• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Kye Matthew

Help me with which engine/development tools I could use to make this: (FPS)

5 posts in this topic

OK, I would like to make a Multiplayer FPS, however, I have limited $ ($100 for a licence or something is fine, $2000 is not), limited programming experience (a little C, C++ and java, all at university, all forgotten) so i'm really looking for a game maker type thing where I dont have to do too much coding.


However, the game I want to make is not a standard FPS, so I suspect its going to rule out quite a few options.


The game description:


An FPS where you upgrade your character with "point" as you go. Each team start off with a number of players, the objective is to do a certain ammount of damage to a target within the enemy base.


Your character recieves points on the following  basis:

Dying: 100 points distributed to everone on your team evenly
Killing: 100 points evenly to your team
Damaging sheilds: 1 point for every % of max sheild removed to your team evenly
Damaging HP: 1 point for every % of max HP removed to you
Receiving shield damage: 1 point for every % of max shield removed to your team evenly
Time: 1 point per second


Each time you die (or suicide if you want to upgrade early) you are presented with an upgrade screen to spend the points you have earned before you respawn. Examples of things you can upgrade are like so:



Rate of fire
Ammunition Capacity
Shield Reduction
Recoil Reduction
Barrell Thickness
Barrell cooling
Aimed accuracy



Health Regen
Shield Regen
Shield Regen Delay
Head Armour
Chest Armour
Leg Armour



Detect Stealth
Move speed
Jump Height



Everything is balanced out so there are no diminishing returns. For example:

Health -  Initial Points 5 - Additional Points 5 - Max HP = 5000

Damage - initial points 5 - Additional points 60 damage per minute (variable on players rate of fire level) - max damage 1000

Rate of Fire - Initial points 12 round per minute - Additional points 60 damage per minute (variable on players damage level) -  maxe rate of fire 1000 round per minute.



So, any suggestions?


In the next post i'll copy that whole spreadsheet in seeing as i'm not able to attatch an XLS.


Also, if anyone has already done, or attempted something like this just tell me and i'll go play it and save myself all that effort :)


Share this post

Link to post
Share on other sites

*edit* ARRRG it came out a big mess..... it looked fine in the preview....


Ok I can add JPEG's..... lemme do that.


So anyway, as you can see, theres a few things in there (view distance for example) i'm not sure will work, so if I cant get them all its not the end of the world, but I would like to be able to adjust most of those things, and it needs to be able to be done during gameplay... which probably complicates things further but i'm new so maybe i'm wrong and some basic tool may allow me to change all of that.


I guess I am after the simplest most basic thing that will allow me to acomplish what I want.

Edited by AusKipper

Share this post

Link to post
Share on other sites
I'd suggest the UDK, or making it as a mod for any other FPS game out there - Unreal, Half-Life/Source, FarCry, Quake/Doom, COD, Halo, Battlefield, etc... Then the whole "FPS game" part is already done and you can just focus on your rule set.

Share this post

Link to post
Share on other sites

Oh you know Hodgman, I did play with the farcry editor, and I was "sort of" successfull....


However, would that let me do things like adjust accuracy mid game, fire rate mid game etc? off memory they where all kind of fixed.....


Share this post

Link to post
Share on other sites

Modern engine modding is very powerful (if not via visual node editors, then through proprietary scripting languages) so yes, you can do all of that and a lot more.


Share this post

Link to post
Share on other sites

Thanks for that Irreversible.


I know it will be a little bit bothersome for you, but would you be able just quickly read both lists in the JPEG's and (in your head) confirm that I can do all using the FarCry engine? (if you know about the far cry engine, if not, maybe for some engine that you have worked with before?)


It would be very much appreciated.


Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0