Game Development Community

GX: Biohazard

by Will Harrison · in Game Design and Creative Issues · 07/28/2004 (9:00 am) · 53 replies

Please take a look and give any crits:

- 2547 polys/tris
- one 512x512 map

Model of the Blue team player.
img.photobucket.com/albums/v454/gxbiohazard/player001.jpg
Sketch of the Red team player.
img.photobucket.com/albums/v454/gxbiohazard/player002.jpg

I need ideas for improvements, what kinds of weapons to use, etc. if anyone has any suggestions.

Thanks
#21
08/22/2004 (2:05 pm)
Thanks... and you're right. I don't want it to be an outright clone.

I plan on encorporating some unique elements / gameplay mechanics into it.

The Spy and the Defender are some unique classes that I'm bringing into the game, for example.

Also, I have recently made a new class: Drone Commander. If the player chooses to be this, they will be in command of 3 drones (more will deploy as a meter fills up over time). The drones are AI-controlled units that can be guided/directed by the Commander. The Blue team uses advanced robot technolgy for these units while the Red team uses lobotomized human soldiers that are fitted with mind control devices (hehehe).

So when in this mode, the player will primarily play from an overhead map view, where they can point-and-click to control the drones RTS-style. But the player can also go to a first-person camera view where he can see what the selected drone is seeing. Drones are great for guarding entrances or important areas of the map as they are not very fast-moving. They are also more expendable, as you get 3 at first and several more are deployed over time. Drawback is that they are slow to move and react, however they are quite tough and have strong firepower.

Any opinions on this idea?
#22
08/23/2004 (1:09 am)
You might need to consider gameplay originality on a deeper level. Your ideas sound cool, but are still just variations on an old theme. I'm not saying original ideas are easy to come up with. I have spent the last year trying to develop original ideas, and although I have learnt heaps about game design and player behaviour, I still don't have much to show for it. I'm currently focusing on emergent gameplay based on few simple but overlapping gameplay mechanics. I think the worst thing you can do is start with a scenario or genre (ie futuristic semi-realistic fps) and try to squeeze original gameplay out of it. It just doesn't happen...
#23
08/23/2004 (1:55 am)
I set out to do this with the intent of learning how to make a basic game, not necessarily to make innovative new gameplay. I think it's the best way to learn, to make a clone. However, I dont really consider it a clone. More of a tribute or homage to all the FPSes I've played. :)

I like FPSes. They have a simple formula. There are a few things I would like to enhance, but more or less, I like FPSes the way they are (gameplay mechanics wise).

It's like taking the game of basketball and saying "oh, they should change the gameplay mechanics of basketball it's such a clone of sport such and such"... know what I mean?

Quote: emergent gameplay based on few simple but overlapping gameplay mechanics

I have no idea what that is... but it sounds intriguing.
#24
08/24/2004 (3:35 pm)
How bout a gameplay type called contraction.

Every team member starts infected with a lethal virus. This is for both sides. Each side must retrive the antidote from the opposite team.

Basically works the same way as capture the flag. Only have a virus countdown limit for your rounds.

Players might have to capture certain key sections of the map to starve of the infection for a little while longer. So the more antidote stations you hold the more your men are gonna last longer.

Not completely original but it fits the title :)

2 teams start with equal members. Killing would work as normal but have special ways to kill people which basically moves them to your team. Like tug of war. the more you kill the bigger your team.

Anyway just some ideas. None are original but they fit the theme
#25
09/02/2004 (10:38 pm)
Cool!

Thanks Ian... that's a possible game type.

I'm also thinking it would be interesting if people got infected and became zombies...

The red team would inject the blue team players... if someone gets infected, they have 10 secs
to get to a medic to be recovered back to normal... else they die and go into limbo... but their body lives on as a zombie, killing indiscriminatley either side.


Here's a poster image i've been working on, if anyone's interested:

img.photobucket.com/albums/v454/gxbiohazard/GXBIO.jpg
So you can see the two opposing teams there.... red on the left, blue on the right... the background is the facility the blue team infiltrates... at the top you can see members of the blue team. 4 of 8 possible players to choose from the blue side. 6 male, 2 female... same on red team.
#26
09/02/2004 (10:59 pm)
Also, here is Craig Fortune's contribution to the project:

img.photobucket.com/albums/v454/gxbiohazard/weaps.jpg
...basic blue team weapons.

Big thanks to Craig for taking the time to make these!
#27
09/02/2004 (11:50 pm)
I like this stuff. Good luck.
#28
09/03/2004 (1:31 am)
Looks great
#29
09/03/2004 (3:15 am)
One thing I would hazard to mention (hazard get it?) is that the "story" your talking about seems very cliche.

I know its typical FPS fare, but why be typical?

I dont know what to suggest otherwise, but the whole red vs blue thing with medic, engineer, blah blah and blah has been done to death (and very well) commercially. If your after a gig working at a company that does these FPS games, then no problem. But if your thinking about selling it as an indie developer, you might want to rethink and do something a bit more original.

But then, thats just me :)
#30
09/03/2004 (3:50 am)
He told me he's releasing it for free on Garage Games.
#31
09/03/2004 (4:52 am)
Thats correct Niko.
#32
09/03/2004 (8:42 am)
Nice weapons Craig.
#33
09/03/2004 (8:56 am)
A slightly clearer shot of some of them...

craigfortune.com/images/shot-hand-rocket.jpg
#34
09/03/2004 (12:13 pm)
@Phil Carlisle

"Hazard"... haha. Yes, it has lots of cliche elements to it... I think it's easier to make that way.

This game, GX Biohazard, is actually part of a larger world... it's the first episode in a trilogy. There will be opportunities later on to innovate all kinds of interesting new gameplay. This episode is only laying the basic foundation of the GX world.

I will try to do some new, non"typical" things in this episode where ever I can... but only after the basics are established.

....

Thanks for comments everyone.

...and much better pic, Craig, thanks!
#35
09/04/2004 (2:32 pm)
Thought I would show this just for fun...

img.photobucket.com/albums/v454/gxbiohazard/BFG.jpg
Just got him more or less working last night in torque (finally!)

I'm using the existing player animations and bone setup...
so it's a bit screwy, but it should be fixed soon.
#36
09/27/2004 (1:22 pm)
Hey, hows this coming? Email me if you need anything programming-wise.
#37
09/27/2004 (3:29 pm)
Hey, Niko... thanks.

Just pausing for a while until I come back to it.

I'm learning how to make proper interiors.

...

Actually, I would like to put together a proper demo at some point... but I'm not sure what you guys would like.
Should I make it multiplayer only... or include some simple bots running around. Also, I want to have one fully working weapon...
I'm thinking either shotgun, assault rifle, or rocket launcher. Any suggestions? Also, any ideas to encorporate into the map?
#38
09/27/2004 (3:38 pm)
It'd be fun to see that model in the TSE.
#39
09/27/2004 (3:42 pm)
I think for the first demo you should have the assault rifle because it's the basic weopon in most games. Throw some bots in if you want to see how the AI is. For the maps, try to make them fairly large and make a lot of places for players to hide.
#40
09/27/2004 (3:50 pm)
@Eric: one day perhaps :)

@Niko: Okay, assault rifle it is then. I was going to do rocket launcher because its similar to the crossbow weapon (in the demo) so it would be easier, but I'll do the assault rifle instead (or maybe both). I'll throw in some bots too. And re map, thanks, good ideas... I will definitely encorporate those into the map.