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Post by atretributioner on Sept 17, 2011 0:03:42 GMT -5
[reserved]
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Post by atretributioner on Sept 17, 2011 0:04:12 GMT -5
I've been making a FPS that defies a lot of conventions, and I though I might as well promote myself.
I'm working on a sci-fi FPS, the two mechanics I can show you now are 1) heartrate and 2) skyspawn.
Heartrate is a mechanic that grants advantages and disadvantages to both high and low heartrate. A good rule of thumb is that sniper rifles complement low heartrate, and that constantly recoiling guns demand high heartrate.
Some advantages:
High Heartrate-- Faster movement speed Higher Jump Faster centerspeed
Low Heartrate-- Less idle sway Faster regeneration Hear footsteps from further away
The heartrate mechanic is meant to make tactical loitering particularly hard with machine guns, while snipers are mostly unaffected.
Skyspawn is a mechanic for reducing spawnkilling and making the player feel in control.
Skyspawn brings up a mini-map and allows the player to choose any point to fall on.
It will hopefully reduce the frustration of dying on spawn, add skill to choosing where to respawn, allow players to get into the fight faster, allow players to scout out the map before hitting the ground, and so on.
I have a video, but it doesn't have art.
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Some background information:
This project uses Unity3d. I've been using Unity for ~4.5 months as of 17, September 2011.
I started coding in Game Maker Language (noobie, I know) just under a year ago. Aside from online tutorials, I'm self-taught.
Although I was not aware of it at the time, I've been perfecting a Game Design Document for the past ~2.5 years.
I am 19.
Currently I am the only one on my team, but I am looking for a visual artist and sound designer.
I plan on showcasing my game at E3 2013.
I'm studying to become an engineer, but video games are 100x more interesting than building bridges or even perfecting, say, carbon nanotube muscle/carbon nanotube armor.
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Post by raraavis on Sept 17, 2011 3:19:47 GMT -5
It sounds hugely ambitious. You're probably best served completing your undergraduate program for the formal skills, accreditation, and useful professional contacts from your professors. By then you'll have a much better grasp of how to best define your skills, the scope of your project not to mention better understand the subtler dimensions of the programming scene. It is going to be tough--you need to cultivate the "boring" skills and demonstrating your mastery of the foundational science skills while sustaining your love of design. Even as a science major you are going to need to write well and communicate succinctly--taken together, all doors will open for you. While there are a handful of people I can think of who began online showcasing their modeling or short 3d reels and became picked up by game devs thereafter, the science and technology fields are probably intensely competitive. I can't understate that last point enough--you're going to need patience, resilience and most importantly, knowledgeable contacts. Your undergrad performance is your ticket to play ultimately. Armed with your degree you'll likely need to learn about financing your idea and how to communicate and sell your vision. Consider looking at gamasutra and by attending science & tech job fairs--while these trips will likely not transform into instant success, they can be instrumental in showing your enthusiasm and seriousness to a recruiter, hopefully leading to an internship or similar program to enhance your portfolio.
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Post by atretributioner on Sept 17, 2011 15:38:59 GMT -5
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Post by atretributioner on Nov 27, 2011 21:20:27 GMT -5
Since my last post, I've added the ability to see enemies through walls when they shoot, a human healthbar mechanic, walljumping, and some other stuff as detailed in this video. I recently finished the collision system so that (as far as I know) it has no major (or even minor) glitches. When I finish converting wall jumping, I'll make a new video showing off everything so far. I have two artists working with me now, the first being here: i197.photobucket.com/albums/aa44 ... y/SOH1.jpg The second doesn't have an online portfolio, but trust me his work is good. I'll show you his gun and machete models in the next video I make. ____________________ I know nothing looks pretty yet, but give it time.
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mannon
True Bro
wordy bastard PSN:mannonc Steam:mannonc XB:BADmannon
Posts: 15,371
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Post by mannon on Nov 28, 2011 20:39:27 GMT -5
Wondering if getting shot at will raise heartrate, thus providing a suppression fire mechanism, though only particularly effective vs snipers. Still feels like it would make sense and be something that could be balanced, though.
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