
For semester 2’s major Games Studio project my group created a MOD called ‘4 Days of Community Service’. The specifications for the project were to create a working game using Unreal Tournament 2004’s Unreal Editor. My game development group consisted of four people; two Games Programming students, one Games Art student and myself studying Games Graphics Design. We had the semester to complete the fully working game, which was less than three months.
From previous experience of creating a MOD for Neverwinter Nights last semester, I suspected that UT would be more complex to understand and manipulate. I designed the gameplay and artwork/storyline so as if either one changed dramatically the other wouldn’t be as affected.
The core of the game is a space flight adventure in a comic and humorous setting. The storyline follows a deluded lounge-lizard called Edward who was sentenced to four days of community service. Each of the four levels is set in a theme: junk, sewer, nursery and the last is a ‘boss’. After each level Edward’s story is unfolded, by short AVI movies, as he finds out the plot behind why he was sentenced.
The game design changed a lot over the process. We tried to do what we could and the outcome is good considering the timeframe. In particular we had problems with implementing custom scripts. We spent most of our time figuring out how to restrict the player into the ship. The game just wouldn’t have worked if you could instantly jump out of a vehicle into the fake space.
Less time was then spent on other necessary game elements like enemies and collecting ‘power ups’ and weapons. Without them the MOD turned out to be a ridiculously linear: shoot all the enemies spawning from a point in the level to complete it. We ran out of time to figure out how to make the spawning enemies larger; so in the game you fly around a massive space level shooting ‘ants’. Although the actual gameplay was simplified it does work but it is the part of the MOD which needs improvement, if we returned to this project.
In terms of the story and art I believe we excelled. The cut-scenes pulled together the comic situations of the actual game. It is unfortunate that UT does not easily allow AVIs to be placed before and after an arena is played. To experience the game to the fullest it is essential to watch the cut-scenes and see Edward’s story unfold. The in-game levels come alive with the bright and nicely sickening textures. The effect of the tiled floor of dead mutant babies in level 2 is comic, even if the massive size of the levels made texturing a little ridiculous to the eye.
The MOD was all fun and a good experience in developing an initially wild concept over a short time frame of three months. It was a joy to work with each member of the group and we have all taken a lot out of the project. I do know one thing for certain; none of us will make another MOD with UT again but we will willingly MOD a different game in future.

Links: www.badgerplus4.tk, filefront – downloads, flickr, Unreal Ed Community.
I doubt I will upload the MOD to the internet; the file size is huge because of the textures. I may however upload the pdf’s of the development stages somewhere. For now, enjoy these screenshots and pieces of in-game artwork.