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What do you want to see in a FPS kit?

by Michael Hall · in Torque 3D Professional · 04/29/2009 (11:53 am) · 34 replies

Just curious, but what do you want to see in a FPS kit? Actually I was asked to start a thread on this about two weeks ago.... but the better question is: what do you want to see in an Advanced FPS Genre Kit.

The basic kit has every indication of being shipped with Torque 3d and some pre-beta testing has already been done with it. I like to think of it as a enhanced version of the old starter.fps kit. The origins of it go back to a desire to fix those old scripts and add several, what I thought of as missing, features. At one point I had 15,000 word 12 page document just detailing those fixes -- everything from art to misspellings to bad variable/parameter calls, and more. I had intended on just releasing the document as a resource but the artist I was working with at the time convinced me that we should do a how-to kit instead, which would include new artwork, documentation, and source code enhancements. Said artist was then contacted to work on artwork for Torque 3d and that project got put on hold. A few months later I was contacted by Derek here at GarageGames wanting to know if I was interested in working on the FPS kit.

Unfortunately that document and several hard-drive back-ups were consumed in a fire, so all of my Torque related work of the past year was gone. But here was a chance at a fresh start with the future of Torque, so hell yeah! I was interested.

So we started with the starter.fps (Stronghold) kit and built from there. I wont say I corrected every single one of those mistakes/bugs, in fact I may have introduced a few more myself! Ah but enough story and rambling, let's talk about features.

* 3 weapons: Steam Pistol, Rifle, RamRifle it's a rocketlauncher
* various types of weapon change methods (hotkeys: 1-XX, prev/next weapon keybind, and mouse-wheel cycling)
* a dynamic weapon HUD system with current weapon indicator, individual reticles, ammo counter, and optional zoom overlay
* multiple maps/levels and improved level selection
* multiple gametype setup -- currently Deathmatch and TeamDeathmatch game modes.
* basic and limited recoil effects -- I may remove this one because it annoys the hell out of me!
* multiple sizes of health pick-ups
* headshot and directional damage indicators
* new artwork

Plus more cool extras will be included in the basic kit. Some things were recently removed/lost, and others have been added, some minor features are still kind of floating, and I'm still testing a few other things -- but hey that's part of the value of having a beta release, right?

I also think it's safe to say that the artwork and level design will be a marked improvement over what has been offered before. Give thanks to Matt Fairfax for doing the level selection code and GUI because mine would have been much uglier! My biggest contribution was the multiple gametype setup plus setting up and tweaking the weapons -- no more recycled crossbow explosion from years ago! Well, sound hasn't been addressed completely yet so some things will sound familiar. Adding a new gametype is as simple as creating your gameplay mechanics in script, giving those functions a certain class namespace (think scripted object and packages), and creating your levels for that gametype in mind. Once that's done, in order to kick off the correct gametype code all that is needed is to add
gameType = "Name Here";
to each mission's LevelInfo object. Once the chosen mission is loaded the proper gameplay mechanics are executed for that map.

The initial design goal was to be able to allow you to create a Quake or Unreal Tournament style multiplayer game out of the box. Truth be told Torque has had that capability from day one, so an almost feature complete FPS game can be done entirely in script. Can you make a clone of COD4? Not out-of-the box with the Basic(free) kit. Now Torque 3d certainly makes it easier to enable a more modern day cutting-edge feature set, but it is still undergoing development so I've personally made every attempt to keep away from source code changes until things are more finalized.

I'm already aware of some people's desire for AI, weapon hands, iron-sights, etc., but those are things that were not part of the initial design plan and will have to addressed later. Got to save some things for an advanced kit, you know? Again, the Basic FPS kit is meant to be more of a demonstration of what's capable using the standard Torque 3d package. Certain source requiring FPS genre specific features can easily be added later.

So I ask one more time: what do you want to see in a FPS kit? More specifically what features would you find "must have" and necessary? What would you like to see addressed in an Advanced FPS kit?

