Topic: Concept and Progress
The idea is to remake NS v3.2 in the source engine from scratch. Then, if it goes well, play test hybrids of NS v3.2 and other NS versions (ie 1.04) or just continue with the v3.2 style and "fix" it. From there several ideas to make gameplay more dynamic have been discussed, which of course will also have to be play tested to see if they work.
While this may seem like a huge project that will take longer than NS2, I firmly believe that I can have the code done in approximately 3 months working on it part time. I spent about 1 month working on it part time and most of the time I spent wasn't actually coding anything NS related, it was learning how to do simple tasks in the source engine. Now that I understand most of that, little time will be wasted on the source aspects, and instead (hopefully) most of the time will be spent on the NS aspects.
Basic functionality for the following NS entities have been coded. Format is:
entityname - (description) - implementation status
info_team_start - (spawn points in the map on aliens the hive uses the spawn points within a certain radius of it) - finished
info_player_start - (ready room spawn points) - finished
func_resource - (resource nozzle itself) - finished
team_hive - (alien hive) - heals players in range, builds, and teleports players. does not yet lock to hive traits/abilities
team_armory - (armory) - allows getting meds/ammo, but since CC isn't finished, it can't be upgraded or lock to weapon drops
resourcetower (marine resource tower) - finished
alienresourcetower - (alien resource tower) - finished
team_infportal - (infantry portals) - finished
phasegate - (phase gates) - no cooldown yet, no knock back , you can get stuck in shit if when you phase something is in your player hitbox's way
defensechamber - (defense chamber) - finished (provides all 3 dc upgrades, heals players and structures in range)
sensorychamber - (sensory chamber) - only provides focus upgrade
movementchamber - (movement chamber) - only provides celerity upgrade now, can be used to movement to hive, doesn't provide energy in range
Weapons:
weapon_machinegun - (lmg) - spread needs to be tweaked, but rate of fire, damage, ammo amount, reload time, etc. is done
weapon_pistol - (pistol) - finished (ammo amounts, reload time, rate of fire, etc. done)
weapon_heavymachinegun - (hmg) - spread needs tweaked, but rest done
weapon_shotgun - (shotgun) - spread needs tweaked, rest done (didn't implement reload bug)
weapon_bitegun - (skulk bite) - finished
weapon_parasite - (skulk parasite) - causes damage, but no tracking abilities (I don't have sprites to test)
weapon_spit - (gorge spit) - finished
weapon_healingspray - (gorge heal spray) - finished
weapon_bite2gun - (lerk bite) - finished
weapon_swipe - (fade swipe) - finished
weapon_metabolize - (fade metabolize) - finished
weapon_acidrocket - (fade acid rocket) - doesn't do radius damage
weapon_gore - (onos gore) - finished
team_command - (command chair) - you can get in the chair, but there are still problems with the mouse input and overview
All marine structures start as ghost structure, can be bulit, but can't be recycled (due to lack of fully functional comm interface).
The following entities I haven't done anything with yet:
team_turretfactory
team_armslab
team_prototypelab
team_observatory
turret
siegeturret
offensechamber
item_jetpack
item_heavyarmor
item_mine
weapon_grenadegun
weapon_welder
weapon_mine
weapon_leap
weapon_divinewind
weapon_bilebombgun
weapon_webspinner
weapon_spore
weapon_umbra
weapon_primalscream
weapon_blink
weapon_devour
weapon_stomp
weapon_charge
Misc thing that still need done:
scan area
motion tracking
scent of fear
cloaking
silence
adrenaline
ability to upgrade structures
ability to recycle structures
ability to research structures
locking hive traits to hives
hives unlocking additional weapons
misc scoreboard entries
HUD for both teams
skulk wall walking
leap movement impulse
lerk flight
blink movement
As you can see, a good portion of NS functionality is already done, but even in its current state, it's not playable. Because of my lack of an artist, I have to use HL2 models as placeholders. I am in desperate need of a mapper. Currently I test the code for my entities on a map that is just a huge rectangular room (since I have no artistic abilities at all, I don't even try to make an actual map).


