What technical features do you expect to find in a FPS?
Neither the license nor the cost are issues for me anyways, so that's not a big deal. I'm more concerned with performance. A colleague of mine also suggested Newton so I think I'm going to go with that.
We all live in a yellow subroutine.
(\__/)
(='.'=) Copy bunny into your signature to
(")_(") help him gain world domination.
(\__/)
(='.'=) Copy bunny into your signature to
(")_(") help him gain world domination.
1. Speed up saving game time.what features the average player looks for in an FPS
2. Option to change resolution, FSAA and other options to change at run time
(it requires some changes in irrlicht source(at least in my case))
3. Dont rely to much on a fancy shader effect, rather spend lot of time on a gamplay and good story.
4. Lot of different tools/weapons
5. Dont repeat same rooms to much, or at least put different furniture
6. It would be good to make enemies laugh (or something nerving) at you when you are taking damage
(it gonna heart players ego and make them play even more, might even crash their PC)
7. Nothing else come to mind right now
P.S. 8. When you are finished i would like a free copy. .. Joke.
JPulham - have you played Painkiller?
It's horror FPP game and there were very few regular medikits. But when you killed a monster, his "soul" - a kind of etheral sphere showed up. When you step into it you regained 1% of your life. And when you killed a powerful monster his soul had a different colour - and recoverd 30%, 50% or 100%, I don't really remember
It's horror FPP game and there were very few regular medikits. But when you killed a monster, his "soul" - a kind of etheral sphere showed up. When you step into it you regained 1% of your life. And when you killed a powerful monster his soul had a different colour - and recoverd 30%, 50% or 100%, I don't really remember
allow some advantages for snipping type of players, as well as those preferring go with some sort of close assault, close range weapon. Like counter strike and ut allways had, but no need so realistic or so fantastic.
I agree in the many weapons.
in this case of an fps, if done free for comunity, would simply roxor totally if an artist could just "mod" the game : put his own model. I don't mind if te gets as technical as putting our own blender b3d file, artists willing to mod know they need to get quite technical, and end up managing whatever to have their sarge-like model there, lol...
speed in response.Essential.
not console-effect. Make it needing player to aim manually, well controllable, but definitely not dumb. Counter strike was simply great in this. Source counter strike, I never played, stopped playing fps games quite some time ago, tho am nostalgic.Specially quake arena, Ut1, 2003, 2004, and cs. Not that am any good. But took part in some mods as an artist.
If you allow the possibility (not the actual NEED of it, as many artists on buddies dont have the knowledge) to add normal maps to the custom character model, would be great.
Possibility of change your own crosshair png/tga.
Connecting with snipping stuff, provide some interesting levels, even if not rich in quality, but giving cool playability possibilities.
Long range of weapons...I said that...but providing good difference in use (grenades, heavy weapons, unaccurate in distance, a good charge of bullets, long range ones, slower in firing, extremely accurate, please provide a zoom in telescope aiming... With a limit, of course...somewhat realistic, so that all are balanced, or all will want the snipper rifle, or the assault mega weapon...)
If geometries of levels are possible to be moded also by artists, great then. If not, I dont see as important as adding full characters from scratch. Indeed, ideally is that the fps game has some place holder meshes, even if crappy, that artist can replace with not way too much troubles.
This route is one of the celeverest to make a game grow in visual richness without even praying to artists...an artist sees a game mddable, with quite freedom, and may feel in the mood, is not rare.
Ability to also change skybox, in exteriors, some of the default ones are definitely too low res and other matters...
So , yep, I bet for modding. Modding has moved so huge masses of artists, so that it'd be quite interesting.
Some games did stopped many for the hard it is to add one model, ie: quake 3 arena. is possible but not easy or flexible.
Just providing a rigged mesh in bledner, exported as B3d format, even if tehre's a forced naming of bones, and number of them, or even more, which is surely the soution: the game author providing an already fixed human rig (but count on an artist knowing well the stuf on doing the rig, must know of animation and human anatomy) , so that names, etc, would be in place, in Blender (as is th eonly free one complete enough and with fromats good enough for the task that i know of) , so giving that rig in *.blend format, (could be improted back into max or Maya with md5 format as intermediate format) to make it fail safe.
Surely accompaining a short txt of details to ensure propper game import.
Is how is done i many mddable games.
is an easy way to enlarge game life, game content, game quality. Specially for an indy game. Imo.
An all against alll, and team against team deathmatch mode.
I never was so fond of capture the flag, but I guess many ppl enjoy that...
Same line of all what I am saying, ability , with some txt instructions, to replace weapons mesehs and textures.
Doing all saw, wouldnt matter if place holder meshes were crap. Soon will evolve by modding to something nice, like an living creature that grows without your extra hours and prays for models and textures/anims...
My 2 cents...
I agree in the many weapons.
in this case of an fps, if done free for comunity, would simply roxor totally if an artist could just "mod" the game : put his own model. I don't mind if te gets as technical as putting our own blender b3d file, artists willing to mod know they need to get quite technical, and end up managing whatever to have their sarge-like model there, lol...
speed in response.Essential.
not console-effect. Make it needing player to aim manually, well controllable, but definitely not dumb. Counter strike was simply great in this. Source counter strike, I never played, stopped playing fps games quite some time ago, tho am nostalgic.Specially quake arena, Ut1, 2003, 2004, and cs. Not that am any good. But took part in some mods as an artist.
