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We’ve had this idea for a long time now to make a stick-figure flash game that demonstrates our control scheme and dual wielding, the purpose of this is to prove to anyone that our control scheme is easy to use and not as complicated as it might sound when you are reading about it, it will act as a proof-of-concept for one of the main features of the Redef Framework.
For the last two weeks since Crytek announced their free SDK, me and ofShard have been meeting every week to work on Redef, I’ve been working on the wiki while he has been working on the flash game. Their has been some good progress, our goal is to have a working version of the flash game by the time Crytek releases their SDK in August.
Meanwhile you can check out the wiki for details on our control scheme.
We’ve created a Wiki page for Redef, it’s available here, This will be the repository of all of our ideas, I’ve decided to do this instead of the idea posts on this site. It’s way easier to organize everything and It’s working out great, I’m going to be adding stuff to it all the time so feel free to check in on it every now and then. Although I will probably be posting news when I have completed various parts.
ModDB – Announcing the release of Cryengine3 editor for Crysis 2 and Free CryENGINE SDK.
This is what we have been waiting for!
Overview
Redef Arena is a competitive multiplayer first person shooter that aims to create a new experience for players, Redef Arena has a heavy emphasis on realism and introduces the Redef Framework; a new control scheme, interaction and movement standard for characters that builds upon the traditional FPS scheme to bring to the player a whole new level of freedom, then throws in weapons and gear, gametypes, maps, and more into the mix to create a new multilayer experience where it seems almost anything can happen.
Summary of features
- Redef Framework
- Redesigned control scheme with dual holding/wielding system.
- Hold any two items or weapons at the same time
- Head-tracking support to enable dual aiming
- Any item or weapon can be used in melee, thrown, dropped, and more
- An interact mode that uses cursor click and drag mechanics to interact with objects’ mechanisms or even take them apart, access items in your inventory, and more.
- Manual reloading, the “r” key is now a “rechamber” key when dealing with firearms, it only operates the gun’s bolt. Magazines and ammo are treated as items and must be taken out of your inventory like any other, they are inserted into the gun by activating their primary action, it is up to the player to operate the bolt when needed.
- Improved movement system including incremental speed and height, movment inertia, a redesigned stamina implementation, redesigned prone position, and more.
- RPG style skills and abilities implementation including DC skill-checking when performing actions to determine how well they are performed each time; the skills and abilities of the character will directly affect the effectiveness of all the player’s actions
- Immersive First person, There are no first person specific view models, your character’s real playermodel that everyone else sees is used instead, all of the same animations that other players see on your character are also what you see through your character’s eyes.
- Melee combat including punching, kicking, blocking, and sneak attacks like neck-snapping, throat slitting, etc.
- Projectile simulation, complete with projectile speed, gravity affects, air drag, penetration, ricochet, and wind affects.
- No health bars, character death or incapacitation is determined by the condition of his vitals, not by hit points.
- Realistic voice chat, When you talk through your mic in-game, your voice is transmitted as in-game 3D sound emitting from your character, any player or NPC including enemies within earshot will be able to hear you. Communicating remotely is done through items like radios which will have a real presence in the game.
- Redesigned control scheme with dual holding/wielding system.
- Wide array of modern weapons and gear including rifles, handguns, grenades, knives, ammunition, optics, weapon RIS attachments, flashlights, tac vests, holsters, armor, helmets, etc. all of which are defined as items in the new interaction system.
- Lots of gametypes, all the usuals of course, free for all, team deathmatch, capture the flag, along with new unique gametypes yet to be named.
- Singleplayer story aspect, Instead of starting out in a menu, the game starts the player off in a singleplayer level in the story of the game, here the player can roam around, customize the appearance of his avatar, buy weapons and gear, test new weapons and zero them in at the range, interact with NPCs, manage account settings and more, even joining a multiplayer match is done through the level.
- Unique “spawn room” element, all players start out in a “spawn room” for their team, this room has predefined weapons, gear, and ammunition lying on tables, a small shooting range for testing weapons, and doors heading out to the match. Players will often have a choice whether to take the time to grab extra gear/ammo or quickly head out to the battle.
- Fully customizable gameplay, made possible through the RPG skills and abilities element, player’s skills, abilities, and starting gear are all server-side settings which can be customized by an admin; changing these settings can mean the difference between fast paced one man army style gameplay and slower paced tactical team based gameplay. the possibilities are nearly endless and realism is preserved either way.
RedD here, I’ve decided to scrap the idea of making a game design document for now and do something else instead. It’s been pretty hard trying to categorize and organize all of the ideas for the Redef, so what I am going to do is make an ideas section here on the site where I can just simply make posts about each particular idea, I think that way it will be a lot easier for me, I’ll be able to get straight to writing about what I want to write about without worrying about everything having to be in a certain format.
Right now we are working on the site, I think it’s the best way to go while we are waiting for an engine.
Hello, this is RedD here posting to let you all know that we are leaving the Source engine, the lack of documentation and organization of the SDK was giving us too many headaches, we also plan on selling Redef in the future so we think that the best course of action right now is to go ahead and buy a license for a commercial game engine to develop Redef on, we have looked over many engines and right now we have our hearts set on »»
So RedD broke out the ol’ FRAPS and recorded some gameplay of the current working build of Redef. Hit the jump for the video.
Also, I recently got a job, so now I’ll have more money to fund development, but less time to actually work on it… Funny how this outdated monetary system of ours works.
Me and RedD have finally gotten into a regular working schedule on Redef, and we’ve made some progress. Redef is a Source engine mod for Valve’s Half-Life 2 that intends to address all the flaws of conventional First-Person Shooter design, big and small, and introduce a healthy dose of realism while we’re at it. The project is quite ambitious and our list of desired features is quite extensive. Of course, neither me nor RedD wish »»