so you actually will only need two players to start the game, but I see what you mean. I'm not sure if it's actually possible to dynamically change the amount of teams once the gamemode has loaded, but I'll have a look into it.
Dynamically changing the amount of teams is easy. At the start of the round just count the players and only create the teams you need, or just ignore the other teams. Looks good anyway.
 Post #39
 8th January 2010
Dwatring's Avatar
September 2009
574 Posts
Any news?
 Post #40
 9th January 2010
Gold Member
Pj The Dj's Avatar
August 2006
4,676 Posts
I think it would be cool if the 4 towers for each team were arranged in a square or something. So in the background you could see how other people are doing.
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