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New FPS planed, lag compensating, who wants to help?

New FPS planed, lag compensating, who wants to help?
Name:Duncan Gray
Date Posted:Apr 02, 2007
Rating:Not Rated
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Comments:YES
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I have completed two games so far, a racing game and a puzzle game, both using TGE 1.4.

My favourite game type however is outdoor multi-player FPS's like Novalogic's (Delta force) where you have huge terrains and an assortment of weapons and vehicles to choose from. I like the freedom to play in a manner that suits my mood at the time, Sometimes I can be very sneaky and attack from the most unexpected places and then sneak off somewhere else and cover the area I just attacked. Soon enough, the fellow I just shot comes storming back because he is pissed at me and knows I'm there somewhere, but I was expecting him and shot him again. I once shot the same player 6 times in a row before he caught on and got sneaky enough to kill me. That was a lot of fun.

I have also played other multi-player FPS games like F.E.A.R. And Far-Cry but they suck at the game play part, despite having great graphics. The restricted mission area of those games also anoy me. If I want to drive round the back of a mountain and sneak up on an enemy base from behind then I should be allowed to do that. I hate games that railroad you down a particular route because the developers lacked imagination or time.

So, you may wonder, why bother making a game, why not just stick with Novalic's offerings. The problem with their games are that they only have a couple of multi-player maps and you soon get bored with it. Their community have made some custom maps but they mostly suck. Their game is also reality-based which limits it to... reality...

And finally, the network lag is a real FPS killer. I'm based in Australia and most Novalogic server's are in the USA, forcing me to play with a typically 350ms ping. My only chance of success was to wait for players to stand still (forcing me to be sneaky) or to shoot when they are headed straight towards me or away from me. Anything else would be a miss on my part because by the time my 'bullet' reached the server, 350ms had passed and the player was no longer at the position I had aimed at. I have a few ideas to even things out on the battlefield for laggy players.

In addition, I want to introduce a more futuristic angle and a bit of tongue in cheek humour. While modding the code base for my previous games, I developed a few resources and also got a host of other ideas which I never got a chance to try out due to time constraints.

My planed game concept includes:

A multi-purpose, energy weapon ( no need to reload but you will need to re-energize it)
You wont need to swap weapons either, just select a different firing mode to get access to single shot sniper mode or rapid fire etc. Just push a button on the weapon (it's the future remember...)

Various hover tanks and other transport modes I experimented with 2 years ago already.

I also have 31 pretty nice terrains from my racing game which, with just a bit of tweaking, will work great for an FPS. Initially it will be multi-play only but I do have some great AI code (not mine) which I would integrate in a later phase before final release.

Anyway, it's not possible for one person to achieve all I have in mind. I know from experience what it takes to finish a game, even a small one. So who wants to be a part of this?. Leave your details below or email me please.

It's unpaid of course, unless it impresses a publisher, but truth be told, it's another bloody FPS isn't it? I'm only considering it because it will create a game that includes all the best aspects of other FPS games (in my opinion) and with the lag issues resolved/reduced, I can finally play on equal footing with other players.

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Edward Smith   (Apr 02, 2007 at 07:29 GMT)
Hello Duncan,
I am also a big fan of Novalogic's Delta Force series. I'm in Australia also, I was "JOBBO BOB" in the squad *AUS* during Landwarrior times.

I'd be keen to work on such a game, but it depends on the level of futuristic elements.

Your weapon sounds much like the one from "Venom" later called "codename: outbreak".

Which engine are you looking at using TGE 1.4.2/1.5 or TGEA?

Sometimes "laggy" players can have an advantage also.

Duncan Gray   (Apr 02, 2007 at 08:07 GMT)
Hi Edward

I never joined any squads because it forces you to commit yourself at certain times or suffer slight verbal abuse from "the squad" for not pitching up. I played Landwarrior under various names like "Biteme" and a few others I can't recall right now. I also have the "Typhoon Rising" game but stopped playing about a year ago, mostly because of playing the same old maps over and over and over....

I only have TGE 1.42, I can upgrade to 1.5 but don't think TLK is any advantage to a game thats mostly outdoors. (I could be wrong) I have nothing against TGEA but can't afford to spend US $250 on TGEA for a game that most likely wont make a profit and requires a much more time consuming art path.

If the TGE version does do well, then the game can always be ported to TGEA as a next release and I'd be happy to spend the money then.

Probable not too futuristic. Think Stargate for weapon ideas. The 'futuristic' reason is mostly for network reasons
and because I have a great concept for upgrading the Wheelracer vehicle into a really cool looking 'Tank' which is better suited to 50 years into the future. (roughly)

I'm also trying to re-use some of the assets I'm familiar with to save production time.

Hopefully a concept artist will want to join in.