About the author

Been dabbling with game-programming since the age of 10 when I got my first computer, a Commodore. Got serious about game-development after modding Tribes for several years. Doesn't sleep much. Drinks rum. Teaches guitar. Plays cello.

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#1
04/29/2009 (12:06 pm)
multiple modes, crouch, prone..
#2
04/29/2009 (12:17 pm)
Please be sure to add the "Climbing"....but more importantly, please add the "Swimming". Never could get swimming to work correctly with TGEA.
#3
04/29/2009 (12:18 pm)
How about some basic melee? It would be cool to smack someone with your pistol or fist.
#4
04/29/2009 (1:26 pm)
Second on all the above, though not so much for climbing ... platforming when you can't see your feet is kinda odd. Multiple stance modes, maybe one for using a melee weapon.

"I must repel the mutant hordes! Why can't I have the thermobaric missile launcher? Why do I only have a crowbar?"

edit: Possibly a weapon that can take different types of ammo loads, like a rocket launcher that can be loaded with HE or AP.
#5
04/29/2009 (2:05 pm)
Some random thoughts after reading this post (note that I don't know what's in the old fps kit nor in Torque, so sorry if that's already in there):

- 1st/3rd person view
- grenade as another type of weapon
- secondary fire for each weapon
- bullet decals on walls and such
- vehicles (might be tricky, but was in Tribes after all so... dunno)
- being able to take cover behind walls (Gears of War/Ghost Recon-style)
- some kind of trap (laser between two walls that kills you, landmine, you get the idea)
- teleporters, elevators, doors...

Of course that list is for either the basic or advanced one, whatever fits :-)
#6
04/29/2009 (2:14 pm)
I agree with everything here, maybe add some basic A.I. I would buy it!
#7
04/29/2009 (2:23 pm)
actually can we just get the CSK kit in t3d? since its got alot of those features. It just needs a clean port.
#8
04/29/2009 (2:27 pm)
Code for walking & jumping (of course), crouching, crawling, and swimming is in Torque 3d. None of the existing old player models include any of the necessary animations and the artist(s) is/are still working on the new Gideon player model, so those stance features aren't active yet, and without the animations it's impossible to commit to these features being 100%.

I think swimming is currently turned off, but once it's back I'm certainly going to make it possible to drown if you stay under too long -- I almost went ahead and did that anyway ;)

Climbing, I think, has already been mentioned as not going to be included -- I don't see it in there.

Melee wasn't brought up before, it never even occurred to me, but yeah it would be cool to be able to punch/pistol-whip/kick an opponent wouldn't it? I can't commit to that but I'll make an argument for it and pass that along.
#9
04/29/2009 (2:48 pm)
Quote:1st/3rd person view
Already there by default
Quote:grenade as another type of weapon
Can do that, been meaning to anyway. Would you rather it be a equip first then throw kind of weapon or just toss a grenade from a keypress?
Quote:secondary fire for each weapon
It's been discussed, it's part of the plan, just no good solution for it yet.
Quote:bullet decals on walls and such
I asked about this a while back, and was told to wait on an improved decal manager.
Quote:vehicles (might be tricky, but was in Tribes after all so... dunno)
Vehicles are easy. The existing starter.fps and Stronghold only needed a few minor changes to make them usable (once you add a vehicle of course) in a FPS. I haven't touched anything to do with the vehicle code as of yet -- so it should all still work. If time permits I'll check and see if it still works.
Quote:being able to take cover behind walls (Gears of War/Ghost Recon-style)
Interiors, large objects, and the terrain (hills) can protect you from explosions and such. So I would say that's covered.
Quote:some kind of trap (laser between two walls that kills you, landmine, you get the idea)
A landmine can possible be done, but to do it right would cause it fall into the wishlist of advanced features category.
Quote:teleporters, elevators, doors...
Teleporting was something on the wishlist/advanced side of the features. Elevators and doors weren't mentioned. Hmm, but doors are easily done and elevators can be faked, the key is proper collision.
#10
04/29/2009 (3:00 pm)
Quote:actually can we just get the CSK kit in t3d? since its got alot of those features. It just needs a clean port.
I wondered about that at the beginning... they were at one point working on a TGEa port but that was over a year ago and never materialized, and pretty much none of their developers, except maybe Ashley, have anything to do with the CSK anymore. DreamGames wiped the slate and started over with a different direction and vision, in case you didn't notice.
#11
04/29/2009 (3:08 pm)
And to quote myself from this link about the AI (edited for brevity):
Quote:What I have so far is a kludge of examples from AI programming books, flocking/swarm AI, Killer Korc, and the Improved AI Guard resource. I doubt it will get included in time for a beta release and I also haven't really been pursuing it all that seriously - nor do I desire to - hopefully someone more knowledgeable in AI will create an AI pack or resource instead.
#12
04/29/2009 (3:18 pm)
I would like to see dynamic run-force changing, it's been implemented as a resource previously, but I would like to see it built in.

