Otherness! - 6DOF Arena Multiplayer FPS

Otherness is a project Cody Morgan (famous for Questica) and I started in January. We’ve been working hard crushing bugs and fleshing out the details so I feel it’s time to start a thread for it!

The game in a sentence takes gameplay inspiration from many games. The best way to describe it is Halo’s Custom Games + Doom’s Pace + GMod’s Customization. This is what we’ve been preparing for and are striving to hit!

Art in the game is centered around maps and packs. Packs define the game’s look with textures, models, and other assets while Maps define the battlefield.

Gamemodes will vary from a simple game of Soccer to MLG Team Deathmatch, each with their own optional items, sounds, and looks. Currently the game has Death Match and Team Death match, but 3 more fundamental game mechanics are planned to be implemented before alpha (Including infection, assault, and King of the Hill style custom games).

Anyway here’s some screenshots of what we have done so far

Fresh gif of the new shadows and look of the game!

(Actual connected players)

(Gif of movement, and the boost mechanic)

I like where it could go. It is quite hard to see what the game would be like just from the gifs… From what I can see, it will be flying around shooting up a shit storm and using abilities, right? ;D I like that idea. A few things though:

  • Maybe some kind of shadows/lighting change. Thing is from what I can see, it is hard to tell how far away an object is, which is important when you can fly around. It might just be from the reduced quality of the gifs, Idk.
  • What are the colored circles around players? Are they team colours, player colors or something else. If they are team/played based, wouldn’t this mean that spotting players would be very easy, making sneak attacks impossible.
  • Also, can I or anyone else try a demo of this or something, just to get a feel for it and give some feedback?

Sorry if I have misunderstood any part of the game, I’m just basing this off what I can see. Thanks!

Shadows are on the way! I have to work out how theyre done with the new libgdx 3D API…

Those are indeed team colors! It’s showing the bounding box around the player. In the future its going to be transparent, and maybe there’ll be a white outline around the player to help them pop.

As for a demo, I’ll PM you a Dropbox link when I get home. We do need some feedback!

Great, thanks! That cleared some things up, I’ll be glad to get some feedback to you. Best of luck!

I made a new map for the soccer gamemode! Generally for objective-based gamemodes like CTF, Soccer and Assault the map and UI is going to focus on hands. The plan is to have a soccer-specific “kick” weapon that kicks a ball close to you, and a “pass” ability to easily send the ball someone’s way.

I’m also working on an item structure so players can pick up and use items like snowballs, grenades, fruit… This could be really fun for map makers to manipulate in the asset pack.

In this screenshot I’ve made some skyscraper models in blender using texture paint

It was my first time using texture paint but I think it turned out well, unfortunately it lost some resolution in blender from .Blend -> .Obj -> .Blend and it looks much better in game.

Here’s a better screenshot in the middle (Not for soccer at all, just me playing around). I still need to flesh most of the map out, but the golden cubes will be the spawn lobbies for each game and act like a bench.

Shadows and more gifs are on the way! Till next time!

I had a very productive day today and started modeling actual weapons and particles, here’s a blender screenshot

After I fixed some particle stuff, I got shadows to work in libgdx’s new 3D API as well! Here’s a gif of everything

New weapon GUI! (Based somewhat on Half-Life)

and…

Throwable weapons!
In this gif they actually looped around the arena and I caught them again after.

I plan to control the throwing speed by the scroll wheel (Alt + wheel to pull it back, and throw it with more speed)