DEATHRUN
- Platform:Halo Infinite Forge
- Genre:Deathrun, Obstacle course
- Solo Project
This project is currently a work in progress. In the same fashion as the rest of my creations, it aims to modernize and introduce classic game modes into Halo. In this case, deathrun.
Deathrun is a mode coming from old Source game servers (such as Garry's Mod, Counter-Strike: Source etc). The objective is quite simple; one to two "deaths" control the traps alongside a linear map and attempt to prevent runners from reaching the end. Each runner only gets one life, and each trap can only be triggered once. The general idea is that a death can win the round were they to average at least one kill per trap.
This project, like others such as the planned improved sequel to the popular Lake Hot Pursuit, has been placed on-hold for different reasons. Whether or not I find time to continue development is still up in the air, it's extremely time consuming to put out something of this quality as a one man team, having to handle full cycle responsibilities from game design, level design, environmental art, scripting, lighting, sound design, graphic design etc.
Gameplay
At this point, the map is roughly 70% done. All traps and their core functions have been finished along with the required scripting. Lighting and environmental art is nearly halfway there -- and ending sequence has yet to be implemented
Runners would need to pass through every trap until they eventually reach the end. Upon reaching the end, the winning player(s) would either get to kill the trap master(s) or choose a some form of a duel minigame, as sometimes seen in Gmod deathrun maps.
The environment is based on a mix of forerunner and banished architecture embedded within a mountain, set underground. The second half of the video is very dark, as lighting work hadn't been started for that section yet.
Gallery
Scripting
As of now, every single trap is fully functional (24) and fully scripted with both visual and function. Node-based script brains handle all of it, plus extended game settings, player traits and game logic such as scoring, win conditions etc. The following picture give an idea of the structure for a script, there's a whole lot more happening under the hood with script brains scattered around at nearly every trap.