CYBERTRON:The Great War

Storyline:

Cybertron, 7 Million Years Ago
_______________

War has become a way of life for the Autobots. Not one they have chosen but one forced on them by Cybertron's military hardware robot's undying appetite for conquest. The war was instigated 3 million years before by these power hungry robots and in the beginning they dominated the planet with their military programming and sheer firepower. It wasn't until the Autobots developed transform technology and brought life to the once mindless Guardian Robots that this war had become a challenge for the military robots.

For over a million years reprogrammed Guardian Robots and Autobot Warriors protected Autobot cities from military robot strike forces. And for over a million years the Autobots held an advantage. With their ability to transform and their reprogrammed Guardians, Autobots forced the military robots into the depths of Cybertron where energon resources were low and Autobot cities remained relatively safe, up until now.

Transform technology has leaked into the clutches of the military robots who have adapted and developed the technology to make their weapons even more powerful. Now with their new powers the military robots have risen cities from the depths of Cybertron and have overtaken Autobot cities one by one. The military robots have entitled themselves Decepticons and are turning the tables with brute force. Extracting the energon from Autobots and reprogramming the stronger ones to fight against their own Autobot brothers. The Decepticons numbers increase daily as the Autobots numbers decrease.

Game:

The game will be based on all original characters, set during the Great War on Cybertron. Meaning they will mostly be original characters with original vehicle designs that do not reflect anything seen on earth. A few of the older Transformers characters may be added, but with liberty taken and slightly redesigned to have cybertronian alt modes, such as Bumblebee and Jazz in the first episodes, their bodies would need to be redisigned to convert to those vehicle modes. Also the Junkions would be a prime candidate considering the exact time our game occurs was the time it was speculated that they left Cybertron.

gameplay:

The main gameplay mode will be team based. With Autobots battling Decepticons, more than likely basing it on a simple scoring system will suffice. This will rely heavily upon the use of tag_insignia and models to accompany them for sides. The idea is to allow players to pick their favorite amongst our original characters and be able to play them on whichever team they prefer, the tag placement sticks the appropriate insignia's on their character. A good idea would also be to make a floating symbol overhead to identify team in order to pervent cheating in plugin models.

Alternate modes of play could include:

Reprogramming wars: Players attempt to 'capture' the enemy. Once an enemy is 'captured' they are converted to the capturing team.(this idea needs some cleaning up. But as it was suggested by a team member it is here)

Capture the Matrix: Simply put, CTF.. Transformers style

Malfunction mode: Straight deathmatch mode. All out, every bot for himself!

give special powers ala Super heroes mod, but make an energon meter for usage. This will cover things such as mirage's stealth mode and skywarp's teleporting. We will want to put some major limits on this. These would only be included because a few of the TF's were known for such abilities, though they did not use them constantly and we should not allow that either. Possibly make it to where if they bypass a special power they recieved added armor or firepower.

Models:

Creating models for Quake3 that actually transform is a chore, but it can be done and I am near done with the transforming test model. The problem comes with the tag system in Quake 3. One solution is to totally remove the standard tags and create our own, but we really want to keep those in if possible for animation purposes. The best solution I have been given is having Q3 ignore the tags in the transform animation frames and the vehicle frame, this is what we want to try for if at all possible.

A class system will be needed, such as Neil did for us in TFQ for quake2. Each class will be a seperate vehicle type with different abilities accordingly. I would personally like to see if we can do subclasses of each for size purposes. Example: small(bumblebee, cliffjumper, all minis), medium(sideswipe, starscream, all the mid sizes), and of course large(for characters like Optimus and Megatron)

New tags

tag_insignia: So far we are definately wanting to go for the existence of a tag_insignia. There will be two standard insignia models(autobot/decepticon) in our main .pk3 file that these will refer to depending on which team the player chooses.

tag_wheel(s): These will be needed for tire rotation and turning once the vehicle physics are in place.. it will need to be coded in class dependent I think, and ignored if the models does not contain them(Q3rally uses these ideas heavily).. not all of our ground models will have wheels, but for those that do we will need these.


CYBERTRON:TGW
GAME INFO
    - Design Doc
CONCEPT ART
    - Bulleto
    - Grief
    - Rammer
    - Scarzon
    - Seekers
    - Treds
    - Various
SCREENSHOT TESTS
    - Front End Menu

OTHER LINKS
Big Bot.com
Open GameDev
old TFQ site
polycount
Quake2 Max Mod Engine
The All Spark
Transfandom.com
Transformers Extreme
Transformersonline.net

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