What I did today

@orange451

[quote]I don’t know too many randomly generated FPS’s on the market. :stuck_out_tongue:
[/quote]
Because tactical FPS and random-level-generation don’t go together very well if you just mix them :stuck_out_tongue: It tends to result in a clusterf*ck-FPS ::slight_smile:
You need to carefully control the random generation to not drift off into the undefined chaotic gameplay corner.

And I’m not really convinced that your game falls out of the clusterf*ck category in its current state.
That’s why I’m surprised about you starting a Kickstarter campaign this soon, from the screenshots and the demo one could think that it is still heavily in the prototyping phase.

[quote]You cant call it a CS clone because it’s a fps with a bomb gamemode.
[/quote]
I’m not calling it a clone, I just don’t think it brings anything special to the table that makes players want to give it a try and that the random level generation is a gimmick and a bad substitute for carefully planned-out level design the way it is implemented and integrated into the game mechanics right now.
And all the other gimmicks like having to pick up weapons from shelves and barrels and shootable lights, all this is easily used by toxic players to reliably spoil the game for the rest of the team or used as an OP advantage by the defenders.

It just doesn’t seem like thought out game design.

I’m not saying the idea is bad or that you won’t achieve your goal, but the Kickstarter campaign might have been just a tad bit too early.

@CommanderKeith
Nearly finished? Have you downloaded it and tried it out? This game needs lots of polish, distilling of game mechanics and touched up assets.

Edit: This might have been overly harsh, and I’m probably not right with everything i say, but the worst people are the ones who only comment

“Looking good!”

on something that’s at best acceptable just to be nice. This is a developers forum, not some circle jerk showoff safespace.
I have a strong feeling that something is off with your game-design, so I’m saying it bluntly, maybe it helps you, maybe it doesn’t and it’s just bs. In any case: I would be happy to see you succeed with your project!

Everyone in this thread needs to chill out lol

Also if you’re paying 4k for like two weeks of work on a small game then you’re not budgeting well

orange, I hate to say it, but I agree with VaTTeRGeR on many points. I deeply respect the time and work put into it, and it’s undoubtedly a rather good game from a developer standpoint, but I don’t see it as standing out enough to crowd fund $4000. You need something truly original, possibly a plethora of them or a different combination of unusual features in such a way that you can truly give players what they want in an overwhelmingly triple-A and overcrowded market FPS game market. Emphasis on triple-A - you won’t beat them in graphics, sound, and advertising, so you have to go a different route - make it stand out.

It requires creativity, something that comes naturally for some people and doesn’t for others. I would recommend spending a few hours on letting your brain wander. Innovate! Break the mold. That’s the one true advantage you have over triple-A, you do not need to be afraid of failure or an otherwise negative reception. Another strategy if you can’t think of something is to first come up with a target audience, then find that audience and ask them what they want. Occasionally, people get great ideas but have no power to implement them (it is of course up to you to decide what is a good idea, as many are bad), and you can tap into this.

Personally, I know I would resent people saying this about a game that I have worked hard on (and I would probably do what many do when their opinions are contracted, get annoyed or even angry). However, I believe that it is better to accept truth sooner than later and save yourself pain.

But I must mention, these are the opinions of two people. If you truly think it will work, then you must do it, but never ignore the advice of others who have nothing but good will towards you.

For your funding goals and aspirations, I would suggest that Patreon is possibly a better fit. Kickstarter is a sort of all-or-nothing venture and it favours really big, really unique projects for stuff that fills a niche that no-one else has explored.

Cas :slight_smile:

If you don’t like the concept for the game, then you just aren’t the person that I want to target to play the game! It’s fine, I totally understand that. However, as stated on the kickstarter, the $4000 is for more polish before I can move onto a platform like Steam. My friends that do art are from remote places on the earth, and as such the cost of living there is quite low.

I don’t mind if you disagree; It doesn’t phase me. I won’t cry!

However this is the game I want to make, and I want to give it my best shot to share this with the rest of the world :slight_smile:

Glad you’re determined :smiley: good luck!

I like concept and engine + game,
but from my experience you have very low chances to raise funds with it on kickstarter

if you fail and lose hope)
I may recommend add more features to gameplay, and graphical art
Take free models assets(or buy cheap) from AssetStore
Like: Elf’s, Skeletons + Swords, bows and add them to game
Yes it’s broke military theme, but attract more fun to game same as players to try it out

+its very fast if you have configured model exporter

++maybe add customize to player at least texture color change
+++later you may add online experience with lvl perks per weapon (it need balance)
++++they may be monetized by x2 – x4 experience premium ^^
++and of course it must be free to play, because currently even free to play games have low player base…

p.s I understand it looks crazy = ), but try remember this post and
if everything goes bad you may try this crazy ideas)

I have a feeling you’ve never heard of Jim Sterling.

Definitely cannot see bugs being produced from that decision :wink:

If the inventory size is constant or changes very rarely, you might as well just use an array… I don’t see why you would need to have a constantly changing inventory size that has empty slots, it would seem like either you would want a constant size (array) or one that adjusts based on the number of items (arraylist) (keeping the number of slots equal to the number of items)

Started taking apart a 7DRL (7 day rouguelike) attempt that used LibGDX and turning it into a series of tutorials/ blog posts, I have included LibGDX wiki links and Github source code, I will try and include interesting articles and further reading for some of the topics that will be covered.

The game I created used Box2D for collisions and had a simple island generator, it was far from completed but thought this might be a nice way to progress it while sharing the code, could help others or maybe I will get some advice on improving it:

Ok, good luck :slight_smile:
I’ll be sure to try it once it’s on steam.

I am not talking about assets flipping,
i talking about game theme – to move out from military theme,
And make more dimension in games- even Overmatch have bows and magic side by side with bullet rifles

Besides free assets is about budget and time management,
5 ppl team don’t have time for making 2-3 models per month,
same as money to hire freelancers with same work speed 2-3 models per m,

It need make as many features as they can with limited resources
Its something similar to SC, and War3 custom Maps – you have 40 models and Engine< now make from this Game (and many ppl make Games even better Then Dota ^^ )

That’s a beautiful website.

I wanted to give some feedback:

Your USP (Unique Selling Point) is the random maps and interactive environment (using the gas cans as bombs etc) you do not push your USP enough, that is why people are seeing this and thinking of CS:GO or any other generic shooter.

The pitch is not exciting enough, take a look at some successful KS’s and they have one of several things in common;

1- The idea is just awesome and excites you

2 - Really nice art, so many games have created hype based on nice art work and cool gifs

3 - A video that inspires or excites you, makes certain types of people say “I am throwing money at the screen”

There are other reasons as well but not worth mentioning, I think you need to rebuild your Kickstarter page with a professionally made video and copy. I would take out the technical jargon unless you are selling an engine this wont mean much to most gamers.

An example of a good KS page: https://www.kickstarter.com/projects/eigenbom/moonman?ref=nav_search

pFTf53BIbe8

I made my game real time instead of turn-based and I updated the art :slight_smile:

i have re-worked the inventory system to work a bit more like i imagine other game engines do it, and added UI to match

also this feels so dirty but i love it

I like the music. Did you make it yourself?

No it’s just some music YouTube provides. I’m going to try and make my own music but that’ll be much later.

I wrote part two of my LibGDX tutorial / code commentary:

When this is finished I may spend some time cleaning up the code and turning it into a series of videos.