diff --git a/_data/authors.yml b/_data/authors.yml index bb20702..225ff71 100644 --- a/_data/authors.yml +++ b/_data/authors.yml @@ -33,3 +33,17 @@ GeckoEidechse: - label: "Twitter" icon: "fab fa-fw fa-twitter-square" url: "https://twitter.com/GeckoEidechse" + +Zanieon: + name : "Zanieon" + avatar : "/assets/images/zanieon-profile.jpeg" + bio : "Just some level designer around." + location : "Troy" + email : + links: + - label: "Website" + icon: "fas fa-fw fa-link" + url: "https://www.artstation.com/zanieon" + - label: "GitHub" + icon: "fab fa-fw fa-github-square" + url: "https://github.com/Zanieon" diff --git a/_posts/2024-08-26-payload-gamemode.md b/_posts/2024-08-26-payload-gamemode.md new file mode 100644 index 0000000..d52072a --- /dev/null +++ b/_posts/2024-08-26-payload-gamemode.md @@ -0,0 +1,129 @@ +--- +title: "Payload gamemode" +header: + image: /assets/images/page-header-image.jpg + og_image: /assets/images/page-header-image.jpg +tags: + - Gamemode +author: Zanieon +last_modified_at: 2024-08-26T13:24:00-01:00 +--- + +Ayo! I am Zanieon and I have a funny and interesting story to tell about a custom gamemode for Northstar. + +## How everything started + +> "Payload? What's that Zanieon?". + +So for those you actually never played the other TF2 +([Team Fortress 2](https://wiki.teamfortress.com/wiki/Payload)) or +[Overwatch](https://overwatch-archive.fandom.com/wiki/Payload) +for the matter, both games have this gamemode of same name in which one team prevents the +other team from pushing a vehicle to its final destination. + +This mode has been proven very interesting in both of those games due to the way its main +objective works and how it creates a specific dynamism in gameplay. However, Titanfall never +had said gamemode, no cut content or anything of the kind, zero clues in regards to that. + +There have been previous attempts to make this mode in Titanfall. +Another contributor, named [*cat_or_not*](https://github.com/catornot), tried to make it around 2022 +but back at that year, the navmeshes of the maps in Northstar were very broken and many times, the NPCs +would fail to path properly. +Ever since I joined (in February 2023), my main focus was entirely on the Frontier Defense gamemode, +because my real motivation to join as a contributor was to make Frontier Defense work properly +on Northstar, which back then wasn't also working as intended due the same reason of navmeshes and +other issues. + +## Payload coming to reality + +So, due to me dedicating an entire year of my life into making Frontier Defense work, fixing up +all problems with it and gaining experience in coding content for the game, I finally came into +realization that I could probably attempt myself at doing such Payload gamemode because I've +always had interest in playing said mode, despite never playing Team Fortress 2 or Overwatch +in my life. + +Case in point, at a random day, I consulted *cat_or_not* to see how far he went with his own +version of the mode before starting anything on my own — if there was anything I could start +from — but the code wasn't touched ever since he lost motivation to work on it due to broken +navmeshes. It was extremely bare-bones so starting from that code or building an entire new +one from scratch would take equally long. + +## Speedrunning the code + +A couple days after I did this consult, I decided to start writing the gamemode entirely from +zero pratically. I had a very clear vision of what this gamemode should be and how it could be +played with its own spice of Titanfall 2 on it; so I began writing the scripts, and here comes the +funny part: + +> I was so hyped to see this thing working that I wrote the entire server and client +logic within only 2 days non-stop! + +Yes! Non-stop, meaning I also haven’t slept between both days while I did that, only taking the +normal breaks any person would do (toilet, eat and drink). + +That was actually only possible due to the entire work I did on Frontier Defense, as a +lot of functions and code was adapted from there, alongside some logic from Amped Hardpoint +gamemode too, with everything working on the basic level the way I conceptualized this mode +with the touch of Titanfall 2 over it; it even attracted the attention of the Competitive players +whose only gamemode to play is Capture The Flag. + +Pretty much on the week that followed that happening, I did some rebalances and touches +here and there and bam, there’s this fully brand new gamemode that never existed into the +game actually fully functional now with the way it could play in Titanfall 2’s gameplay terms. +This was probably my quickest speedrun of coding anything for Northstar project given the 2 day +timespan, one does not simply drop a whole brand new gamemode that easily, but well, it was +fun doing that. + +## The gamemode + +The objective for the attacking team is to lead a Nuclear titan to the Harvester of the opposing +team, to hopefully destroy it; the defending team must prevent this happening to secure the win! +Like Team Fortress and Overwatch, the more attacking players around the Titan, the faster it is. + +Pilots hide behind a shield from attackers and incoming Titan + +Now for the Titanfall touch: +* defending team can steal batteries from the Titan to reinforce their harvester's shield (meaning +it won't necessarily be destroyed if the Titan reaches it and triggers its nuclear explosion!); +* attackers can use batteries on the Titan to shield it; while it is shielded, the Titan moves +automatically, even without players being around; +* both Titan and harvester shields can be damaged with conventional weapons. + +### Media + + + + +

+ The Titan payload automatically moves towards the enemy harvester... as long as there + are allied pilots around it. +

+ + +

+ Defending team can steal batteries from the Titan to shield their harvester (and hopefully + make it survive any nuclear explosion). +

+ +--- + +Payload is playable **now**, you can install it using your favorite mod manager or [download it +from Thunderstore](https://thunderstore.io/c/northstar/p/Zanieon/PayloadGamemode/). + +That’s it folks! It was fun writing this piece of story! \ No newline at end of file diff --git a/assets/images/posts/payload/defense.png b/assets/images/posts/payload/defense.png new file mode 100644 index 0000000..4403458 Binary files /dev/null and b/assets/images/posts/payload/defense.png differ diff --git a/assets/images/zanieon-profile.jpeg b/assets/images/zanieon-profile.jpeg new file mode 100644 index 0000000..8ffa711 Binary files /dev/null and b/assets/images/zanieon-profile.jpeg differ diff --git a/assets/video/posts/payload/harvester_battery.webm b/assets/video/posts/payload/harvester_battery.webm new file mode 100644 index 0000000..a2de02d Binary files /dev/null and b/assets/video/posts/payload/harvester_battery.webm differ diff --git a/assets/video/posts/payload/titan_stops.webm b/assets/video/posts/payload/titan_stops.webm new file mode 100644 index 0000000..f4da1e8 Binary files /dev/null and b/assets/video/posts/payload/titan_stops.webm differ