Hey, I am looking for some ideas on what you would like to see in a very fast pace FPS shooter. I know the idea is not very unique but I honestly don't want to see another TF2 with a different skin/ class names.
So basic idea for this game, think Quake Live/ Unreal Tournament (99, 2K4)
What type of maps, weapons, characters, themes, ETC.. Would you like to see?
Add me if you want to talk about specific details/ get in on project.
Hey, I am looking for some ideas on what you would like to see in a very fast pace FPS shooter. I know the idea is not very unique but I honestly don't want to see another TF2 with a different skin/ class names.
So basic idea for this game, think Quake Live/ Unreal Tournament (99, 2K4)
What type of maps, weapons, characters, themes, ETC.. Would you like to see?
Add me if you want to talk about specific details/ get in on project.
http://esreality.com/post/2296872/making-a-game-fun-for-all-skills/
sry formatting got fucked since i wrote it in notepad
I've thought about this kind of thing before, and I came to this conclusion:
Scout and Soldier are the two most fun classes in most situations (in my opinion) because they're fast and their movement is complex, giving a naturally high skill ceiling where people need to learn not only how to shoot, but also how to move. I'd like to see a game where everyone can use some form of explosive jumping/FaN jumping all the time, with movement speed comparable to the scout. That's not to say nothing else matters. You could easily incorporate parts of the other classes (though I would encourage completely omitting snipers and any kind of scopes, long-range battle, etc.). I like teamwork and strategy to be very important, so that would mean some kind of class system should definitely be in place (even if it's as simple as light, medium, heavy with lots of customization options for each).
Rather than 1000 different weapons, I'd like to see ~5 weapons for each class with modifications that add complexity. For example, if this were incorporated in TF2, the engineer would have:
-Shotguns, with modifications that branch it out into FJ, Widowmaker, etc.
-Space Gun, default being Bison, and modifications turning it into Pomson and Short Circuit.
-Pistol, with modifications like the Winger and Pocket Pistol
-Wrench, with mods to the other wrenches (The gunslinger would probably be separate though)
That just gives a general idea for you. Unlocking modifications is up to you, they could be all given immediately, crafted, given at a certain XP level, or whatever, as long as it doesn't feel Pay2Win.
That's what immediately comes to mind. I could offer more suggestions or elaborate on these if you would like. Feel free to ask me anything or add me if you want. :)
I've thought about this kind of thing before, and I came to this conclusion:
Scout and Soldier are the two most fun classes in most situations (in my opinion) because they're fast and their movement is complex, giving a naturally high skill ceiling where people need to learn not only how to shoot, but also how to move. I'd like to see a game where everyone can use some form of explosive jumping/FaN jumping all the time, with movement speed comparable to the scout. That's not to say nothing else matters. You could easily incorporate parts of the other classes (though I would encourage completely omitting snipers and any kind of scopes, long-range battle, etc.). I like teamwork and strategy to be very important, so that would mean some kind of class system should definitely be in place (even if it's as simple as light, medium, heavy with lots of customization options for each).
Rather than 1000 different weapons, I'd like to see ~5 weapons for each class with modifications that add complexity. For example, if this were incorporated in TF2, the engineer would have:
-Shotguns, with modifications that branch it out into FJ, Widowmaker, etc.
-Space Gun, default being Bison, and modifications turning it into Pomson and Short Circuit.
-Pistol, with modifications like the Winger and Pocket Pistol
-Wrench, with mods to the other wrenches (The gunslinger would probably be separate though)
That just gives a general idea for you. Unlocking modifications is up to you, they could be all given immediately, crafted, given at a certain XP level, or whatever, as long as it doesn't feel Pay2Win.
That's what immediately comes to mind. I could offer more suggestions or elaborate on these if you would like. Feel free to ask me anything or add me if you want. :)
Add a skill curve that good players can exploit and get an edge over bad players through advanced mechanics. No crutch that a shit player can use to overcome skill gaps.
