Game Development Community

Singularity FPS teaser video (Torque 1.5)

by Lee Latham · in Torque Game Engine · 03/10/2007 (11:58 pm) · 15 replies

I've submitted a DSSOTD, but seeing as how it's 2am on a Saturday night right after a big conference, and I would like some feedback sooner, I thought I'd post here as well.

It's been right at one year I've been using Torque, and I thought now would be a good time to share what I've been up to. My game is called Singularity FPS. It's a basically an excuse for the toys in a teenage guy's room to come to life and start fighting each other. It's kindof a BF1942 on acid. What it really is is every FPS and racing game I've ever played but felt that an element was missing--except that I've added them all in. For example, why don't all games have hopping cars? I don't know why, but this one does. Why don't all racing games allow players to get into airplanes and strafe the racers? I don't know, but this one does! You get the idea. :-)

I envision several gameplay modes. It will primarily be a multiplayer game, although I think some interesting single-player puzzle type levels could be created relatively easily as well. Control points a la Battlefield will definitely be in there, with the standard variations on that theme. Also I'm thinking of a team racing mod, where you have two racers and the rest of the team helps their guy/hinders the other team's guy. What do you think? Surely it's been done?

I'd like some constructive feedback. In truth, this is the first game level I've ever actually done. It's been a year's work. I quit my job of ten years back in August to work on it full time. I think the fair description at this stage is "prototype". There are many things I'm not satisfied with, and I am positive there is considerable room for improvement in all aspects--models, textures, lighting, everything--since I am an amateur at everything. The only thing I'm not an amateur at is BEING an amateur at EVERYTHING :-).

This is Torque 1.5. The track, room, and large furniture are interiors. Everything else is models.

This has been a one man operation thus far, but that stage needs to end. As things stand, I plan on contracting out some real programming work that needs to be done (there are some real technical issues). It would be better to find some money, though, to finish it properly--ie. a full single player game, lots of polish and optimization.

Here's a video!

cm4msaa7.com/singularityfps_video1_1024x768_mediumquality.avi
1024x768, 5:30, 223MB

cm4msaa7.com/singularityfps_video1_640x480_mediumquality.avi
640x480, 5:30, 103MB

cm4msaa7.com/singularityfps_video1_320x240_highquality.avi
320x240, 5:30, 70MB

And here's a screenshot montage:

cm4msaa7.com/singularity.jpg

#1
03/11/2007 (12:42 am)
Good stuff man. Reminds me of the old Army Men games but alot better.
#2
03/11/2007 (6:51 am)
I agree, good stuff there! Thank you for sharing.

To be honest, I think your physics needs some tweaking. It works very well in some situations, but sometimes it does not feel natural.
#3
03/11/2007 (8:38 am)
It seems like the Cars can drive on walls at one stage.
Two cars drive up a ramp to a wall and seem to then drive around that wall like its the ground.
It's around the 2min 40sec mark..

Interesting stuff.
#4
03/11/2007 (10:46 am)
Nice! I like the detail in the room, like the library sticker on the cart.

You might consider creating four or five poses for the army men; the rigid-armed "skin pose" doesn't really cut it. =)

Just out of curiosity, are you using the Rigid Shape physics?
#5
03/12/2007 (3:06 pm)
Thanks for the feedback, folks.

I agree about the physics...that's one of the things that needs to be tackled. Especially flight physics, although I'd like to tweak wheeled vehicle and rigidshape as well.

So yes, I'm using RigidShape class :-). I love it. I'd like to optimize it for my game to reduce cpu load. I have big plans for it, in fact, for the game. I'd like players to really use objects for offense and defense. For example, I envision a powerup for players that will multiply the force they exert on rigidshapes in order to use them as a weapon. Imagine sending the soccerball into the air and knocking a few planes out of the sky! That would be cool.

And yes, the cars drive on walls (Stupid Vehicle Tricks resource). That's another one of those things I wonder why all games don't have it.
#6
03/12/2007 (3:12 pm)
Cool stuff Lee! I would love to play in there.
And it's reminds me about "REFUZE. Home, Sweep Home!" game (made with modified TGE 1.3 btw), here is link to game-site.
#7
03/12/2007 (4:20 pm)
Holy Cow! Do you know I've been searching constantly for similar games all this time, and never saw this one. I'm a little appalled, to tell the truth. Not that I thought the idea was original to me (Gulliver's Travels nearly 300 years ago comes to mind, not to mention Honey I Shrunk the Kids, Toy Story, etc.), but that I haven't run across this. It does bring home how hard it is to be original!

I would be crying now if they had more vehicles. The whole point of my exercise was to try and do something that hadn't been done in an FPS!

I will say this--it looks terrific. From the screenshots you can kinda tell they have real artists doing the artwork--really makes a difference! I'm downloading the demo now... :-)
#8
03/12/2007 (4:27 pm)
The more surprising point here, that this game is not only similar to your concept, but that it was created with TGE! :)
And, there are no vehicles to use, but - it really cool to play!

AFAIK they have used newton physics engine there.

As I can see - your game is a bit different.. there are "war between" and your looks like more open-minded concept with more advantages. I wish you good luck with your project - and keep us updated! :)
#9
03/12/2007 (4:30 pm)
Lee,

As for rigid body physics, you can achieve some cool effects with them -- no engine changes required -- just an unexplainable world-edit water block bug. Check out this vid . . .

www.aaronellis.net/phunwithphysics.avi

Anyway, your game is looking very, very good.

Keep up the great work.
#10
03/12/2007 (4:46 pm)
Quick note on Refuze: their screenshots don't do it justice--the artwork is first class imho. I agree, bank, now that I've played it that it is rather a different gameplay concept than my game (phew! hehehehe). I'm rather surprised that they don't seem to have gone for multiplayer? Outstanding work, though.

Aaron: Far out, and thanks!
#11
04/09/2007 (5:01 pm)
Just an update, got a new video, which I think does the game more justice:

www.singularityfps.com/movies.php

oh yeah, and got the referenced website up, too :)
#12
05/06/2007 (12:31 am)
A test version is available if you've got a pretty strong gaming rig:

www.singularityfps.com/demo.php

Your informed feedback is sorely needed. I am only posting this on GG for now, as I feel the game needs some real life playtesting in order to set the gameplay balance.
#13
05/07/2007 (7:02 am)
How about a build for us Mac losers?
#14
05/07/2007 (12:22 pm)
If I had a Mac, I would. And I definitely will down the line. Sorry it can't be right now.

Linux, too!

Hmmm unless someone's got a Mac I can log into to do a build?
#15
05/07/2007 (10:46 pm)
I'm declaring an online test party for tonight, May 8, at 9pm Central time. Hope you all can make it, and maybe we can get a decent game going!