Project vector is a game about Vector, a freelance security guard who have been hired to replace another security guard on the ship Domhusvista who mysteriously went missing.
You start out doing basic task for the crew in the reception to get to know the diffent people there. And then you are tasked to go out to some of the dangerous parts of the ship on missions that could cost your life.
Along the way you get to find new upgrades for your suit and earn currency from the tasks/missions you do so you can upgrade and buy new moduels for the suit along with some consumeables.
You can also gamble your money with some of the crew in a game of poker or spend them on the Arcade machine.
You also get the chance to find hidden Vinyl LP's that you can bring to the Jukebox which will bring you more awsome friends among the crew.
Right now we are trying to come up with a general story/plot and ideas for quests, things like the UI and suit / interaction features is also being discussed. One of the issues we have at this point is trying to find a good way to do navigation of some sort so the player never loose track on were to go and what to do.
Latest Video (temp voice acting, temp quest line):
(Old) Proof Of Concept: (hence no sounds, basic buttons, jadajada)
(Click the fullscreen button)
So the idea was to maybe have more of a "Diablo in space" kind of game, where the cantina on this ship is your "Quest Hub" and then you get tasks/quests and as you complete them you gain access to more parts of the ship.
This is really just on the idea stage and would love some creative input/ideas to make this awsome(er).
hey, just curious, are any of those custom models? alot of things there don't look familiar to me, like the aquarium, wall and roof models, and the bullet model
Finally found out how to modify the Sub Name of actor events.
Will make alot of things much much easier.
Using signal events to be able to turn on and off lights in certain sections of the map without indexing each and every one of them is a time saver.
As you may notice from the newest video, Project Vector has changed it's focus drastically. We are now going for much more story and maybe even over several maps (if mapchange comes in time yeay, otherwise we'll need an external launcher) and will get you deep into the living world onboard a battleship, with complete voiceover!
Think of it like a combination of dead space, deus ex, monkey island and even some more games. But don't worry, there will be action and alot of it!
We're still searching for a dataexpert, a 2D Artist and of course an animator, voicejobs will be available later.
As this is a complete mod and not a sole map, it will not be published through battle.net (except Blizz changes their mind somehow) and thats why you will need to 'install' it.
And to add a disclaimer: all of this is still a prototype, we're working on the story and the coregameplaycomponents currently, so don't expect we're releasing Project Vector next month ^^
With that lights quest it totally reminded me of dead space. You could add a few more quests that add a bit more buildup to where you find out there is something wrong. Like as you're using a terminal you hear some strange sounds that aren't too crazy but odd. Then you sometimes think you see some shadows running around. Then you find the dead body.
Also if you go to youtube you can watch the video, didn't work here but on youtube it was playing fine for me.
As i said, it's a prototype, in the final product there will be much more details on those quests and many many more of them. We're still discussing a reputationsystem so any interaction with npc's and or their properties will have influence on their standing towards you... which will then lock or unlock quests, give you a discount etc.
The videoproblem yeah, it's youtube, they haven't finished encoding yet so you can't use the embedded video, simply watch it on youtube!
Its shaping really good. I hope SC2 low poly wont be getting into a way. This would rock on UDK.
I agree with post above. Add a bit of tension before you find that dead body.
Looking good, looking good.
Hehe, yea, the voice is just for the demo purpose.
As KC said, we will have someone to do the voice acting but as this is no way near final its stupid to do at this time. The length of the voice clips also set the speed on how fast the text is displaying so its good practice for us to do as much of this for real the first time around.
We are trying not to go too much into DeadSpace's foodsteps since that kinda ruined the setting last time around, but we certainly will have alot of influence from that game.
Maybe go for a silent, player character? Sort of like Gordon Freeman.
You are going to be able to have choises on what to reply so that won't be the case (think MassEffect). But yea, he is a bit too much of a whore right now...
A few things that stuck out to me: The spectre is alittle too friendly and seems to speak to much. Also, i dont think a spectre should be ordered around to get someone a drink or something, i mean hes a FREAKIN MEGAHUMAN. No seriously, remove that quest, i ruins the atmosphere alittle. Instead of getting someone something not important, make a quest where the spectre needs to check some datas on the ship, maybe technical data or something, that seems more worthy.
Or is this not supposed to be set in the Starcraft 2 Universe? Would be sad if not, seriously.
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Project vector is a game about Vector, a freelance security guard who have been hired to replace another security guard on the ship Domhusvista who mysteriously went missing. You start out doing basic task for the crew in the reception to get to know the diffent people there. And then you are tasked to go out to some of the dangerous parts of the ship on missions that could cost your life.
Along the way you get to find new upgrades for your suit and earn currency from the tasks/missions you do so you can upgrade and buy new moduels for the suit along with some consumeables. You can also gamble your money with some of the crew in a game of poker or spend them on the Arcade machine.
You also get the chance to find hidden Vinyl LP's that you can bring to the Jukebox which will bring you more awsome friends among the crew.
