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Redmotion
23
Years of Service
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Joined: 16th Jan 2003
Location: Mmm mmm.. Marmite
Posted: 7th Feb 2003 20:05
I started trying to develop a new type of FPS, but soon realised (2 days of playing about) that if I wanted to do it properly I would never leave my house ever again...
Ok. We have the power to program amazing games put back into our bedrooms (or where ever your computer is). Which means our game creation is devoid of any interference from publishers and developers. We can do anything we want - noone will say to us: "that won't sell!". We can Invent new game genres, REINVENT not imitate what went before. We have the opportunity (through the internet) to bring together amateur talent from all over the world to contribute to our programs either through code, textures or models. Remember to make a GOOD game it takes 10-20 people two years or more working all hours god sends... So realistically, we can go back to basics (games like tetris and marble madness) and code clever ways of bypassing creating massive landscapes (fractal level generation), or join up in teams and help each other...
I suggest a new posting section here, and in DBDN, for people to specifically request help or contributions to their game designs either with code, images, textures or models...
Dual athlon 2000 MP - 1GB ram -
Nvidia Quadro4 550 64mb
Yamaha SW1000XG - Win2k sp2
MrTAToad
23
Years of Service
User Offline
Joined: 26th Aug 2002
Location: United Kingdom
Posted: 7th Feb 2003 20:48
Well there is already a 2D/3D/Team section...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
the architect
23
Years of Service
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Joined: 6th Jan 2003
Location: United Kingdom
Posted: 7th Feb 2003 20:49
If you plan the programming properly you will find that making a multi-level fps in dark basic is not as hard as you think.

The proffesional writers quite often have to create a game engine from scratch but in DBPro that is done for you. I have made rapid progress on a squad level combat game that I am currently working on.
That is just 15 hours per week on my lonesome. I expect to have a working demo completed by summer!

I am currently working on a web site to promote the background information to this game and it will include drawings and designs for weopons, soldiers, races etc. I am hoping other DB users will contribute their own artwork and models towards it so that we can benefit from a rich and varied science fiction background for our games.

darkCorridor
23
Years of Service
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Joined: 27th Jan 2003
Location:
Posted: 8th Feb 2003 23:48
I enjoyed marble madness - I still have it for the snes .. lol

[br]mikey
Redmotion
23
Years of Service
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Joined: 16th Jan 2003
Location: Mmm mmm.. Marmite
Posted: 10th Feb 2003 01:41
I'll definitely have to check out the team section then...Because this First person Perspective based game I want to write is unlike anything ever made. The story is not original or the setting (the end of civilisation), but the game mechanic will be. The levels will be and the way it is structured will be. But I'm going to write a couple of simple but very playable games first, based on some retro ones ...
Architect, there are at least 20 squad based FPSs knocking about at the moment! What will make yours different from the others?!!

Dual athlon 2000 MP - 1GB ram -
Nvidia Quadro4 550 64mb
Yamaha SW1000XG - Win2k sp2
Andy Igoe
23
Years of Service
User Offline
Joined: 6th Oct 2002
Location: United Kingdom
Posted: 10th Feb 2003 02:02
Takes about 2 days for me to write a basic game, and about 14 days for a more complicated project.

My attention span is 11 days.

Pneumatic

Pneumatic Dryll, Outrageous epic cleric of EQ/Xev
God made the world in 7 days, but we're still waiting for the patch.
the architect
23
Years of Service
User Offline
Joined: 6th Jan 2003
Location: United Kingdom
Posted: 10th Feb 2003 23:01
There are some great squad based fps games out there.

However the game play differs by enemy dispositions and deployment, how well my squad mates interact with me or tensions of close combat.

I have created a method of giving orders which should give the feal of the real life counterpart doing the same,ie how he might have to do it. Orders can be given as quickly as he might have to.

Secondly, I have devised a way of leading by example where your men respond to your example. Although your men can do the job you will not be able to skulk in the background.

Your men will not just blunder into bullets, get shot up several times, survive do it again etc. Yet you cannot just let your men keep getting killed...

So on. I have also eliminated the "Getting continually shot and surviving a million holes in your head" stamina method of the current genre. Neither will it eliminate the playabilty of the game etc. In fact my method may add to the tension of the game.

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