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Project Angle - Dev Blog 1

by Chris Cain · 01/26/2009 (10:19 pm) · 3 comments

Well, with the price of Torque 3D priced out of my hands for now, I have decided to make a game and sell it to come up with the money without breaking my strict budget.

So, I present, Project Angle:
The idea is to have a fast-paced aerial combat oriented FPS. In the preview shown below, you will see some of the concepts of the game. However, please note that the speeds are extremely exaggerated in this demo. I merely have the speeds set to ridiculous levels for stressing the physics to make sure that they're acceptable.

Link to Youtube

Features:
Freedom of flight, with a mechanism that helps guide the player along a path that they "want" to go (mostly implemented for prototyping)
Fast-paced aerial battles where both opponents have limited energy, but plenty of manuverability through double-tapped "bursts".
Area of Effect projectiles - simply grazing your target will still damage him. Wear him down with near-hits.
Fantastic Mid-Airs - Directly hitting a player with your weapon will obliterate him in a fantastic flash. Brilliant players will light up the map, instilling fear in his foes.

Game types:
Deathmatch
Team Deathmatch
CTF
Duel (1 v 1 battles with randomly assigned opponents, with the goal of being the best at small-scale fights)
Race (Weapons aren't given at start, but given as "power ups" along a track that spans a long stretch of terrain. The idea is to be the fastest player in the bunch, or at least be the last one alive to cross the finish line.)


I would like some team members for this project, but there is no pay until project is completed. On completion, the profit will be split evenly between the team members.

I would like:
An Artist, quality over quantity will be key with this project. One player model with no more than 4 skins (with a few extra poses for movement), one weapon, and a few assets to build maps with.
A sound designer, jet pack sound, burst sound, a few sounds for projectile hits/woosh sound, a few misc player sounds (like hitting ground, etc), wind-sound, and a few other misc sounds.

The coder position has been filled.

If interested, please contact projectangle.game+recruit@gmail.com.


Also, if you'd like to talk about it in the comments, feel free! I would love to hear some feedback :)

About the author

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• Variable/Dynamic Movement

#1
01/27/2009 (5:30 am)
After reading the YouTube description, it sounds a lot like Fallen Empires: Legions. ;)
#2
01/27/2009 (6:11 am)
I've played Legions pretty thoroughly, and I quite enjoy it. :) Good job IA. In some ways, I could see them being similiar (they're made with the same engine, after all), but I would say that Legions is a high-speed ground combat game. You essentially power-ski everywhere.

The idea of this game is to try to take the FPS into the 3rd dimension of complexity (and, hopefully, fun). Where Legions is 2.5D, this goes the rest of the way. The game concepts are designed with the fact that players will be in the air >75% of the time. The idea is that if the player is careless, they'll run out of energy and be bound to the ground (an extremely dangerous position to be in, I assure you), but that won't be the norm, and the player not feel like vertical movement is limited (which I constantly feel in Legions).

Time will tell how many similarities there will be... though, I hope that my game is at least as successful as IA's games. :D
#3
01/28/2009 (8:42 am)
The vertical movement does look very good in that video - I'd love to see how you did it ;). Of course, with that sort of design goal, having easy and fun ir movement is vital. I'm looking forward to seeing how this evolves. Tribes much? It'd be nice to see all the team command features back.