2009-06-19 20:26:31

Hi,
Ryan Smith of RSGames and I are beginning development on a 3D shooter game. The object of the game will be to destroy your opponent. The game will take place on a playing field which will either be chosen randomly or from a preset map. The game board will have landscape objects, such as mountains that will present obstacles to the player but special items such as the ability to fly, invisibility, weapons, etc. will appear on the board from time to time.

As you can see, we only have a basic outline of the game, so we're hoping some gamers on the forum can provide us with some suggestions. what would you like to see in this type of game? How should your opponent be destroyed? Should each player have a base? Should each player be a robot rather than a person?

Looking forward to hearing your suggestions.

Mike

Regards,
Mike
Co-Founder, RS Games
www.rsgames.org

2009-06-20 09:52:01

Hmm, curious.

Depends whether you're going for an all out action shooter or a slightly strategic shooter I suppose. Bases have worked in the mainstrea on occasion, it just depends what the general intent is.

cx2
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To live by honour and to honour life, these are our greatest strengths and our best hopes.

2009-06-20 18:05:43

the game will be better with humans,but you can put some armor for protection from the gun fire

Of all sad words of tongue or pen, the saddest are these, ‘It might have been.
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2009-06-23 22:39:59

And if for some reason someone won't be able to experience the multiplayer part of things due to firewall or something, there should be a single player mode, but a long lasting one, perhaps with the ability to make missions with multiple opponents to destroy and objectives and bosses. perhaps a few missions could come with the game, but not too many, then make a mission editor so the story can be expanded, or an entirely new campaign and story could be made. It sounds good though.

2009-06-23 23:32:30

i agree with aaron's suggestion, it sounds awesome.

contact info
email:
matrheine at gmail . com

2009-06-25 03:10:46

Hi,
The game was primarily designed to be multiplayer. Maybe some single player mode in a version 2! I do like Aaron's suggestion though.
thanks.

From,
Ryan Smith
Head of RS Games
RS Games Website

2009-06-25 07:33:12

Sounds intreaguing.

while (as you might guess), I'd be interested in a mode similar to Aaron's idea, I can understand the point of going for a multiplayer game. However, even if in the first release you concentrate mainly on the multiplayer aspects, I do suggest you stick in even a bare bones single player mode just as a practice and for people to learn the game and the maps.

That way multiplayer matches won't be cluttered with new players trying to learn the ropes, ---- even if your computer opponents are not exactly tough.

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

2009-06-25 10:47:47

Here's a thought from the mainstream game Battlezone, the late 90's version... it had a section called "the playground".

It essentially gave you a base with all the trimmings, and an enemy base with no units or defences to use as a target. You could play around with the different units and weapons to your heart's content.

Even without the bases, it has some validity for just learning to use the weapons and movement without the pressure of even an AI opponent. Optional AI opponents of course would be helpful too, but being able to poddle around without would be helpful for learning the controls at least.

cx2
-----
To live by honour and to honour life, these are our greatest strengths and our best hopes.

2009-06-25 12:07:00

I thought an ai opponent might help for targiting purposes sinse audio 3D targiting can differ from game to game and take a litle getting used to.

Perhaps similar to your suggestion Cx2 or the training mode in shades or packman, where stationary enemies are placed in an arena as targits?

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

2009-06-25 12:55:47

Depends whether there is any training system for movement as well, which can differ just as much in terms of navigation. Like I said there were static targets which didn't respond in the playground section, so that covers basic targetting practice witht he sounds. Like I said you can also have an option to add AI opponents, someone I think mentioned the way to do this in Audio Quake for example.

cx2
-----
To live by honour and to honour life, these are our greatest strengths and our best hopes.

2009-06-25 15:49:53

I'll mention the idea I had again just to be a little more clear on what I mean.
In an online game that a friend showed me called madness, there was a mode called experiment mode. this mode just had you sitting there, and you could move around with nothing around you. then if you wanted, you could sporn an enemy of a weapon to pick up. you used a lot of keys to sporn weapons, but that'd be too hard in an audiogame i think. but sporning enemies is ok. you could turn enemy a i off as well so they wouldn't do anything. we once sporned like, 20 enemies and they all had machine guns and stuff and we got quite a few weapons, and were killed by the amada. it'll be fun to sporn just loads of enemies at once, i wonder how many could be handled in audio? heheh. by the way, madness isn't accessible.

2009-06-25 15:52:59

Alternative possibility:
Give item button

You press it, and you get a menu from which you can choose which item to receive. Or something similar perhaps, maybe instead of a menu just next/previous item buttons and the give button.

cx2
-----
To live by honour and to honour life, these are our greatest strengths and our best hopes.

2009-06-25 17:52:15

I don't know if we're straying a bit far from Mike's initial thought here. Afterall, all I was suggesting was a practice mode, ---- ie, a map with a stationary enemy to practice on before you tried a game online.

just have everything work as in the online game, ---- which I presume will involve random items dropped around the map.

I'd personally be more interested in an actual propper sinle player mode with missions, ---- or at the least, interesting opponents, but if this isn't the way you plan the first release, ---- fair enough.

my point was however never the less, a basic way t practice might help.

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

2009-06-25 19:01:27

I think a more human aproach would be nice.  You should maybe consider including different game types-death match, capture the flag, etc.  You could include bases in game types like capture the flag and then remove them for a death match game, for example.

Connor

2009-06-26 13:27:09

Yep, that'd be cool. a mission mode would be brillient for a future release, I just have thi thing about missions. You could face off with one opponent or face off with many at once, and the hole multiplayer aspect apart from a single player campaign would also give the game good replay value.

2009-06-26 18:18:55

what about something like the buying system in counter strike?
press a key, you get to choose what kind of weapon you want to buy
also what about some missions where you have to kill the opponent but at the same time have another objective for example blowing there base up

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