Skip to main content
GameDev.net gamedev.net
🔒 Locked

Programmer for fat (2D multiplayer shooter)

Started by basement Aug 29, 2006 at 1:33 PM 12 replies 2.8k views
Original Post
basement
basement
Team name: fat team Project name: fat (fast action tanks. Lame working title) Brief description: This game is a 320x240 SNES-style topdown multiplayer shooter, with tanks. It is not a realistic war simulation, nor is it an RTS. If you know games like Firepower (Amiga), Soldat, Battlefield 1942 and BF2, Herzog Zwei, Gate88, think of a hybrid of these games. Most of these games have in common that they are played in LAN or online in relatively short rounds, and have a nice community built around them. My goal is to create such a game and community, players teaming up in clans, playing online with them every other friday night. This multiplayer game will have several game modes: Deathmatch, Capture the Flag, Mission, Co-op Mission, ... The core game is basically always about "Team A vs. Team B", hopefully up to 8 players per team. Each team has a homebase used as a spawnpoint and for repair/refuel. There are several tank "classes" the player can choose from. It will take a lot of playtesting to balance these classes to ensure that the game is fair and fun to play. The default control scheme is as follows. The player's tank is centered on screen always. * W/S: (accelerate forward/backward) * A/D: (turn left/right) * R for reload, SPACE for special (Shields, Bombs, ...) * Left-Mouse: Primary Fire * Right-Mouse: Secondary Fire * Mouse-Wheel: Change Weapon or similar * Aiming is done by mouse, the tank's turret will always point to the cursor. The turret will eventually need to have a small delay but basically you can turn it really fast by just moving your crosshair to whereever you want to shoot at. Different tank classes have different weapons and movement: * The Stomper is a Heavy Assault Tank, moves like a snail but has a real Huge Gun and two rocket launchers for some nice fireworks. The huge gun might take a while to reload, which is the main disadvantage of this tank. * The Scourge is a Light Defense Tank and is quite fast (maybe even a shorter turn radius) and can drop landmines onto the ground. This is a low res game so the landmines will be hard to spot since the landmine sprites will be only 3*3 pixels or so :) * The Server is a Supply Tank and could be equipped with a crappy sub machine gun and a grenade launcher, but with the useful ability to refuel/repair teammates when they are near. He could also drop these medikits on the map so other tanks can pick them up if needed. * The Stealth is a Sniper Tank. It is definitely the class of tank for the players who like to play snipers in e.g. FPS games. It is small and fast, doesn't make any noise, and has an invisibility device that lasts for a few seconds. It is used to gather tactical information about the enemy and to mark artillery targets with a laser pointer :) It could even be able to move where other tanks can't go, like hovering above water etc. This class system really requires players to play as a team to achieve their objectives. Teamplay is the whole point of this game. The game should be balanced so that it is just not possible that a single Heavy Assault Tank can go on a rampage into the enemy homebase. He will at least need an engineer to escort him on its way, and a stealth tank needs to report which places should be avoided. This tank class system is just a draft and I actually have too many other ideas for the design but it would be way too much work. Also I haven't mentioned anything about the map design here. Target aim: Due to it being a multiplayer game it could be possible to make some money off it. Players will need the full version to play online. If that doesn't work out then there could be at least some incentives to register for avatars, medals, special community status, ... Running the game servers and matchmaking servers obviously costs money. I am not worried about piracy at all though, I believe when we carefully build a community around the game then it could regulate itself and weed out the bad guys. We will also implement server side checks but shouldn't waste too much time on that. Talent needed: You are a Game Programmer with some experience and you are interested in programming the actual game logic, not writing yet another pixel shader DirectX wrapper engine thing. We don't need that. I will not look at your Quake3 model class, but I will be impressed if you send me your finished Pacman or Breakout clone. This will be a rather slow moving project but you should have a few hours per week to work on the game, and I will put in at least the same amount of work. I don't really care where you come from but you need to speak (write) english and you must be at least 19 years old (for several reasons) and have a broadband connection for running the game (later). The most fragile and scary part of this game will obviously be the network code. This can be challenging even for experienced developers so you should really have a high interest in network related stuff. The real fun part of your job will be implementing the different game modes, tanks and weapons, and testing the game over the net. Compensation: No steady paycheck but I am willing to send some beer&pizza money (or for books) every once in a while. Also you can have an FTP account with some storage space and bandwidth for stuff. Until the game's release we will work out a fair arrangement for royalties. If you intend to get rich with this project, you are insane! Technology: The game will be written in C/Cpp. We will work with an existing framework that already runs on Mac/Linux/Windows. Additional libraries in use are all the SDL family libs, OpenGL, libcurl, enet, zlib. We will most likely use a distributed source control system, preferrably Darcs. Also I still have the source for my very crude prototype of the game which we can use and abuse for testing some features etc. Team structure: ME: Although I'm a programmer by trade I will do most of the content (design, pixelart, sounds) for this game. I will also maintain the C framework and the server (wiki, bugtracker, official website etc.) My remaining time I will spend on coding some tools and help you with some parts of the game, and I will frequently ensure the builds for all platforms are kept up to date. I am using Linux and also have a Mac here. YOU: will basically code the whole game and the network protocol. Your tasks include: a simple terrain system (Zelda-like tilebased maps) with a map editor, implementing an already designed entity (game object) database system, and of course all the hard work on the game code for client and server. There are the usual problems with synchronization, latency, dead-reckoning, ... There's also some user interface grunt work for server browsers, minimap, ... Roadmap: * The first 1 or 2 months we will install all the necessary tools (wiki, forum, website, bugtracker) and talk a lot about the game design and put the results on our wiki. * After that I will introduce you to the existing framework. At around christmas time we should be hacking on the game with a very clear idea of where we're going with all the features. If in doubts we can always abuse the old prototype code. * Ideally I would like to use the game itself to develop the game. That is, at some point we'll be able to meet in the in-game chat (which is already functional) and design maps with the built-in console and map editor. Large part of the game and engine is scripted, which makes this possible. Contact/Feedback I don't post a lot here but please send me a PM including your email address if you're interested. This project needs just one additional programmer, so please don't ask me about doing music or something. Any other feedback appreciated of course. [Edited by - basement on August 29, 2006 2:34:34 PM]
eLIET
eLIET
OMFG, my project m8es are not gonna believe this.... We have about the same combat system in our drone morpg.... Well, at least in what it will become... We're working on it for like 1.5 months now, and concept can be found here: http://someone-inc.com/phpBB2/viewtopic.php?p=4#4