J Sears   (Apr 02, 2007 at 08:34 GMT)
I was a huge fan of the novalogic games for the same reasons you stated, I played from the first delta force all the way through the games. And believe me even in the states their networking code was so horrible you got lagged up anyways. sniping being one of my favorite things I started to get the hang of how far away I was and what it said the person's ping was, for how far to lead them and could get sniper kills with them moving in any direction by shooting at the ground a little bit in front of them, only missed if they zig zagged at the right time.
One of the main reasons I liked it was the "realism" which was a bit off of realistic anyways, sure snipers killed in one shot but even at close range some of the powerfull weapons took many hits to take a person down and that's not realistic. crawling up to a sniper and knifing him in the back was fun too.
But there is a huge group of people (mostly younger people no offense to anyone but it is the largest demographic that plays wha tI'm about to say) who like the small mapped games like halo 2, UT, and the like because they like just spawning running in with the trigger held down and jumping around. Which is why so many games target that type of audience. Even the ones who like realism seem to be ok with the size of the Rainbow six maps (rainbow six is an amazingly fun game but the size and setup of their maps makes true sniping almost impossible, at least on the new vegas one) If someone made another delta force style game with big maps that allowed for so many types of gameplay I'd get it in a heartbeat.
I think missions are critical though because it gives the people who like close in fighting more of a chance at it, whenever you played delta force on just plain deathmatch it would have over a 50% sniper ratio since the maps were so huge.
I fiddle around with TGE mostly just to learn when I can since I don't have the time to go get a programming degree like I'd like to so I hope you can make this idea come true, but at the moment I couldn't really help any

Edward Smith   (Apr 02, 2007 at 09:41 GMT)
Yeah *AUS* was pretty good at first and was just a fun group, but as it grow it became rather completive with some of the newer members. The organised pracs etc where generally better, because you got to play with some of the better players all the time - and could organise movements.

I'm not particularly keen on lasers. As I liked the zeroing of rifles in Delta Force.

Yeah the lack of realistic sniper situations is awful. Delta Force was the only game I've played which seemed to make sense to use the sniper rifles.

Yeah hit location detection would be nice.

So the player spawns as one player type? No different weapons, armour set-ups, can all driver vehicles?

Duncan Gray   (Apr 02, 2007 at 11:23 GMT)
It's not fully fleshed out, but the basic plan so far is a single weapon which has enough modes to satisfy all playing styles. When I say laser I'm not refering to that resource which shows a beam of light, I think that looks trashy. Real lasers just light up the spot where the light hits its target and you would not use a continuous laser because it would be too energy exspensive.

The weapon would rather fire a pulse of light which would travel at very high velocity and would look something like a tracer round being fired. Rapid fire would similary be a series of pulses. So in most respects it would appear to behave like a regular rifle except its 'projectile' is not ballistic. The energy granade mode would also be a light pulse put it would appear thicker and require a second or so to charge up before firing etc.

Proximity mines and explosives you could toss into a doorway would also be included. Plus night vision. Everything Deltaforce had would be there but it be be more modernised/futeristic. Player can NOT fire while running though because weapon will be a waist height. When he slows to a walk or stop the weapon is raised to eye level and he can fire. ( weapon hud only appears when the weapon is raised)

Hit location(hit boxes), big yes, along with limping animations for when you got shot in the leg or foot etc. I would love to add PhysX and have players receive reaslistic impact reactions to being hit by energy impulses. i.e. a hit to the legs would likely knock your legs out from under you. You would fall down etc. The camera automatically goes to a fixed 3rd person view while this goes on and only returns to 1st person when you have recovered. Minor hits wont knock you out of 1st person etc.

All players can drive all vehicle types. The vehicles I have in mind would mostly have players mounted about 10m above the ground so I would included a 'transporter' beam which you need to run into to enter the vehicle. ( and it would look cool) Some vehicles would be single person, other would have a driver and a gunner or place for several people, (troop carrier)


I need to make some concept sketches to illustrate all the stuff in my head.

Mike Stoddart   (Apr 03, 2007 at 01:02 GMT)
I used to think I liked huge terrains, but Battlefield 1942 changed my mind. By expanding the map, I found that there was minimal incentive for people to work together. Compared to Day of Defeat, it was a joke - everyone was screaming around the map on their own ignoring people on their own team.

I know clans help, but I don't want to be tied to specific clans or expected to play at certain times.

I miss DoD's tight choke points, which generated some amazing battles.

Edward Smith   (Apr 03, 2007 at 02:44 GMT)
Yeah the choke points are nicer on the smaller mapped games. But you can as in the DF series for Team King Of The Hill as an example in Landwarrior, had the missions which had its large terrains but at the centre there is only one point where you gain points in a range of about 10-40m it was a small city, so players had to be in the area. But snipers/spotters could be on the hills.

But still the larger maps allowed the players to flank the enemy easier which is generally impossible to do in DoD. So more realistic defence and attacking could be performed. But yes less of a choke point.

I play Red Orchestra a lot myself and I feel that model of weapons is perfect. you can still shoot from the hip, but it takes a lot of skill to know where the firearm is pointing. Unlike CS and DoD when you have no crosshair as a sniper it still fires right in the middle. Also Red Orchestra forces people to use the sights most of the time.

No firing while running, sounds much like Red Orchestra in that regard, implement the spiriting resource and make that running and slow down standard movement speed to walk.

I think when you get knocked down you should remain in 1st person view, as otherwise it gets confusing to where your looking and separates you from the player. Can you randomly fire when you get knocked down? But I like the idea.

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