Game Development Community

Advanced Starter FPS

by Krystian Lahage · in General Discussion · 06/02/2009 (7:11 pm) · 14 replies

Hi everyone. I would like to start working on an Advacned Starter FPS kit, that I will sell for about $5. I am new to programming, so this may take me a while, but I wanted to know who would be interested and also suggestions for features. Leave your comments here, thanks.

About the author

I am in charge of Pickled Studios, a company that me and a few friends founded a few years ago. We are currently working on a multiplayer FPS game.


#1
06/03/2009 (3:00 am)
interesting :D

Some features I would like to see are:

- scopeing (sniper)

- intergrated weapon changing (mouse wheel or different numbers on keybourd change gun)

- intergrated AI for attacking and friendly AI

- a few gun models inlcuded (or a link to where to get some for free: tridinaut.com )

- grenades

That is all i can think of :D

Also, if you are interested, I would be wuite interested in making this with you with a share of the profits, and I suggest if you have all these things above, you could sell it for about $15

from Max

PS. i fyou are interested...drop me a line at: macz_202 <at> hotmail <dot> com
#2
06/03/2009 (4:16 am)
Reloading and weapon accuracy.
#3
06/03/2009 (6:18 am)
Stances (stand/crouch/prone) and hitboxes for locational damage.
#4
06/03/2009 (9:01 am)
@Max- Emailed.
@Tuomas&Daniel- Thanks for the suggestions.
#5
06/03/2009 (10:12 am)
At $15 with those suggestions even I would be interested to buy it.
#6
06/03/2009 (10:21 am)
Which engine? I'd be interested in it for TGE 1.5.2, but even if it were another engine it could probably be worked into 1.5.2

There are resources available for grenades, lazer scopes, swim/crouch/prone, and I think weapon selection GUI, so if you mash all that together into a single add-on, and make it easy to merge with an existing project, you'll get buyers even at $15.

Good luck!

Tony
#7
06/03/2009 (10:43 am)
Yeah that reminds me. I myself would love it for the new Torque 3D engine. I'm sure it can be worked into both engines.
#8
06/03/2009 (11:37 am)
Hehe. Just about everything mentioned here is pretty much standard fare in the Basic FPS kit for Torque 3D.

  • scoping (sniper) - variable FOV, can be set for certain weapons only, custom GUI overlay when zoomed

  • integrated weapon changing (numbered hotkeys, prev/next keybind cycling + mouse wheel cycling)

  • a few gun models included (3 in the Betas (so far), although there are others)

  • Stances (stand/crouch/prone) -- standard feature in Torque 3D now, along with swimming.

  • grenades -- frag/concussion (no models & not seen in the Betas yet!)

  • weapon accuracy -- configurable per weapon and per mode

  • Reloading -- not sure if it will actually get added -- but at least one weapon is setup for it and I've tested it.

  • + lots more :D I'm still experimenting with AI and other "cool" things.
    #9
    06/03/2009 (12:21 pm)
    This will be made for TGE 1.5.2. It will include tutorials to help you add the features into an existing project.
    #10
    06/05/2009 (12:43 am)
    Michael - I'd never heard of that, that's very cool.

    Tony - it's true most of the things we've mentioned are resources, but it'd take quite a bit of work to update them, fix bugs, clean up the code, and get them all to play nice together. I guess that's why anyone would buy the pack ;P.
    #11
    06/05/2009 (12:02 pm)
    What Daniel says is true, it's not the integration of resources that people should pay for, but the improvements and bug fixing that will be required to make a collection of them play nicely together -- that's the service you will actually be providing. Presenting it in a clean, easy to re-use (mod) environment is something else you'll need to consider, as well as documenting the changes and steps necessary to integrate it with an existing project -- I was able to skip that last one since what I'm doing is the "new" starter kit ;)

    And keep in mind that the starter.fps scripts need fixing themselves. At one time I had been documenting fixes for the stock out-of-the-box scripts. 12 pages and 15000 words of fixes -- and that was before adding anything new!

    @Daniel: there's to be a basic (what I'm working on) and an Advanced FPS Genre Kit for Torque 3D (I've done nothing officially for it though). I was urged to keep as much as possible on the script side of things so I'm considering back-porting the scripts I've modified/fixed/improved as a resource once T3D is finally released.

    Things like the stances and alt-fire modes though would still require outside coding. And of course I would have to come up with some new GUI artwork for use in the various HUDS I've tied into weapons: current weapon indicator, unique reticles, ammo counters, custom zoom overlays. I've also done various hit/damage indicators (locational and directional), out of area punishment with warning sign, health pack indicators (multiple types/grades of health kits). I have a rather annoying and hackish scripted recoil system that I should be ashamed of -- but it works!
    #12
    06/05/2009 (12:29 pm)
    Quote:it's not the integration of resources that people should pay for, but the improvements and bug fixing that will be required to make a collection of them play nicely together -- that's the service you will actually be providing

    And support! Please, please, please, if you release this as a kit, please provide support for us non-programmers :)
    #13
    06/05/2009 (12:42 pm)
    Maximillian and I will be integrating as well as fixing the resources and making them work together in harmony. We will include how to integrate them into a project that you have already started. The pack will also include many .dif structures, .dts props, a sample level, and maybe even a character. I will be blogging the progress of this soon so look out for that. Additionally there will be support for non-programmers, I myself am not a programmer, I'm doing the art and Maximillian is doing the integration of the resources.
    #14
    06/09/2009 (12:21 am)
    @Infinitum3D There will be a progress blog up in the next day. Also, there will be support, which I will most likely provide directly :D

    From Max