Demo will soon be online, just setting up some systems first...
basement
basement
Quote:
Original post by eLIET
OMFG, my project m8es are not gonna believe this.... We have about the same combat system in our robot morpg.... Well, at least in what it will become... We're working on it for like 1.5 months now, and concept can be found here: [link]http://someone-inc.com/phpBB2/viewtopic.php?p=4#4[/link]

Demo will soon be online, just setting up some systems first...


Sounds great :) I wish you success.
basement
basement
Here are some more random bits about this project:

* The terrain system will be really straightforward. One thing we have to look at is vertex lighting. The colors of tile vertices are a product of several effects: base ground color (just to simulate some height), muzzleflashes of guns, flying projectiles and rockets leave a trail, tanks have flashlights in night missions (simple light cone, a few tiles in length). This is not hard to implement but will be very nice for game design features.

* The network code uses an existing peer-to-peer implementation (over TCP). This component already cares about the session setup/shutdown, chat and private chat, ping, kick and vote, players changing their names via the console, ... This is currently a bit of a mess, but it works. The actual game (packets for movement, turret angle change, player's button states) could be implemented with the enet library.
One thing I really don't know yet is whether it will be possible to let one player be the host (serve the game for 16 players) This is a 2D game with 16 players and a bunch of flying projectiles, so it's not exactly a lot of communication. We can try this setup anyway, else I have a strategy for compiling the game build down to a simple standalone server (no graphics/audio output etc.)

* I re-read my original post and it sounded a bit like I'm just looking for a cheap code monkey. This is not the case :) All input about the game design and everything else is appreciated of course.
EinProdukt
EinProdukt
Can you tell me why it should be fun to play "your game" ?
For me it sounds like "driving around, point on an enemy and fire..."
where is the challange ?
basement
basement
I haven't listed the complete game design in my post. It is still under construction but I thought what I listed should be enough information to find a person interested in this project?

The challenge of the game, in the standard game modes, is to invade the opposite homebase and either destroy the base completely (which requires multiple assaults) or, for CTF, try to take the flag and bring it home. DM and TDM are basically just what you said.

In any case, the tanks are diverse in their abilities so that invading the enemy base requires teamplay. The buildings and structures of homebases are quite robust and are guarded by automatic cannons. The Stomper tank is very efficient in destroying these structures from a distance, but the maps are layed out so that he will not be able to go there without help from at least an engineer.
Your team could play without such a heavy tank at all and send a bunch of faster tanks instead, but it will take many assaults to even bring down the auto cannons. A Stealth could be used to sneak to the base but it is too ineffective to bring down the base. Obviously your own homebase has to be defended in the meantime. You can place landmines around your base but they won't help if the Stomper of the other team is already in reach to fire his nukes. You don't know (a) if the enemy has a Stomper at all and (b) where he is, unless you see him or your stealth tank reports his location.

This should hopefully answer what it's about. I didn't mention anything about Co-op Mission game modes but I will do so when I have some more material.
basement
basement
Another potential area for the game programmer would be the AI. The AI for the automatic cannons etc. is very dumb but if we have some spare time we could implement bots. When a human player disconnects in the middle of the game it would make sense to fill the free slot with a bot player so the teams are balanced all the time. Bots would also be very useful for testing the game.

Finally I see no reason why this small project couldn't be ported to a handheld preferably something like a PocketPC or the GP2X (singleplayer missions with AI bots and control scheme reduced to a 8 directional pad or so), so if you want to be credited on such a game (for later employment in such a studio) then that could be a great opportunity now. Depending on the quality and the amount of work you do I am willing to share the costs of purchasing such a system for you (after we got a substantial part of the PC game done)

I hope it is not against the forum rules if I continually update this thread but I'm really looking for the right guy/gal to work on this :)
basement
basement
Yup, thanks for the responses so far. I will give it another week or so and trying to come up with more material and then hopefully make a decision.
pangplast
pangplast
I'll do it if I can base it on DirectX and Windows. You'll have to scare up some impressive graphics though. I have no problem with nwteorked realtime games.

I also want to use the game as a "subgame" in my existing project with full rights (you can have full rights to the complete stand-alone game).

I want it be playable in 2 months so get that graphics coming my way and you'll get a great firepower-like game.

By the way, the networking in firepower really sucked ass. It only took a couple of minutes for the peers to sync out. Our game will work better.

PM me if your interested and I'll send you my MSN or ICQ.

www.it-bubblan.se

.Pangplast
Screenshos of "Humanoid invasion": http://humanoid.vaultcity.org/
jlewicki
jlewicki
320x240?
basement
basement
Windows-only, "subgame", is definitely not the direction I want this to go. Yeah the network of Firepower shouldn't be used as a role model I think =)
basement
basement
Quote:
Original post by jlewicki
320x240?


Yup, definitely! Also better for porting the game to mobiles later. I am talking to some graphics artists at the moment which might result in me eating breadcrumbs for a while or living on the streets but better looking graphics and more time for programming.

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.