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Decay (WIP) ~FPS Military Capture The Flag Game~

Discussion in 'Works In Progress - Archive' started by lifeofanobody, Jan 31, 2015.

  1. lifeofanobody

    lifeofanobody

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    {
    var EditNo01 : string = "Screenshots coming soon! :D"
    function EditNo1 (string)
    {
    Debug.Log(EditNo01);

    }
    }


    Hi there!
    I'm amazed you bothered to click on this thread.
    Thank you.
    My name will remain confidential for now, so you can refer to me as Extraordinari Nobodi.
    I am currently developing a game. (What a surprise!)
    I am planning it to be a war simulation.
    An FPSMMORPG.
    I will integrate servers, where two teams (or maybe more possibly)
    each have a different side of a map and the goal is for the team to capture and destroy the other team's Nexus, sorta like a glorified Capture the Flag.

    Though what will make this game original is the fact that i will integrate the features that make these kind of games fun.
    e.g Handcuffs (Taking people hostage :D), Ropes to scale walls, Night vision goggles, etc etc.

    There will be multiple maps, each somewhat well detailed, and absolutely massive. (Easter eggs or not?)

    The game will have a similar FPS layout to Insurgency:

    Complete Blank Space.
    (Either because for the realism, or my crippling laziness.)


    Right now, it's in Early Alpha. (In other words it looks like ****).

    Any feedback would be appreciated.

    This project will probably go for 1-2 years.

    1. Because I am 13 years old.
    2. I still have LOTS of scripting to learn.
    3. High school.

    Thank you for reading.
    I would greatly appreciate any feedback, whether it be positive or negative.
    Though if it is going to be negative, could it be constructive criticism?

    Again, thank you for reading.

    ~Extraordinari Nobodi~
     
    Last edited: Jan 31, 2015
  2. Samuel411

    Samuel411

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    Any pictures or videos to show?
     
  3. lifeofanobody

    lifeofanobody

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    Im currently sculpting a new map, because i scrapped the old one.
    When I'm done with this one though, I'll upload a screenshot.
     
  4. lifeofanobody

    lifeofanobody

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    I'm still working on it, but it's coming together.
    The terrain may look small, but the scale is actually 10000, 10000.
    I still have a lot of detailing work to do.
    What do you think the separate bases should look like?
     

    Attached Files:

  5. KheltonHeadley

    KheltonHeadley

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    Someone say Island? I got you mang. Not very good, but better than what you have. Use if you like.

    (heightmap) http://puu.sh/fiOT5.r16
     
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  6. lifeofanobody

    lifeofanobody

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    :D Wow!
    Did you make that yourself?
    (Thanks!
     
  7. lifeofanobody

    lifeofanobody

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    EDIT: Now I'm planning to release this on mobile.

    Graphics will remain simple, so that less GPU power is used.
    Finished Base01, for the island map.
    Currently reviewing heightmap above.
     

    Attached Files:

  8. lifeofanobody

    lifeofanobody

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    Best heightmap ever! :p
    No seriously, what are the correct import settings for this.
     

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  9. lifeofanobody

    lifeofanobody

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    Just a quick question: should the players look more like realistic humans, or should they just be more like blocky characters?
     
  10. lifeofanobody

    lifeofanobody

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    THREAD CLOSED
     
  11. Samuel411

    Samuel411

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    You quit already?
     
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  12. lifeofanobody

    lifeofanobody

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    Haha no. I thought I wasn't getting much from this thread, so i just decided to suffer in pain.
    XD
     
  13. theANMATOR2b

    theANMATOR2b

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    Feedback
    Stop trying to create finished art pieces. Start working on core game play elements and functionality . Consider grey boxing the levels to start with. The divided island above could be grey boxed in less than 30 minutes.
    Art assets change constantly based on design and game play. It's better to work on those instead of finished asset pieces.

    You have a extremely lofty goal for a finished game. So lofty in fact experienced game developers have abandoned similar ideas. Consider starting smaller. Maybe 1 vs 1 with the game play elements you outlined above, on one map.

    1. Later in life you will have adult responsibilities which are more important than game development. Enjoy the free time you have now to develop games! :)
    2. You will never stop learning if you decide to follow the path of a game designer/developer. Especially as an indie developer.
    3. After high school (and college) comes full-time employment which rarely ends before 5 pm.

    Good luck!
     
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  14. lifeofanobody

    lifeofanobody

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    Thank you!
    Also, just a quick question:
    what is grey boxing? A quick google search didn't reveal much helpful tutorials.
    Oh, and yes I realised I stress too much about the unnecessary details a bit too much.
    Thanks for the reality check. :p
     
  15. Dr-Paris

    Dr-Paris

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    "Grey boxing" is when you build an entire game/level with placeholder assets – often/originally just grey (and orange, in the case of Vale, where I believe the term originated) boxes. It's so you get the game going before you start thinking about assets. Highly recommended!
     
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