FPS Concepts
by Bryant Schaper · in Game Design and Creative Issues · 01/19/2005 (2:32 pm) · 2 replies
Noticing the success of FPS games lately, and the fact that Torque is initially geared towards them, I would like to start creating one. I was thinking along the lines of Battlefield 1942, but more task/goal oriented.
I have three ideas that I would like some feedback on.
1. Medieval times, sort of castle/town siege, recently inspired by the Tim Aste content pack. Only issue that comes to mind is hand to hand combat. I have yet to see it done well.
2. Revolutionary/Civil War period. Muskets, Cannons, Bayonets need I say more?
3. Future/Space based. Maybe my most contemplated idea. Initial design is of an assault on a space station. One side invading. But I want the base to more than corridors. Auto defenses, and some form of controllable security measures, example ideas follow.
a. Lockable doors or force fields to slow advance of intruders.
b. Units that are limited in quantity. If anyone has played 1942, Vietnam more specifically, I can assure you that we didn't give every GI an M60, so allow only so many at a time, and a total number that can be used, this will force more team work, and strategy, I think enhance game play. Also a fixed number of total units on each side, so when you kill hundreds it has meaning, and running and shooting may not be the best idea.
c. Security Check points these can be captured, and made into spawn points, and control doors, elevators, and auto defenses. Would it be fun to fight down a hall, and as soon as you think you are breaking through, the bulkhead door is sealed in front of you.
d. Semi-destroyable structure. For example an explosives unit can breach certain areas, to take the fight in a new direction.
e. No initial plans for vehicles, but I think in the future some form of landing ship to decide where your spawn point will be. Also opens the option of an external base defense, if 5 Landers come in and you down two then they only get three spawn points, and well if none make it, instant victory.
Ok, I am getting tired of typing and should do some work, I would like to here some feedback, and if anyone is interested in helping great. I notice a lot of great ideas, but that seems to be as far as some go, either not enough time, or too much and we lose enthusiasm for the project.
I have three ideas that I would like some feedback on.
1. Medieval times, sort of castle/town siege, recently inspired by the Tim Aste content pack. Only issue that comes to mind is hand to hand combat. I have yet to see it done well.
2. Revolutionary/Civil War period. Muskets, Cannons, Bayonets need I say more?
3. Future/Space based. Maybe my most contemplated idea. Initial design is of an assault on a space station. One side invading. But I want the base to more than corridors. Auto defenses, and some form of controllable security measures, example ideas follow.
a. Lockable doors or force fields to slow advance of intruders.
b. Units that are limited in quantity. If anyone has played 1942, Vietnam more specifically, I can assure you that we didn't give every GI an M60, so allow only so many at a time, and a total number that can be used, this will force more team work, and strategy, I think enhance game play. Also a fixed number of total units on each side, so when you kill hundreds it has meaning, and running and shooting may not be the best idea.
c. Security Check points these can be captured, and made into spawn points, and control doors, elevators, and auto defenses. Would it be fun to fight down a hall, and as soon as you think you are breaking through, the bulkhead door is sealed in front of you.
d. Semi-destroyable structure. For example an explosives unit can breach certain areas, to take the fight in a new direction.
e. No initial plans for vehicles, but I think in the future some form of landing ship to decide where your spawn point will be. Also opens the option of an external base defense, if 5 Landers come in and you down two then they only get three spawn points, and well if none make it, instant victory.
Ok, I am getting tired of typing and should do some work, I would like to here some feedback, and if anyone is interested in helping great. I notice a lot of great ideas, but that seems to be as far as some go, either not enough time, or too much and we lose enthusiasm for the project.
#2
1. Reload times can be adjusted, if you have 1942, I would suggest trying the Pirate's mod, it has the longer reload time as well, but I do not feel it is too long, you do sacrifice reality by changing this, but for gameplay it is worth it.
2. I love Flashpoint as well, but I was not thinking of it be as destroyable. My first though is only doors. Hopefully this will reduce overhead, and changes to the engine.
3. Vehicles, agree, if the fit, use them.
4. Melee combat has always sucked, and for a colonial period game this could be a problem, but a space shooter is ok. Again Pirates has swords, but they ae only ok, and I prefer guns. This will not be an easy fix.
5. Market viable? I am not sure with this one. You have a point about other similar games, but they seem to be the dominant games right now. I have other ideas, but torque could prototype this well and quickly. If it is not fun, move on. Maybe even no charge for a while. I would love to make a blockbuster out the gate, but this is not real.
6. It is difficult coming up with original game ideas, that won't require much more work. We could also do RTS, or RPG and I would be fine with this also, but you will always have the same question, why indie?
Any other ideas that are rolling around in your head. I really would just want to get something going, and not be stagnated in forums, like may other projects seem to be.
Other idea is just a simple tank shooter, even play tokyo tanks? East quick concept. You are in a section of a city, and two teams of tanks fight back and forth. I would prefer to take it one step further. Arena style with customized tanks. Like other racing games where you buy better tires/engines/ect..... Offer a standard tank, then depending on income from success in the arena, you can buy better weapons/armor/turrets for your tank.
01/21/2005 (1:14 pm)
These are all good points jay, and I have thought of many myself already. I will try to address each in order.1. Reload times can be adjusted, if you have 1942, I would suggest trying the Pirate's mod, it has the longer reload time as well, but I do not feel it is too long, you do sacrifice reality by changing this, but for gameplay it is worth it.
2. I love Flashpoint as well, but I was not thinking of it be as destroyable. My first though is only doors. Hopefully this will reduce overhead, and changes to the engine.
3. Vehicles, agree, if the fit, use them.
4. Melee combat has always sucked, and for a colonial period game this could be a problem, but a space shooter is ok. Again Pirates has swords, but they ae only ok, and I prefer guns. This will not be an easy fix.
5. Market viable? I am not sure with this one. You have a point about other similar games, but they seem to be the dominant games right now. I have other ideas, but torque could prototype this well and quickly. If it is not fun, move on. Maybe even no charge for a while. I would love to make a blockbuster out the gate, but this is not real.
6. It is difficult coming up with original game ideas, that won't require much more work. We could also do RTS, or RPG and I would be fine with this also, but you will always have the same question, why indie?
Any other ideas that are rolling around in your head. I really would just want to get something going, and not be stagnated in forums, like may other projects seem to be.
Other idea is just a simple tank shooter, even play tokyo tanks? East quick concept. You are in a section of a city, and two teams of tanks fight back and forth. I would prefer to take it one step further. Arena style with customized tanks. Like other racing games where you buy better tires/engines/ect..... Offer a standard tank, then depending on income from success in the arena, you can buy better weapons/armor/turrets for your tank.
Torque 3D Owner Jay Barnson
Destroyable (or worse, semi-destroyable) structures will involve some pretty humongous engine changes, so that'd be a high-risk item (Operation: Flashpoint had that - which was VERY fun! Though the buildings often deformed in weird ways).
Vehicles would be very easy to do in Torque, so it's useful to take advantage of them if they make sense.
Melee combat is extremely hard to do well in a first-person perspective because so much of it relies upon peripheral vision and non-visual cues. This is very different from ranged combat, which is almost entirely visual and plays really well with a limited field of view.
The biggest beef that I'd have with this proposal is that aside from a unique historical period (which could make a huge difference if you made sure it was *fun*), there's not much here that truly differentiates it from what's already out on the market (and out for CHEAP, I might add). Why would I get an indie game that might have one other person playing when I could get Battlefield: 1942 for around $20 - $30 and join any of hundreds of full, online games?