I would like to tell you something about the reasons for starting this Mod and the way how I want to do it.
As you may know I worked before as a Head-Coder on RTM for HL2. I had planned to work on this for the next 16months but unfortunately we had to put this project on ice because of a drop in numbers and time constraints. That’s the reason why I wanted to start a new Mod for the coming months and that’s why the release of Crysis is situated so good for me.
Three years ago Farcry already convinced me from the technical point of view. I liked the easy and intuitive useable editor, the well structured and commented code, a useful documentation and not at least an official contact person from Crytek for any Mod or community questions, who is reachable at any time. I’m confident that they will continue with this level of quality.

I also was very interested in all the presentations of Crysis from the developer side and I was absolutely delighted about the image I got from it. Because I could recognise many things that I was taught in the past and all the things that are praised every where. As you may know you can’t say this about any game and I would express my impression like “This is the way it should be!” But to be sure there seems to be no way around to wait till the SDK releases.
And of cause not at least I would like to support the German/European Game market with his Mod.

Due to the above named reasons and my experience gained form previous projects before, I pointed out the following conditions for my Mod.
– Easy to realise
– I can finish it alone if needed
– Time limitation of 16 months
– At every time a playable version
– Must be fun^^

Easy to realise means, no total conversion, in other words I want to use as much as possible from what is already there and don’t want to waste every thing within a play through, but as often as possible reuse as it make sense. That means the best thing would be to create a round based Game-Mode, because onetime created content is used again and again. So I had to find something beneath CS, CtF, FFA, …, what was not already there and I think I achieved this with my “Stealth vs. Team” Mode. In addition to this I can use the crisis setting with all his models and resources.
This all should help me to finish this mod if needed by my self.

Modularization is my magic word to reach the next two points. Beneath the basic-game-frame the mod is extendable with different modules which are independent to each other, like weapons, equipments and abilities. You can compare this with a trading card game, in wich it is in general not absolutely necessary to have one specific card, the game would work with out this card, but it could be an advantage for the game if you owned it. With this modularisation it is possible to stay within the time limitation because I have at all times a full working game and I would be more or less prone to unpredictable problems or a suddenly upcoming time lack. Also I can divide the work much better amongst other coders or in certain circumstances it could be possible for everyone who has a good idea for a weapon or an ability to code this for.

In the matter of fun, I would never make a game if I don’t have fun playing it.
True to the motto, ”If it is fun for me, it also must be fun for others” 🙂


Who am I?

June 26, 2007

Today I would like to tell you something about my self more.

Well, my real name is is Frederik Vogel, I’m German and I was born in 1983. I’m also known as Freddy, Schalftehler or Stane in many forums.

For the last 2-3 years I worked on the Mod RTM(www.returntomana.org) for HL2 as Head-Coder, but unfortunately we had to put it on ice because of not enough time and members. Therefore I have some more time, which I want to use to increase my experience in Game developing and Programming and that’s why I started this Mod 🙂

Usually I’m studying Computer science and Psychology, but at the moment (June 2007) I’m doing a break for some months, to improve my English in Cork(Ireland). The next two semesters I’m going to study in Japan on the Island Kyushu in the Prefecture Oita. In this time I don’t want to study there only the Japanese language, society and culture, but also to start and finish my Mod for Crysis. After this, back in Germany I will finish my studies and I would like to start to work in a Game company or if I don’t feel ready for this, I do some further studies on a special Game School(Digipen, GamesAcademy, …).

Many things happened in the last time.
I moved from Japan back to Germany and after two weeks I moved to Ireland. I’m there for the next 3 months.

But I found some time to make a first version of a status table. It’s not very detailed yet, but gives a first view of the whole project and the release times.

I also was thinking about an implementation of the Wiimote controller. I never played a first person shooter with the Wiimote, but I can imagine the problem that First-Person-Shooters have which are controlled by Wiimote. That’s why I’m not really sure if a Wiimote support will be a gain for the mod or just a funny thing for some minuets. I will think closer about this in the next few weeks. I have some really good ideas to use the Wiimote in a good and useful way, but this would change the whole mod.

What do you think?
Should this mod support the Wiimote controller in a useful and playable way, which would cause some more changes in game play than just replacing the mouse movements with the Wiimote, or do you prefer a controlling like Red Steel?

Added Game types

April 10, 2007

Today I added a first description about the three different game types of this mod.

Mod started!!

April 9, 2007

Hehe what should I say, with this post the developing has begun 🙂