Greetings! The incomperable
Hamish and I are interested in getting your ideas for a DBP Community FPS. It's an open source effort to make a playable and fun multiplayer first-person shooter game. Hamish has already put a good deal of work into the technical side of things and the core functions of the game are pretty much set out. In the long run the project will need both media and code to succeed, but for now it’s the game design portion of it that needs working on. Since this is a community project, what better place to post this?
If you're interested in the details of the project, please read the existing design documents. Before you post read this thread
completely. Preferably also read the replies to the thread to make sure someone else hasn’t already added it. Thank you
Keep in mind:
-The goal is for this project to be possible, so no virtually impossible ideas, please.
-Try to keep game balance in mind when posting your ideas. For example, and there are no ‘uber weapons’ that would unbalance the gameplay.
-Although this is a community project and we’re basically all equal designers, Hamish does have the final say on what will be in the project and what won’t.
First download and read:
http://www.dbprofps.dbspot.com/downloads/DesignDocs.rar
The current demo is:
http://www.dbprofps.dbspot.com/downloads/fpsalpha.rar
The game isn’t going to have a specific theme to it; the point is fun over anything else.
Since the docs above, we’ve worked out the following things—there are going to be at least the following weapons which will work as explained:
Power Gauntlets: Default weapon. No ammo. Primary fire does minor damage and shoves nearby players away with a blast of energy.
Energy Sidearm: Default weapon. No ammo. Primary fire shoots out bouncing blue bolts of energy that do contact damage and no splash damage. Secondary fire takes twice as long to shoot and sends out three bolts.
Helgun: Uses helium packs. Primary fire shoots out globs of icy cold liquid helium that stick to surfaces they contact with and emit clouds of vapor.
Shotgun: Uses shells. Primary fire sends out seven shells at once; less effective over range, but just enough to frag a player close up.
Pistols: Uses bullets. Two can be carried. Primary fire is moderate damage single shot. Secondary fire is three times as fast, does half damage and is less accurate.
Pulse gun: Uses plasma shells. Primary fire sends out a beam of energy that bounces off of surfaces it contacts with, leaving splash damage where it does. More deadly closer to the source of the beam.
Disc Launcher: Uses discs. Primary fire sends metal discs whizzing about, bouncing off everything and slicing off heads and limbs. Secondary fire makes the discs stick in whatever surface they hit if it’s not a player, where they can be retrieved later.
Plasma Cannon: Uses plasma. Slow rate of fire, sends out fast-moving orbs of energy that explode in a wide radius.
Assault Rifle: Uses bullets. Primary fire is a chaingun-like spray of bullets, a deadly medium range weapon. Alternate fire enables or disables a laser scope.
Grenade Launcher: Uses grenades. Primary fire shoots out bouncy grenades that can be lopped around corners or under obstacles. If primary fire is held down, and alternate fire is tapped, all currently fired bouncy grenades explode. Otherwise they detonate after six seconds. Alternate fire shoots sticky proximity grenades that will remain on any surface for forty seconds or until stepped to explode.
Flame thrower: Uses napalm. Sends out a wide stream of flame, deadly at very close range. The flame reflects off of obstacles so it can be used, for example, to effectively obliterate a corridor from a safe angle.
Missile launcher: Uses missiles. Fires moderate damage rockets; if the crosshair is held over a player for more than two seconds, a lock is achieved and the missiles will home in on the player. Alternate fire loads up to four of the missiles to be deployed at once.
Rocket Launcher: Uses rockets. Fires large rockets that explode in a wide radius. Slower than the missile launcher with no target locking. Alternate fire loads up to five of the rockets to be deployed at once.
Sniper Rifle: Uses bullets. Fires hitscan (instant) bullets with up to 7x range zoom available. Instant kill with a head shot. Leaves white tracers that fade after one second, revealing the sniper’s position. Alternate fire does not fire instant bullets, but fast-moving ones, so more careful aiming is needed; however there are no tracers.
Electricity Gun: Uses energy packs. Fires an arcing beam of electricity that ‘links’ onto players it hits and jumps from there to any other nearby player. Anyone near the electricity beam is likely to be shocked. If fired in water, the player is destroyed and everyone in the water takes damage.
What the needs to be decided:
Weapons—if you have a better idea for a weapon, can think of an alternate fire for one that doesn’t have it, or have a great new weapon idea entirely, please post it.
Power-ups—Any ideas for fun power-ups.
Death messages
Gameplay events
Other game elements
Miscellanious ideas
This project debuted on the team requests forums previously, but it needs more members and more feedback to last. If you’re interested in joining the team mail: joseph.thomson@gmail.co . Team members would CREATE MEDIA and CREATE CODE, not submit ideas or the like-- you don't have to be a team member to do that.
If you have concept art you'd like to share with the project feel free to post it here!
Some screenshots:
http://dbprofps.dbspot.com/images/bang.jpg
http://dbprofps.dbspot.com/images/editor.jpg