Basically: change the player's runforce on the fly without changing the datablock or making a client-sided work around.

This can be used for power-ups, health dependent speed(i.e you move slower at low health), guns that slow a player down, and other effects.

This might not be the best place to request this, but it would be, primarily, a feature used in FPS games.


Besides that, are there ammo pickups? And, if so, are there unified ammo pickups(one ammo fits all and gives ammo to whichever gun you are holding)?
#13
04/29/2009 (3:30 pm)
Something like sprinting and various power-ups has been discussed, and it is feasible -- but no promises. One of the requested side effects of being shot with the machine-gun analogue (a weapon not going to be included) was that it would slow you down.

Ammo pickups are per weapon with individual ammo types. Still using some placeholder art in some places though, so I've been thinking of unifying things a little bit.
#14
04/29/2009 (3:43 pm)
Re: Grenades. Select weapon. Hold fire to pull pin and start countdown, release fire to throw ... accidents happen if you don't release in time!

Re: Landmine. Surely a simple "onCollision" call is basically all that is required? if (%col.getClassName() $= "AIPlayer" || %col.getClassName() $= "Player") = go boom! And give it a health/damage rating so it can be set off with projectiles.
#15
04/29/2009 (3:58 pm)
Taking out recoil if you've already wrote it would be dumb, some people might like it imo.
#16
04/29/2009 (4:19 pm)
@Steve: I can probably get away with that type of grenade, I've already been experimenting with affecting the distance thrown by how long you hold the button -- oh and accidents would happen of course! A working landmine can be easily done just like you suggested, I was just never satisfied with how my scripted implementation of it worked. I wanted directional claymores, laser tripwires, proximity mines, etc.

@Neill: the recoil I mentioned was just a quick hack to see if I could get working in script yet still be networked. I'll probably just tweak it to make it more subtle instead of removing it. It is something that would, and probably will, be more properly integrated through source code in the advanced kit.

I was thinking about throwing in a stripped down version of my destroyables code from the Kaboom! Pack to demonstrate some of the built in damage handling that I've seen hardly anyone ever use. I forgot about the library of unused particle effects I had left over from that thing -- thank the gods for online file storage! I like blowing things up, does anyone else?

#17
04/29/2009 (4:21 pm)
Iron sights, explosives, dynamic run changes, at least some basic AI, multiple firing modes, Ie. single shot burst, full auto
#18
04/29/2009 (4:23 pm)
Quote:
I wanted directional claymores, laser tripwires, proximity mines, etc.
I was thinking a big bit of metal you just stepped on because you weren't looking where you were going ... not quite so high tech!

@Kenneth - Iron sights are really an animation. You just need to line up the animation with your eyenode and then map it to a keybind.
#19
04/29/2009 (6:09 pm)
Multiple sniper scope styles! Binoculars with range and entity counts.
#20
04/29/2009 (6:34 pm)
Advanced Decal System as you mentioned above, footprints and bullet decals based on materials, but not just place a new created mesh on the surface you hit. It's better capable of customizing decal textures when bullet hit diffrent kinds of surface, say metal, wood...
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