Jedi Knight: The Gunrunners Project
Thursday, July 05, 2012
I recently had the fantastic idea to cut the player model into three separate things, allowing it to have lots of different weapon, armor and appearance choices, including dual weapons and stuff.
Thus, I also had the idea to cut the six basic classes I had before into twelve, where you still have six basic classes but you can choose (via Skill selection screen) between two different skill sets and weapons for each class, where your skills alignment determines which weapon you will be using.
Basically as it follows...
* Warrior: Enforcer (Big sword) / Slayer (Dual swords)
* Rogue: Hunter (Dagger) / Assassin (Dual knives)
* Ranger: Sentinel (Bow) / Shooter (Dual guns)
* Mixed: Inspector (Rapier) / Caster (Scepter)
* Wizard: Sorcerer (Staff) / Warlock (Magic sword)
* Tanker: Knight (Sword + shield) / Defender (Poleaxe)
More info coming soon!
Sunday, June 03, 2012
The first Demo for Jk: Gunrunners is out!
Features the main character stats, 4 basic skills and one class (Enforcer) with 5 skills, along with the new HUD and hotkeys.
Please go to the forums to ask any questions, suggestions, ideas and comments.
Saturday, September 03, 2011
The main feature in this Mod is the Classes system. Classes can be chosen on the character creation menu (on MP, don't know how to do it on SP), where you originally pick the saber color.
There are 6 classes to choose from. Each class has a different weapon, gameplay style, skills and attributes (defense, MP regeneration, Stamina regeneration).
Unlike most of other JK mods with a Class system, in JkGR, the character class will not be a "passive" thing (it can be turned on/off), nor it will limit the weapons/powers you can use. The chosen class can be activated in-game, by a hotkey.
While your class isn't activated, you will have your basic weapon selection, choosing from 8 guns (pistols, rifles, rocket launchers) and two melee weapons (Fists and Saber. I have no idea what to do with the saber!).
To activate your Class, you'll need Unholy Points. There are three ways to get Unholy Points: by picking up a Unholy Shard (Battery power-up), by fighting (taking damage), or just waiting until it fills up by itself, although it fills a lot faster when fighting. Your Unholy Points bar will fill faster depending on your Unholy Senses (Force Sense) skill. On the interface, the Unholy Points bar replaces the Battery meter.
When your Unholy Points bar reaches the maximum (200), it will become brighter, which means you can activate your Class, becoming the ultimate Killing Machine.
While the Class is enabled, your Unholy Points will be consumed. If it reaches zero, your character will turn into the basic non-classed character again. To stop the Unholy Points bar from decreasing, you must not stop fighting.
Your Light/Dark alignment will determine if, when activated, your Class will be a Gunrunner (good guy, uses Dark powers) or a Holy Agent (bad guy, uses Holy powers). Your alignment determines your look (when the class is enabled) and your skills.
Friday, September 02, 2011
I would like to explain some of the features in this Mod. While at first, this mod will look like nothing more than another random weapons mod, it is, actually much more than that. Okay, not that much. Here are some special features in JK: GR, which will be explained later:
- New Weapons, including the Sniper Rifle, the Rocket Launcher, and the Pwn-Class Heavy Concussive Cannon
- A brand new Class System, where you can choose your favorite class to fight as
- New Power-Ups, including Extra Life, which allows you to rise again at the same spot and with the same items after being killed
- New Skins, including games/movies/anime characters
- New Powers, which will change depending on your class
Friday, January 14, 2011
This is a mod I've been working for some time, but only now I decided to take it to another level. I started this mod when I lost my video card, so I wasn't able to edit my current project at the time, TFW. For that reason, all textures in this mod are 8Bit, so it can be played perfectly with video cards that don't support 3D acceleration on JK.
While making this mod, I'm learning to do stuff I wasn't able to do before, and some of them were never actually seen on JK, giving it a even better feel and gameplay. If you are interested, or have any opinion, comment or ideas, please, let me know at the forums.