Add a skill curve that good players can exploit and get an edge over bad players through advanced mechanics. No crutch that a shit player can use to overcome skill gaps.
Alright thanks for the few replies.
I like teamwork and strategy to be very important, so that would mean some kind of class system should definitely be in place (even if it's as simple as light, medium, heavy with lots of customization options for each).
This is a lot like Tribes Ascend. I like Tribes, even though Developers failed the E-Sports community a lot. I hope you don't mind but I will talk to you a bit about this in Steam.
No crutch that a shit player can use to overcome skill gaps.
I would like to elaborate a bit more on this. Mind if we talk in Steam?
And don't worry, I was thinking like in Quake Live adding a plasma jump technique and everything so you only take a bit of damage. Having a high skill cap is a must. It won't be like COD where you die in 3 shots. Having a rocket to the face though will hurt a bit (IE: remove the power up armor or something)
http://esreality.com/post/2296872/making-a-game-fun-for-all-skills/
Thanks a lot for the link, I will read this for sure!
Edit:
"Great read, didn't think that a portion so large is going to be so bad at any game. 98% is bad.... Might be hard to bring that out but I got a few ideas already."
killing floor zed time
Haha, how about a special in game option that can be turned on for dedicated servers?
Alright thanks for the few replies.
[quote] I like teamwork and strategy to be very important, so that would mean some kind of class system should definitely be in place (even if it's as simple as light, medium, heavy with lots of customization options for each).[/quote]
This is a lot like Tribes Ascend. I like Tribes, even though Developers failed the E-Sports community a lot. I hope you don't mind but I will talk to you a bit about this in Steam.
[quote]No crutch that a shit player can use to overcome skill gaps.[/quote]
I would like to elaborate a bit more on this. Mind if we talk in Steam?
And don't worry, I was thinking like in Quake Live adding a plasma jump technique and everything so you only take a bit of damage. Having a high skill cap is a must. It won't be like COD where you die in 3 shots. Having a rocket to the face though will hurt a bit (IE: remove the power up armor or something)
[quote]http://esreality.com/post/2296872/making-a-game-fun-for-all-skills/[/quote]
Thanks a lot for the link, I will read this for sure!
Edit:
"Great read, didn't think that a portion so large is going to be so bad at any game. 98% is bad.... Might be hard to bring that out but I got a few ideas already."
[quote]killing floor zed time[/quote]
Haha, how about a special in game option that can be turned on for dedicated servers?
Getting more and more into the whole actually making a game with Unreal 3 Engine, it is simple, but time consuming and very tedious on all sorts of levels.
Wouldn't mind someone that is willing to learn/ help or wants a job reference in the future.
In a bribing way; having a game/ mod is a good way to get into a nice game development job.
Getting more and more into the whole actually making a game with Unreal 3 Engine, it is simple, but time consuming and very tedious on all sorts of levels.
Wouldn't mind someone that is willing to learn/ help or wants a job reference in the future.
In a bribing way; having a game/ mod is a good way to get into a nice game development job.
Call of Duty MW3 on xbox 360 is the future of FPS esports. I love to quickscope.
Call of Duty MW3 on xbox 360 is the future of FPS esports. I love to quickscope.
^No, CS 1.6 is. It's the past, present and future 5ever.
^No, CS 1.6 is. It's the past, present and future 5ever.
Nin2246Getting more and more into the whole actually making a game with Unreal 3 Engine, it is simple, but time consuming and very tedious on all sorts of levels.
Wouldn't mind someone that is willing to learn/ help or wants a job reference in the future.
In a bribing way; having a game/ mod is a good way to get into a nice game development job.
I don't know enough about game development. :P. Just wondering, what kind of language are you using, or is the unreal 3 engine completely standalone?
[quote=Nin2246]Getting more and more into the whole actually making a game with Unreal 3 Engine, it is simple, but time consuming and very tedious on all sorts of levels.
