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Re-Spawn: Pre-release Game Play Test...

by Quinton Delpeche · 03/25/2012 (6:04 am) · 3 comments

I have just finished uploading some in-game video footage of the Pre-release Game Play Test for Re-Spawn. Thought it might interest someone, and hopefully drum up a little support for the game ... prior to me launching the DEMO and starting my funding drive.



Some of you may recognise the arena, it is based off the garage from Game Mechanics Kit but has been re-modelled in Torque Constructor and completely re-textured. The idea for the DEMO is to try and make my project stand out from the others on IndieGoGoGo and hopefully drum up the $2,500.00 I need to finish the game. The funds will be used to get some models rigged on the Torque 3D Soldier Rig and to purchase things like Fmod, Verve, and Pure Light ... I guess one can dream. 8-}

There are currently a few issues on this release:

  1. Physics: 2 of the soft-body flags didn't drape properly, this has since been fixed.
  2. Sound: The Mamba has a bit of a sound glitch, this has also been fixed.
  3. Sound: The rigid-body crates slide sounds is annoying, I have since acquired some better ones.

A few more items need to be added to the level in question:

  1. Lighting: Some extra lights need to be added and the actual light models need to be placed.
  2. Sound: The siren and flashing red light needs to be activated, this is used to indicate when a next wave is in-bound.
  3. Physics: The exploding barrels need to be added, these can be used to cause an area damage to nearby clones.

Finally a few modifications to the GUI need to be made:

  1. Option GUI: This needs to be finalised and converted to the new GUI theme.
  2. Scroll Bars: These need to be converted to the new GUI theme.
  3. End Game GUI: This needs to be changed to the new GUI theme.

Other then that, the Internal Demo of the game will be ready to go by the end of this coming week. Those that wish to have access to it, please contact me through e-mail or Facebook. The Internal Demo will not have the High Scores and Profile areas activated, its main purpose is to gauge the game play on different hardware and to see if the implementation of game levels (i.e. Easy, Medium, Hard, etc.) will be needed.

Once again, good luck with your projects.

About the author

Gobbo Games is an Independent Games Development company operating from Durban in South Africa. We believe in creating high-quality cost-effective games that remain true to the belief of Independent Game Developers around the world.


#1
03/25/2012 (4:11 pm)
Good luck with it Quinton.
#2
03/25/2012 (9:22 pm)
What is the planned gameplay of respawn?

You mentioned previously Quake 2, 3 and UT as inspiration. Just the multiplayer side? Or the SP also of say Q2?

What are some of the features that make it stand out?

Good luck on IndieGoGo it'll be interesting to see the response. I'm looking at building a prototype of my game at the moment for much the same purpose.
#3
03/26/2012 (12:25 am)
@S2P: Thanks.

@Edward Smith: I'll try answer your questions as best as possible.


1. The inspiration from Quake 2, Quake 3 Arena, and Unreal Tournament is the multiplayer deathmatch influence. This game as such has no Single Player mode. The idea here is to promote online play (or local network play) with your mates and rack up scores and stats on the leader board. Obviously there are some caveats for local network play ... but I am working on that.


2. Some of the features that I think are unique are as follows.

Basically the story behind the game is that this style of combat has become a spectator sport (Running Man and Gamer were the influence here), and you are a participant that connects to your Clones via Synaptic Uplink.

Clones are your lives and each game requires you to have X amount of Clones in order to play. If you the amount of Clones in your Clone Bank than you can participate. When your Clone is killed, it is wiped from your Clone Bank and once all your Clones are killed ... you can no longer play in that tournament/match and you switch over to spectator mode.

By playing in tournaments/matches, you earn Credits and Credits are used to buy new Clones. In later releases of the game, I may implement Clone Upgrades.

You can also bet on tournaments/matches in order to earn Credits and hence buy more Clones to participate. It is important to point out that I will NOT be implementing micro-transactions and you ca't buy Credits with real world money at all. Furthermore the betting only takes place in the game and is not transferable to real world money.

You can also start Clans and challenge other Clans or host tournaments/matches. Your Clan will get a portion of the Credits earned during the tournament/match and these can be used to purchase Clan Clone Banks. These type of Clone Banks can be used by any Clan Member for Clan approved actions (i.e. Clan Sanctioned tournaments/matches).

There is a Leaderboard System and it has various aspects (i.e. Individual, Clan, New Comer, etc.) and the stats are fed from the various tournaments/matches. This leaderboard will also influence the odds on the betting system.

Finally, I have implemented a handicap system (similar to a Golf handicap system) that allows new players to participate in tournaments/matches without the fear of being owned all the time. having said this, tournaments/matches can be set up to only allow ratings of certain players to participate or completely forgo the handicap system ... in this instance certain rules are applied for bets and winnings.

There is a lot more that is going in to the design and game play of the game ... like different game types (White Rabbit, Capture The Flag, Team Death Match, King of the Hill, etc.) ... but ultimately the game play is focused on Multiplayer mode.

I trust this answers all your questions.


As for the funding ... I will let you know how it goes ... regardless of the funding outcome I will push forward with this game ... it may just take a little longer. 8-}


Good luck with your project.