FPS concepts in a 2D game...
by jesusphreak · in Torque Game Builder · 04/07/2005 (3:01 pm) · 6 replies
Bouncing around ideas as always.
I think that Torque2D would be a great engine for an "FPS" type game in a 2D environment. More or less, a shooter. When you think about it, the dynamics aren't terribly different. Either way, you aim a crosshair around a screen, different body parts (such as headshots) have different effects.
What I do wonder about is this: in a true FPS, if someone hides behind a wall, you can't see him. But in a 2d game, since you have an overhead view, you still can see him. This kind of negates the possibility of sneaking up on anyone. So, if they go behind a wall, do they just go invisible? Do you black out parts of the screen that the player can't see?
How do you deal with issues like that? Ideally, I'd like to make a game that is similar in artistic style with StarCraft, but in which you can actually move around like an FPS and actually have a crosshair to aim with.
I'm just a little confused. Any suggestions?
I think that Torque2D would be a great engine for an "FPS" type game in a 2D environment. More or less, a shooter. When you think about it, the dynamics aren't terribly different. Either way, you aim a crosshair around a screen, different body parts (such as headshots) have different effects.
What I do wonder about is this: in a true FPS, if someone hides behind a wall, you can't see him. But in a 2d game, since you have an overhead view, you still can see him. This kind of negates the possibility of sneaking up on anyone. So, if they go behind a wall, do they just go invisible? Do you black out parts of the screen that the player can't see?
How do you deal with issues like that? Ideally, I'd like to make a game that is similar in artistic style with StarCraft, but in which you can actually move around like an FPS and actually have a crosshair to aim with.
I'm just a little confused. Any suggestions?
#2
Visibility I suppose is the biggest thing.
04/07/2005 (3:41 pm)
Ahah. I couldn't remember the name of Crimsonland. That's more or less the movement/aiming affect I was gong for....Visibility I suppose is the biggest thing.
#3
It's a free game, and if you play it in "realistic mode", you can only see the enemies that are in the players "field of view".
04/07/2005 (5:31 pm)
For an example on how to do visibility, check out Soldat at www.soldat.pl .It's a free game, and if you play it in "realistic mode", you can only see the enemies that are in the players "field of view".
#4
Robotron -> SmashTV -> Ikari Warrior -> Alien Shooter -> Crimsonland (and lots in between)
Robotron 2084 was named what it was because the game's author didn't figure there would be enough time to develop evil-take-over-the-world-robots by 1984 (which was in 2 years when it was released). Funny things you learn in "Video Game History" class.
Here's a good link:
en.wikipedia.org/wiki/Robotron:_2084
05/10/2005 (6:03 pm)
I think it would be extremely difficult to do something like "head shots" in 2D. You could probably have shots at someone's exact center do more damage, I suppose.Robotron -> SmashTV -> Ikari Warrior -> Alien Shooter -> Crimsonland (and lots in between)
Robotron 2084 was named what it was because the game's author didn't figure there would be enough time to develop evil-take-over-the-world-robots by 1984 (which was in 2 years when it was released). Funny things you learn in "Video Game History" class.
Here's a good link:
en.wikipedia.org/wiki/Robotron:_2084
#5
But doing it that way you could mount hats, guns and anything else, and make each one targetable and 'shoot-offable'.
05/11/2005 (12:14 am)
Wouldn't be too tricky, just a load of work for the artist. If you had seperate body hits, then you would have the torso, arms, legs, head as seperate sprites and just mount them togther with a collision poly for each part.But doing it that way you could mount hats, guns and anything else, and make each one targetable and 'shoot-offable'.
#6
05/11/2005 (12:27 am)
For examples of how well the concept of "multi-sectioned enemies", take a look at Adagio:Cloudburst, made in just a few weeks (check the date of the dev snapshot, and then check the original release date of T2D-EA!).
Torque Owner Teck Lee Tan
Silent Storm is a turn based strategy, but it handles out-of-sight enemies in two different ways. Either they disappear from view, or they're replaced by a red icon that indicates that one of your characters can "hear" said person.