Wouldn't mind someone that is willing to learn/ help or wants a job reference in the future.
In a bribing way; having a game/ mod is a good way to get into a nice game development job.[/quote]
I don't know enough about game development. :P. Just wondering, what kind of language are you using, or is the unreal 3 engine completely standalone?
Unreal Script, basically stand alone for as much as I can tell. I have the engine files and what not least I do think so. All I think I would have to do is edit the files/ make a new file for the main game loop and compile and ship it out.
I will add ya so we can talk a bit more to see if you are interested in trying.
Unreal Script, basically stand alone for as much as I can tell. I have the engine files and what not least I do think so. All I think I would have to do is edit the files/ make a new file for the main game loop and compile and ship it out.
I will add ya so we can talk a bit more to see if you are interested in trying.
Nin2246Unreal 3 Engine
please no
there isn't a single FPS on the U3 engine that doesn't feel like a bloated turd
[quote=Nin2246]Unreal 3 Engine[/quote]
please no
there isn't a single FPS on the U3 engine that doesn't feel like a bloated turd
Crumpet I don't like the source engine at all, the Unreal Engine is a bit better (Just my own opinion have no facts). Making the character models looking like a bloated turd is just the character modeling part. Also, Unreal Engine 4 is coming out sometime. I don't when, haven't really looked into it a whole lot but I know it is coming. I saw somewhere where it look godly great.
Crumpet I don't like the source engine at all, the Unreal Engine is a bit better (Just my own opinion have no facts). Making the character models looking like a bloated turd is just the character modeling part. Also, Unreal Engine 4 is coming out sometime. I don't when, haven't really looked into it a whole lot but I know it is coming. I saw somewhere where it look godly great.
Nin2246Crumpet I don't like the source engine at all, the Unreal Engine is a bit better (Just my own opinion have no facts). Making the character models looking like a bloated turd is just the character modeling part. Also, Unreal Engine 4 is coming out sometime. I don't when, haven't really looked into it a whole lot but I know it is coming. I saw somewhere where it look godly great.
idk why you hate source engine, bhopping in source is really skill oriented and it would be amazing to see someone work bhopping into something with rocket jumping and projectile weapons in general, not some stupid bhop mod shit im talking about straight bind mwheeldown +jump bhopping like real cs players did back in the day :) see: http://www.youtube.com/watch?v=KYEyIGLRqW0
[quote=Nin2246]Crumpet I don't like the source engine at all, the Unreal Engine is a bit better (Just my own opinion have no facts). Making the character models looking like a bloated turd is just the character modeling part. Also, Unreal Engine 4 is coming out sometime. I don't when, haven't really looked into it a whole lot but I know it is coming. I saw somewhere where it look godly great.[/quote]
idk why you hate source engine, bhopping in source is really skill oriented and it would be amazing to see someone work bhopping into something with rocket jumping and projectile weapons in general, not some stupid bhop mod shit im talking about straight bind mwheeldown +jump bhopping like real cs players did back in the day :) see: http://www.youtube.com/watch?v=KYEyIGLRqW0
being forced to use mwheel jump binds because your game is shit and doesnt have leniency on keypress timing is shit
being forced to use mwheel jump binds because your game is shit and doesnt have leniency on keypress timing is shit
as long as theres no retarded mouse lag that seems to be in every ue3 game ever then you're set
as long as theres no retarded mouse lag that seems to be in every ue3 game ever then you're set
This is a lot like Tribes Ascend. I like Tribes, even though Developers failed the E-Sports community a lot. I hope you don't mind but I will talk to you a bit about this in Steam.
How Did Tribes fail the E-Sports Community, if you don't mind me asking?
[quote]This is a lot like Tribes Ascend. I like Tribes, even though Developers failed the E-Sports community a lot. I hope you don't mind but I will talk to you a bit about this in Steam.[/quote]
How Did Tribes fail the E-Sports Community, if you don't mind me asking?
