TimeSplitters 4/Bespoke Code

## Bespoke Codz and Effectz

* Spawn objects in specified locations upon events

### It’s Alive

* Monkey Scientists assembling the Frankenstein monster. They will retrieve the limb thrown by the player and carry it aloft to the monster and weld it into place with tiny acetylene torches. Lots of sparks, etc. They are indestructible, but if a player tries to shoot them, they will all swarm up to the offender and bounce up and down, making angry gestures and noises. If the enemy monster enters the lab, they all go nuts and jump on it and hang on its legs as one hammers ineffectually at its head. This has no actual effect.
	+ This is all heavy-duty animation and code work. The best way to deal with this would be to get the game mode working, be convinced that it is good and then action this work. A simpler fall-back plan should also be proposed.
* When the Monster is complete, it is struck by lightning and flashes black with the white bones inside and then we scale it up to be monster-sized.
* Frankenstein Monster instantly kills enemies in range. Want him to pick them up and smash against the floor. Failing that, punch or kick them flying.
* When the control apparatus is destroyed, the Monster clutches its head and collapses into bits.
* The Monster can smash through a wall to enter the opposing lab – this is so the 2 monsters can never meet in the doorway, as they need different paths.
	+ Are we planning that this gamemode is only available in the castle?
* Glowing limb on random players as the only limb that can be attached to respective monsters. Will only choose a limb to glow that the opposing team still needs. HUD icon to tell a player they have a glowing limb.

### Zombie Wheelchair Racing

* Fire extinguishers provide momentum if friction is overcome (e.g. on ice).
* Zombie spawns – crawling out of ground, appearing at the point of a lightning strike, climbing out of coffins with lids, dropping from above.
* Human-to-zombie transition.
	+ Whilst a transition effect is in the cards, having a zombie equivalent of each human character might be a bit of an ask – unless it is just a head change + animation change.
* Zombie biting human forced anim – switch to 3ʳᵈ person view.
	+ No problem in 3ʳᵈ person, but not sure how this is going to look in 1ˢᵗ person.

### Shootball

* A player hit by a thrown ball catches it instead of being damaged by the object provided it is within 180 degrees of forwards. Otherwise it bounces off.
* Throwing the ball into the net scores 1 point and restarts the game.
* Punching the ballholder frees the ball in a random direction with random velocity between a min and max amount.
* The ball blows up if held for a defined amount of time.
* When a ball blows up, a portal opens and commentary is heard as from a real football match and the commentator says “And he shoots!” and the ball flies out of the portal… Same for restart.
* The player with the ball is slowed slightly.
* In variant B, the player can only rotate when in possession of the ball, they cannot traverse.

### Add It Up

* Hats can be flagged to be fixed on and indestructible rather than behave in their normal manner.
* It is necessary to assign numbers to players and track the order of kills for each player.

### Cratemod

* Player model as a crate - guns are not shown carried.
* Sonic bomb – an effect that reveals people hidden in crates. Ideally, fade the crates and show the person inside; more practically, just flash the crates and make a pinging noise. Has a fixed radius. Carried as a thrown object, means it does not prevent shooting guns. Cannot be dropped.
* Always spawn out of LOS in Cratemod.

### Striptease

* On each death we change the player’s model. Same with *Ages of Man*.

### Virus

* Once a human is caught and becomes a zombie, they can then catch other humans and make them zombies. Score points for catching people and for how long you last.

### Predator

* Regenerate health code
* Sound effect on button press code so the Predator can scare the hell out of people.
* Impaling code – Piercing characters and knocking them flying and pinning them to any object struck.  See HL2 and FEAR for examples of implementation.
* Cloak/Decloak on button.
* Auto-cloak when stationary and not firing.

### Food Fight

* Expand characters to simulate them getting fat
* Fat characters explode spraying vomit and gibs everywhere
	+ Copy the TSFP carcass explode ? It was ggggreat.
* Food as thrown weapons being eaten by the target

### Wife Swap

* Wives to follow players around
* The reveal when a wife is swapped complete with blown kiss
* The whole swapping of wives unless you have the woman already bizzle

### Hall of Medusa

* Light beams projecting from the eyes of the Medusa mask. You should see the beams as you can torches in smoke.
* Petrification of characters, including shattering.
* Traps!
* Medusa mask's eyes opening with sound effect on events.
* Medusa light beam petrification when looked at roughly directly.

### Fire Pyre

* Zombies emerging from coffins
* Refuelling flamethrower from fuel pump
* Spawning coffins rolling in through hatches

### Sweeny Todd Pie Bod

* Pie machine/curry making machine. Cooked gibs in, food comes out.

### Basketmelon

* Give player infinite supply of throwing object.

### Monkey Curling

* Monkey launcher to fire monkeys through the air
* SIXAXIS monkey curling – spin, velocity

### Zombie Jousting

* Dual stick control of shield and lance. Determining hits, misses, blocks.

### London’s Burning

* Pyromaniac AI character running around setting fires at specified locations.

### Rhythm Action

* Shooting specified characters at a specific moment – success or failure. Dance routines. Visual indications of target and timing. Comedy limbs flying off during dance. Zombies shooting the player if they miss the target/beat. Restoring player health on successful shot.

### Super Zombie Turbo Puzzle Fighter

* Coloured zombies, coloured grenades transporting those coloured zombies to spawn on the other side. Grey, temporarily invincible zombies on spawning or being hit by the wrong colour grenade. Colour changing stick to hit zombies and cycle through the colours.

### Evolution

* Being near the monolith increases evolution meter. Changing character model when bar fills.

### Pimp my Pussy

* Earning money, cat customization screens. Unlocking new races on level of customisation.

### Cut Out Shoot Out

* Scoring depending on speed of shot and accuracy to centre of target.

### Monkey Melons

* Monkeys on set paths, points won for hitting melons and lost for hitting monkeys. Monkey behaviour on either outcome.

### Brickaruga

* Light and dark A.I, Light and dark brick's effects on each A.I. type and on player. Player switching colour changes brick colour.

### Bullseye

* Skewering zombies against targets point scoring system

### The Great Crate Puzzler

* Electrifying floor. Creating acid lake.

### Behead the Undead

* Spawning waves of zombies.  Scoring headshots and bonuses for no damage received

### Pimp My Pussy

* Cat racing – earning money, cat customization screens.  Unlocking new races on level of customization.