Right now we are trying to come up with a general story/plot and ideas for quests, things like the UI and suit / interaction features is also being discussed. One of the issues we have at this point is trying to find a good way to do navigation of some sort so the player never loose track on were to go and what to do.
Latest Video (temp voice acting, temp quest line):
(Old) Proof Of Concept: (hence no sounds, basic buttons, jadajada)
(Click the fullscreen button)
So the idea was to maybe have more of a "Diablo in space" kind of game, where the cantina on this ship is your "Quest Hub" and then you get tasks/quests and as you complete them you gain access to more parts of the ship. This is really just on the idea stage and would love some creative input/ideas to make this awsome(er).
I still can't believe how good you are in designing such things with the galaxy editor awesome..pleaaaase make a playable map out of it :D
btw. I love the gun sounds
That looks very smooth, would there be multiplayer, maybe a co-op feature?
Nothing new, but you guys always come up with awesomeness. And I believe the word has to be awesommer (assuming it is a short adjective)
@malu05: Go
hey, just curious, are any of those custom models? alot of things there don't look familiar to me, like the aquarium, wall and roof models, and the bullet model
No attacking in town! Also, with that perspective the combat is going to feel more like doom. So maybe doom rpg?
freaking awesome :)
@LinkD: Go
there is not a single custom model used until yet, everything is in the game already! :)
At the moment we're still gathering ideas, does anyone know if it's already possible to change maps ingame? Would make our job far easier ;)
Next step in development is to create a mod from vector, otherwise it's hard to clean up the code. (and the performance reason should be obvious, too)
Finally found out how to modify the Sub Name of actor events. Will make alot of things much much easier.
Using signal events to be able to turn on and off lights in certain sections of the map without indexing each and every one of them is a time saver.
Just to hype it a bit, next feature is already in it's last prototype steps... and for a roleplaygame it's just awesome!
Updated with new video and info: (refreshing atm... available soon)
@malu05: Go
I would like to drop a comment of praise and encouragement to motivate you to work on it and give us the finished game :)
Also, news'ed, nice portal music
As you may notice from the newest video, Project Vector has changed it's focus drastically. We are now going for much more story and maybe even over several maps (if mapchange comes in time yeay, otherwise we'll need an external launcher) and will get you deep into the living world onboard a battleship, with complete voiceover!
Think of it like a combination of dead space, deus ex, monkey island and even some more games. But don't worry, there will be action and alot of it!
We're still searching for a dataexpert, a 2D Artist and of course an animator, voicejobs will be available later.
As this is a complete mod and not a sole map, it will not be published through battle.net (except Blizz changes their mind somehow) and thats why you will need to 'install' it.
And to add a disclaimer: all of this is still a prototype, we're working on the story and the coregameplaycomponents currently, so don't expect we're releasing Project Vector next month ^^
Video not working for me :-/
Edit: Damn, that's gorgeous.
With that lights quest it totally reminded me of dead space. You could add a few more quests that add a bit more buildup to where you find out there is something wrong. Like as you're using a terminal you hear some strange sounds that aren't too crazy but odd. Then you sometimes think you see some shadows running around. Then you find the dead body.
Also if you go to youtube you can watch the video, didn't work here but on youtube it was playing fine for me.
As i said, it's a prototype, in the final product there will be much more details on those quests and many many more of them. We're still discussing a reputationsystem so any interaction with npc's and or their properties will have influence on their standing towards you... which will then lock or unlock quests, give you a discount etc.
The videoproblem yeah, it's youtube, they haven't finished encoding yet so you can't use the embedded video, simply watch it on youtube!
Dead space yes.
Voice act sucks :( .
Its shaping really good. I hope SC2 low poly wont be getting into a way. This would rock on UDK.
I agree with post above. Add a bit of tension before you find that dead body.
Looking good, looking good.
Maybe go for a silent, player character? Sort of like Gordon Freeman.
Hehe, yea, the voice is just for the demo purpose. As KC said, we will have someone to do the voice acting but as this is no way near final its stupid to do at this time. The length of the voice clips also set the speed on how fast the text is displaying so its good practice for us to do as much of this for real the first time around.
We are trying not to go too much into DeadSpace's foodsteps since that kinda ruined the setting last time around, but we certainly will have alot of influence from that game.
You are going to be able to have choises on what to reply so that won't be the case (think MassEffect). But yea, he is a bit too much of a whore right now...
This is some heavy shit. Really amazing!
A few things that stuck out to me: The spectre is alittle too friendly and seems to speak to much. Also, i dont think a spectre should be ordered around to get someone a drink or something, i mean hes a FREAKIN MEGAHUMAN. No seriously, remove that quest, i ruins the atmosphere alittle. Instead of getting someone something not important, make a quest where the spectre needs to check some datas on the ship, maybe technical data or something, that seems more worthy.
Or is this not supposed to be set in the Starcraft 2 Universe? Would be sad if not, seriously.