How Did Tribes fail the E-Sports Community, if you don't mind me asking?
Check the Tribes Forums. Last time I checked
1. No demo record
2. No First Person Spectating
3. Made game, made pubbing around better, moved on to new game. That 3rd person shooter RPG thing or what ever it is. The creator/ or person on team even stated their will never ever ever ever be demo recording. What would this mean for any E-Sport title? Having to run a crappy client side program to detect hacks, and hoping it catches since you won't be able to check other wise.
as long as theres no retarded mouse lag that seems to be in every ue3 game ever then you're set
I think that is the lag compensation. I had 150ping in UT3 shot a bit later on all weapons. Had to predict a bit more on where they are gonna be going a whole lot more. The way TF2 makes it and all source games; is this: A TF2 sniper with 150ping, he sees everyone a bit behind what they actually are, meaning; he sees a Scout .3 seconds behind what actually is, he himself is skipping all around for when the server can catch up with his internet issues. Making the Sniper a bit harder to hit, making him able to shoot scout a bit easy.
A real life example, had 400ping, using a shit connection (Wified someone) the scout froze, I thought it was him freezing but it wasn't headshot him. But he was off behind a wall called hacks, got ban. Just lag compensation but still a lot worst then UT3.
not some stupid bhop mod shit im talking about straight bind mwheeldown +jump bhopping like real cs players did back in the da
bhop mod shit... Yea no. Binding a mouse wheel to make a person jump is skill, just spamming a single button to make something happen. Don't quite see how skill is involved. Also, bunny hopping with out mouse wheel is very very very possible on source engine. Also note; not a Counter Strike game. Think something more better. By better I mean not bad hit boxes.
[quote]How Did Tribes fail the E-Sports Community, if you don't mind me asking?[/quote]
Check the Tribes Forums. Last time I checked
1. No demo record
2. No First Person Spectating
3. Made game, made pubbing around better, moved on to new game. That 3rd person shooter RPG thing or what ever it is. The creator/ or person on team even stated their will never ever ever ever be demo recording. What would this mean for any E-Sport title? Having to run a crappy client side program to detect hacks, and hoping it catches since you won't be able to check other wise.
[quote]as long as theres no retarded mouse lag that seems to be in every ue3 game ever then you're set[/quote]
I think that is the lag compensation. I had 150ping in UT3 shot a bit later on all weapons. Had to predict a bit more on where they are gonna be going a whole lot more. The way TF2 makes it and all source games; is this: A TF2 sniper with 150ping, he sees everyone a bit behind what they actually are, meaning; he sees a Scout .3 seconds behind what actually is, he himself is skipping all around for when the server can catch up with his internet issues. Making the Sniper a bit harder to hit, making him able to shoot scout a bit easy.
A real life example, had 400ping, using a shit connection (Wified someone) the scout froze, I thought it was him freezing but it wasn't headshot him. But he was off behind a wall called hacks, got ban. Just lag compensation but still a lot worst then UT3.
[quote]not some stupid bhop mod shit im talking about straight bind mwheeldown +jump bhopping like real cs players did back in the da[/quote]
bhop mod shit... Yea no. Binding a mouse wheel to make a person jump is skill, just spamming a single button to make something happen. Don't quite see how skill is involved. Also, bunny hopping with out mouse wheel is very very very possible on source engine. Also note; not a Counter Strike game. Think something more better. By better I mean not bad hit boxes.
Allow a shit ton of customize-able config stuff :D
Allow a shit ton of customize-able config stuff :D
flynn__Allow a shit ton of customize-able config stuff :D
Dedicated servers is a definite answer. Unreal Tournament has a ton of mutators, it be on same engine so it be easily able to do so.
[quote=flynn__]Allow a shit ton of customize-able config stuff :D[/quote]
Dedicated servers is a definite answer. Unreal Tournament has a ton of mutators, it be on same engine so it be easily able to do so.
http://www.shootmania.com/