Prototype FPS
by Mathieu · 09/22/2005 (1:45 am) · 5 comments
We (Christophe Canon and I) participated to our first Game in a Day this weekend.
Last week we wrote our "battle plan" to organize this event, we've adapted an old game idea of Christophe to the GID's theme. To summarize we wanted to make a FPS with a lot of action, the maps have to be small and the player must be 100% of the time in the fight.

The team :
- Christophe : Arts, Forms & Pixels
- Mathieu : Scripts
The idea :
- 2 teams of 6 players each (if there's not enough players the team is completed with bots)
- to win the round you must be the last on the map
- you died when you fell out of the platform
- all weapons are used to push the ennemis out of the platform
- when a (real) player die he can take control of a remaining bot of his team
GID progress :
Saturday at 4:30pm -> START
- Base weapon (spike)
- Testing map
- Applyimpulse v1 (lot's of time spent of this one...)
6:40pm -> v0.1
- Teams implementation (based on this ressource)
- Weapon : Spike v2
- Blue Guy
- Applyimpulse v2
- Death when you fell out of the map
8:30pm -> v0.2
Eating time!
10pm
- Second map
- Bonus : Claws (reduce the kick back when you're hit by a spike)
- Switch between players and bots
- Team selection
1am -> v0.3
- Third map
- Bugs corrections
- Prototype Pack...
3am -> v0.4
- Bugs corrections
- AI (based on the ressource newaiplayer)
5am -> v0.5
- Bugs corrections
- Bonus : Claws v2
- 6 bots / team
- GUI
8am -> v0.7
Sunday at 8:30am -> STOP
We used TGE 1.3 as the 1.4 version wasn't really ready for Mac (my main development platform) and because we didn't want to run in bugs related to TGE.
We tried to do everything within the scripts, finally we didn't have to compile the Torque and that's certainly one of the main decision who help us to make this prototype in only 12 hours. If you can do it with scripts, do it. If you can't, try something else!
This 12 hour session was really interesting. I was delighted by all the progress we made in so little time.
I don't know if this will ever be a real game but we'll definitely invest 12 more hours to complete this prototype.
Download the Mac/PC prototype (8 Mb)


For those who can read french and who likes blog related to games and game development, I have a more personnal blog here : [url=http://blogs.nofrag.com/Mathieu/]Blog, jeux vid
Last week we wrote our "battle plan" to organize this event, we've adapted an old game idea of Christophe to the GID's theme. To summarize we wanted to make a FPS with a lot of action, the maps have to be small and the player must be 100% of the time in the fight.

The team :
- Christophe : Arts, Forms & Pixels
- Mathieu : Scripts
The idea :
- 2 teams of 6 players each (if there's not enough players the team is completed with bots)
- to win the round you must be the last on the map
- you died when you fell out of the platform
- all weapons are used to push the ennemis out of the platform
- when a (real) player die he can take control of a remaining bot of his team
GID progress :
Saturday at 4:30pm -> START
- Base weapon (spike)
- Testing map
- Applyimpulse v1 (lot's of time spent of this one...)
6:40pm -> v0.1
- Teams implementation (based on this ressource)
- Weapon : Spike v2
- Blue Guy
- Applyimpulse v2
- Death when you fell out of the map
8:30pm -> v0.2
Eating time!
10pm
- Second map
- Bonus : Claws (reduce the kick back when you're hit by a spike)
- Switch between players and bots
- Team selection
1am -> v0.3
- Third map
- Bugs corrections
- Prototype Pack...
3am -> v0.4
- Bugs corrections
- AI (based on the ressource newaiplayer)
5am -> v0.5
- Bugs corrections
- Bonus : Claws v2
- 6 bots / team
- GUI
8am -> v0.7
Sunday at 8:30am -> STOP
We used TGE 1.3 as the 1.4 version wasn't really ready for Mac (my main development platform) and because we didn't want to run in bugs related to TGE.
We tried to do everything within the scripts, finally we didn't have to compile the Torque and that's certainly one of the main decision who help us to make this prototype in only 12 hours. If you can do it with scripts, do it. If you can't, try something else!
This 12 hour session was really interesting. I was delighted by all the progress we made in so little time.
I don't know if this will ever be a real game but we'll definitely invest 12 more hours to complete this prototype.
Download the Mac/PC prototype (8 Mb)


For those who can read french and who likes blog related to games and game development, I have a more personnal blog here : [url=http://blogs.nofrag.com/Mathieu/]Blog, jeux vid
About the author
Developer at frogames.com / frogames.net
#2
09/22/2005 (6:15 am)
Just tried it and I like it. It is satisfying to push the opponents off the platform and frustrating when you get pushed off. A simple concept that can get addicting. You should continue to develop it and call it "Push Over!"
#3
09/22/2005 (8:39 am)
sympa, bravo
#4
The core functionnality are here, that's what we wanted.
09/22/2005 (8:56 am)
Note that we didn't really focus on gameplay, there is a lot of apparent issues that need a lot more works.The core functionnality are here, that's what we wanted.
#5
09/22/2005 (4:39 pm)
Tony Parker fan by any chance? (heheh) Nice GID. 
Torque Owner Skye Gellmann