While I think this to be a really cool game, there are a number of issues. Specifically the player interactions between the two.
Also, I do not particularly consider genre to be "FPS" or "RPG" as often there is no difference between the two. Role Playing Game simply implies you are taking on a new role.
Instead of genre(which implies, to me, scifi and fantasy and so on) think of it as the preferential style.
Now I reread what I just wrote and find it entirely bland and without purpose.
I like your technical thinking on the server side of all of this, but you may need to think out the client side a bit more. Especially, like I said earlier, with interactions between players. How can the RTS players have relationships with the First Person players and so on.
Again, sorry if this is unrelated.
Now, as to content sharing, how do you plan to stream that to the other players? Are we talking downloadable maps and such? Or additions to the world? Either way, you will have to be careful with any PC game that can upload content to your entire architecture. Made need isolation during approval process (I.e entirely separate from anything involving the game serving).
This is really interesting me. Never quite thought of it that way. Continue?
I’ve been milling over an idea for a horror game for a while now, my concept would revolve around a mansion of which you must escape fromand a monster hunting the player down.
The horror aspect of the game will centre around the unknown, the lighting will be dark making the mansion featureless and making it difficult for the player to recall direction, the mansion’s rooms may also be randomly generated meaning no two game saves will be the same. The monster will be entity-less it will patrol around the mansion and will only interrupt this patrol when the player does something to effect the game world, then the monster will be alerted to the players last location and will patrol around that area.
The player will have equipment to assist in their escape; however each piece of equipment will also act to assist the monsters hunt. The player will be equipped with a wind up torch which will eventually run out of power meaning the player will have to wind it up; this will create sound which will in turn attract the monster to your location. The player will also have an item for saving progress in the game, this item will permanently mark the game world, and will act as a point of origin for the monsters patrol path.
During the players escape from the mansion they will come across puzzles blocking their way, while the player attempts to solve these puzzles the monster will be alerted to the players location and slowly make its way to the player thus adding an unknown time limit to solving the puzzle.
This concept is still being worked on by me but I wanted some opinions on how people felt about it. Feel free to comment and criticise the shit out of it.
Also I have no team nor programming ability to make this game so if you’re interested feel free to PM me?
This looks like a really good idea. I have a few questions purely out of interest and/or help to develop the idea:
How did the player get here? Did he/she just wake up from this? A nightmare in itself maybe with an epic twist no one would expect at the end (maybe he/she was a test subject?)? Or maybe its a mistery left for the player to dream up (be careful here with that, its difficult for players to get into the plot through this method).
When you say "entity-less" what exactly do you mean?
What kind of puzzles are we looking at? Physics puzzles, fix-the-machine puzzles, or cross the pit of lava?
I really like the pro-con idea of the tools the player can use! The idea of "oh i can use this, or that. but which one will help my situation least? (attract the monster)" It allows for more off-the-rails gameplay. I like the procedural generation idea for the rooms-- is the game 2D, 3D or 2.5D(top down shooter)?
Once you get a better Idea of what you want, consider creating a game design doc, or a draft of one, so that you can set your goal and focus on it. Also helps to write it down so you can communicate it to your fellow devs.
Template for this can be found through google search or here
Ah I see thanks. I was a bit worried about why it happend (thought I was in trouble? I dunno. Rough day for me today so I jumped to wild conclusions I guess) but as for the post, I was just trying to point the guy into a way of thinking of the problem/perspective problem using C# as an example (a VERY similar language i might add) I guess. >.< Sorry
and sorry if this post is irrelevant/cause for more down rep. again, rough day.
For any resources that aren't picked up by the garbage collector (C#, for example, has an automatic garbage collector) there are manual ways to delete it from the memory. Not sure if this is different between gpu and cpu though.