If you allow the possibility (not the actual NEED of it, as many artists on buddies dont have the knowledge) to add normal maps to the custom character model, would be great.
Possibility of change your own crosshair png/tga.
Connecting with snipping stuff, provide some interesting levels, even if not rich in quality, but giving cool playability possibilities.
Long range of weapons...I said that...but providing good difference in use (grenades, heavy weapons, unaccurate in distance, a good charge of bullets, long range ones, slower in firing, extremely accurate, please provide a zoom in telescope aiming... With a limit, of course...somewhat realistic, so that all are balanced, or all will want the snipper rifle, or the assault mega weapon...)
If geometries of levels are possible to be moded also by artists, great then. If not, I dont see as important as adding full characters from scratch. Indeed, ideally is that the fps game has some place holder meshes, even if crappy, that artist can replace with not way too much troubles.
This route is one of the celeverest to make a game grow in visual richness without even praying to artists...an artist sees a game mddable, with quite freedom, and may feel in the mood, is not rare.
Ability to also change skybox, in exteriors, some of the default ones are definitely too low res and other matters...
So , yep, I bet for modding. Modding has moved so huge masses of artists, so that it'd be quite interesting.
Some games did stopped many for the hard it is to add one model, ie: quake 3 arena. is possible but not easy or flexible.
Just providing a rigged mesh in bledner, exported as B3d format, even if tehre's a forced naming of bones, and number of them, or even more, which is surely the soution: the game author providing an already fixed human rig (but count on an artist knowing well the stuf on doing the rig, must know of animation and human anatomy) , so that names, etc, would be in place, in Blender (as is th eonly free one complete enough and with fromats good enough for the task that i know of) , so giving that rig in *.blend format, (could be improted back into max or Maya with md5 format as intermediate format) to make it fail safe.
Surely accompaining a short txt of details to ensure propper game import.
Is how is done i many mddable games.
is an easy way to enlarge game life, game content, game quality. Specially for an indy game. Imo.
An all against alll, and team against team deathmatch mode.
I never was so fond of capture the flag, but I guess many ppl enjoy that...
Same line of all what I am saying, ability , with some txt instructions, to replace weapons mesehs and textures.
Doing all saw, wouldnt matter if place holder meshes were crap. Soon will evolve by modding to something nice, like an living creature that grows without your extra hours and prays for models and textures/anims...
My 2 cents...
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
oh, sorry.
hadnt read certain post...
this is not athe typical fps.(which I'd love)
Is mages throwing rings or something...
then forget most of what I said...
hadnt read certain post...
this is not athe typical fps.(which I'd love)
Is mages throwing rings or something...
then forget most of what I said...
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
The game's basis is its story. I am completely bored of the countless hoards of lifeless FPS games with little/no storyline.
Game saving is definitely no problem...but save hoarders will be disappointed because there's no in-level saving. You can only save between levels. This forces the player to develop actual skill in the game rather than "oops I got hit, load!" kind of "cheating". It also dramatically reduces the size of game saves as well as the time it takes to save the game.
Health..."instant restore" health pickups are rather rare. However, since the game is so heavily inspired by Heretic, there are also "usable" health items you can pick up. And speaking of pickups...there are several usable items that you can pick up that give additional attacks and abilities that are unaffected by the ring type.
The type of ring determines the type of attack. The character doesn't throw the ring, but uses the ring to form a magic projectile attack. In essence, these are the "guns" of the game.
Aiming in the game is always dead-on, there is no "seeking" of shots, the shot goes where the crosshair points. Again, this forces the player to rely on their real skills and not to shoot haphazardly into the air, hoping to hit something. Go crazy with wild shots and you'll get slaughtered pretty quickly when you run out of charges. Being able to change the crosshair is a pretty good idea though, I'll certainly implement that.
Although the original did not have a multiplayer mode, I believe I will code one into this version. It's going to be a little strange to implement it into this particular game though.
In the end though...anyone who completes the game will have done it with their skill alone. However, I have still not completed the original game in Insane mode, and I developed it.
Game saving is definitely no problem...but save hoarders will be disappointed because there's no in-level saving. You can only save between levels. This forces the player to develop actual skill in the game rather than "oops I got hit, load!" kind of "cheating". It also dramatically reduces the size of game saves as well as the time it takes to save the game.
Health..."instant restore" health pickups are rather rare. However, since the game is so heavily inspired by Heretic, there are also "usable" health items you can pick up. And speaking of pickups...there are several usable items that you can pick up that give additional attacks and abilities that are unaffected by the ring type.
The type of ring determines the type of attack. The character doesn't throw the ring, but uses the ring to form a magic projectile attack. In essence, these are the "guns" of the game.
Aiming in the game is always dead-on, there is no "seeking" of shots, the shot goes where the crosshair points. Again, this forces the player to rely on their real skills and not to shoot haphazardly into the air, hoping to hit something. Go crazy with wild shots and you'll get slaughtered pretty quickly when you run out of charges. Being able to change the crosshair is a pretty good idea though, I'll certainly implement that.
Although the original did not have a multiplayer mode, I believe I will code one into this version. It's going to be a little strange to implement it into this particular game though.
In the end though...anyone who completes the game will have done it with their skill alone. However, I have still not completed the original game in Insane mode, and I developed it.
We all live in a yellow subroutine.
(\__/)
(='.'=) Copy bunny into your signature to
(")_(") help him gain world domination.
(\__/)
(='.'=) Copy bunny into your signature to
(")_(") help him gain world domination.