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Update #4

AMA + Ability Creation

Greetings Backers!

We are happy to announce that we are going to be hosting a Reddit AMA tomorrow morning at 11am CST! Please visit http://www.reddit.com/r/AMA/ tomorrow to Ask [Us] Anything - your questions can be about Project Awakened or Phosphor or any of us Phosphorites!

Today we wanted to take a bit of time to showcase how we are building our ability creation tool and what this means for you modders out there, and for the amount of powers we can create.

Our ability tool will allow you to mix and match visual style, animation, damage, effects, sounds, and more to mix-n-match from amongst our ability libraries, or use new content that you create, to make anything you can imagine.

The first thing you'll do when creating a new ability is to select the ability targeting type

  • Passive (always on)
  • Target Self
  • Target Location at Reticule
  • Target Player at Reticule
  • Shoot Projectile (you choose speed, size, etc)
  • Beam (you choose width, length, etc)
  • Globally affect all players
  • Melee Impact

Once you've done this you can select the type of effect caused at the target. You can have multiple effects happen at once. For each effect that occurs, you can choose the type of effect

  • Instant
  • AOE (choose radius)
  • Persistent (effect occurs over X seconds)
  • Permanent (until respawn)

And the actual effect itself (choose multiple)

  • Affect Allies, Enemies, or Both?
  • Damage (choose type)
  • Healing
  • Energy recharge
  • Slow
  • Immobilize
  • Stun/Knockdown
  • Alter AI state (+fear, enrage, confusion, sleep)
  • Disallow current/all abilities for x seconds
  • Add X damage over time or healing over time for Y seconds
  • Add/remove damage vulnerability (amplify fire, ice, bullet damage, etc)
  • Add/remove player effect (+speed, invisibility, jump height, hover etc)
  • Shield X damage of type Y
  • Add/Remove X Melee Damage (choose type)
  • Physics Effect (add impulse or alter gravity)
  • Create Summon (which you can define - summon anything from tornadoes to Swat troopers to fight for you!)
  • And more!

Once this is done, you have the functional part of your ability. But the fun doesn't stop here. You can choose how the ability visual distinguishes itself from others

Choose which socket the beam/projectile/etc emanates from (Eyes, Mouth, Hand, Chest, etc). Choose the Animation that plays when the ability is used. Choose the particle effect used for the projectile/beam, and the effect that is played on the impacted characters. Choose the sound used when you use it, and the impact effect/decals left after it is used. Choose the energy cost per second, recharge time, and ability "power" cost.

You will start with the huge and diverse library of effects, animations, and sounds which we provide, but with community mods, new particle effects, new materials, meshes, and sounds, you can create almost anything that your heart desires! And you don't have to be a professional programmer or experienced artist - all you have to do is find the content created by your peers and add whatever you want!

We will use the same system to build the game as you do. Here's an example of 3 abilities you may have seen in our previous CAP update

In Disintegration1, you can see the following selections

  • Projectile fired from hand
  • Hand targeting pose
  • Projectile particle - laser
  • Impact particle - fireball + char decal
  • Instant Damage Effect (fire)
  • Character Effect upon Death - Disintegration

In Disintegration2, you would have the following selections

  • Passive ability
  • Melee Damage Bonus (energy)
  • Add weapon material - White Glow
  • Character Effect upon Death - Electrocution

In Disintegration3, you'd select these settings

  • Beam fired from Eyes
  • Face targeting pose
  • Beam projectile - Laser
  • Impact Effect - Fire gout + char decal
  • Add Damage over Time (Fire)
  • Add AI alteration (+fear)

Hopefully this gives you an idea of how the ability system will work in our game. We will use this system to generate a huge variety of abilities. Some of them may function very similarly but just be simple visual tweaks (for example, fire beam from hand vs from eyes, with all the same properties). The abilities we create will be the ones balanced for sanctioned MP and the stock Single Player campaign.

However, assuming we reach our stretch goal for modding, you could use this system to create any new abilities for your own multiplayer mode, or just to play through Single Player in "casual" mode, using whatever powers you see fit!

Next updates on the horizon: Multiplayer vid, and a UE4 character demo! Stay tuned!

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Comments

    1. Fb_profile_picture.small

      Creator Samuel Vance Joyce on February 15, 2013

      I'm loving the look of this so far! I'm hoping you've looked at games such as City of Heroes or Freedom Force for an idea on how to develop the game.

      Try and keep the casting of powers interesting, I'd not enjoy seeing that everyone casts certain powers the same, so a casting animation option would be cool to mix it up! (Freedom Force did something like this)

    2. Fb_profile_picture.small

      Creator Piers Mundy on February 15, 2013

      Will there be a version of this in mainstream game? So I can make a guy who's punches cause people to go flying or explode?

    3. Hat_kid_profile_pic.small

      Creator Vince Vazquez on February 15, 2013

      Well, I for one can't stand Reddit. Hate the community. Think they're a bunch of asshats. But good luck with your Ask Me Anything guys! Hope it goes well and you get some more pledges out of it. The customization here sounds insane! It's time for me to start hopping onto as many sites as possible and starting up some forum threads to try to get more exposure out. Pester anyone I can to send coverage your way. This game is way more exciting to me than, say, Star Citizen (no offense to that game...)

    4. Grom.small

      Creator Jordan York on February 14, 2013

      I've emailed and tweeted members of the gaming community and gaming websites. I encourage you to do the same. The more people that they hear from, the more they'll feel a need to give the game some coverage.

    5. Missing_small

      Creator Travis Bonnstetter on February 14, 2013

      There needs to be a lot more advertising happening for this to get funded in time. The only time I saw anything about this online so far (besides reddit posts) was on a list of other kickstarters so it was kind of buried in the list and didnt stand out. You need to get a featured article on gameinformer, ign, or pcgamer for example. Maybe a video on angryjoeshow or something. This game is a fantastic idea, but people can't fund what they don't know about.

    6. Dawn.small

      Creator ET3D on February 14, 2013

      Wow, that's an amazing amount of power customisation!

    7. Facebook_thumbnail_001_medium.small

      Creator Stephen "Stoibs" D on February 14, 2013

      How this doesn't have more funding then it does currently is beyond me...a fully customizable sandbox Freedom Force on Crack? Yes Please.

    8. 4402_101618841160_500826160_2355918_6195018_n.small

      Creator Malcolm Swoboda on February 14, 2013

      Get this game more attention! I'm trying!

    9. Rush.small

      Creator Andrew Bacon Rushakoff on February 14, 2013

      This is just great. This game will be utterly amazing.

    10. Missing_small

      Creator Ryan on February 14, 2013

      Did you literally reply just to my comment with this update? Lol, this answered all my questions perfectly.

      Now let's get some physical rewards!

    11. Grom.small

      Creator Jordan York on February 14, 2013

      Sounds really neat! I can't wait to mess around with the ability creation tools :)

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