Hello everybody! My name is Tom and I am 28 years old. I have been playing games since I first got my nintendo 8 bits back in the good old 80's. Today I most of the time play on PC.
I like all sorts of games; rpg, fps, adventure, click and play, simulations (iracing, il2-sturmovik, f16 falcon).
The reason I am here is very simple: I wanna create a game, and I think I know what kind of game I want to create.
I am more drawn to realism, action and atmosphere. A good story doesnt hurt but for me it is not that importan. What I want to create is somewhat of a panick-fps game with horror elements.
If you have seen Romero's zombie movies you know what I am talking about.
To discover the story myself in a game is far more important than to have it shoved down my throat.
For an example I really like how System Shock 2 tells the story.
The game I picture myself you have to aim down the sight of your weapons. No more fancy crosshair or fast reloads.
I want the shooting mechanics to feel and look as real as possible. And aiming and shooting will require some skills. I am not sure if I want to implement RPG elements to the shooting (skills for shooting, then skills pr. weapon you use)
The reason for this is that it creates a sence of panick and that you must place your shots carefully.
Bullet drop is a must as it makes shooting so much realistic and fun.
The zombies must walk very slow like in the movies so you should be able to make quite a lot of headshots to bring them down.
The other element I want to have is puzzle solving / cover system. Here you can baricade doors or windows with cabinets, chairs or find equipment to hammer and nail over the doors or windows.
I allso want to have an intuitive cover system that allows you to defend yourself from the zombies.
If you have played mount and blade you will have an idea what I am talking about:
Lets say if you see the zombie is about to take a swing at you from above, you press the cover button and you will automaticly defend yourself from that direction of the attack. You need ofcourse to have something to cover you with, a chair, a baseball bat or some piece of wood you found or a crowbar.
In the house there will be puzzles how to get out of there and the story you must find out for yourself by listening to radio, find audio samples or clues written down by dead people or find newspapers.
I want you to be able to explore a huge world too around the house and there will be day and night cycle. The world is free for you to explore but you must be careful as ammo and weapons are not easy to come by.
Zombies will allso hear gun shots be drawed to the noise. They will allso be able to smell you if you are too close. If you run in water or on leaves they can hear you and if you break a window that will draw their attention aswell.
You have a map but it only shows you where you have been and you do not see the entire map until you have been everywhere. this will draw the player to exploration.
I am an artist myself and I am very good at drawing so I can make some drawings so you will understand how I want the game too look.
I allso play guitar and have made many songs so I can make the games sound track / atmospheric tunes :)
I have very little knowledge about programming and 3d programming so I will appretiate all help I can get.
I am allso open for ideas and inputs of my newly started project here
I really hope to hear from you and I am very serious about this project.
Artwork will be added soon!
Team name:
Cabin Fever (not a registered company)
Project name:
Stranded
Target aim:
Shareware/Freeware
Compensation:
offering a percentage of potential revenue
Technology:
Mainly for PC. Graphic engine still unknown.
Talent needed:
Programmers
3d programmers
anyone who knows GML
anyone who knows C++ / C#
Team structure:
Just me for now. I will provide the artwork and music.
Website:
Currently none
Contacts:
tomandre81@hotmail.com
tommacool@hotmail.com (MSN)
Previous Work by Team:
None
Additional Info:
Artwork is soon coming
Feedback:
Any
[Edited by - tomandre81 on June 14, 2010 10:41:28 AM]
Panick-FPS with horror
Welcome.
You should post your request at the help wanted forum over here, but ensure to read this first.
When you have a special talent,like good drawing skills, I would suggest to show some concept drawing when you post your request at the help wanted forum. Screenshots, concept art etc. will attract more people.
Good luck !
You should post your request at the help wanted forum over here, but ensure to read this first.
When you have a special talent,like good drawing skills, I would suggest to show some concept drawing when you post your request at the help wanted forum. Screenshots, concept art etc. will attract more people.
Good luck !
Quote:
Original post by Ashaman73
Welcome.
You should post your request at the help wanted forum over here, but ensure to read this first.
When you have a special talent,like good drawing skills, I would suggest to show some concept drawing when you post your request at the help wanted forum. Screenshots, concept art etc. will attract more people.
Good luck !
Thank you! The drawings are ready, I just need to wait for my scanner to return
I am most drawn to your thoughts about how guns should work, so I'll direct my reply to that topic.
I'm a huge fan of making guns more realistic. I enjoy shooting in the real world, and all the things I enjoy most about them are left out of "shooting games". The stress and tension of reloading my revolver during a timed fire exercise, or the sense of urgency when clearing a malfunction, or reacquiring a good sight picture after changing positions, is greater by far then the feelings I get from engaging multiple demons in a video game. The complexity of the action, the challenge of performing precise actions under duress and the incredible importance of getting it all right make a formula for fun, challenge and reward. So many games have to fill their world with horrifying monsters and leaping abominations so that it won't be a mindless turkey shoot out there. It seems odd, because when I'm doing battle with paper squares at 15 yards, it's plenty challenging to put lead on target.
My advice is to have the firearm operation a series of simple minigames, performed in sequence, perhaps taking the form of a quick-time event. Instead of hitting R and having your guy reload, you have to eject the magazine, get a fresh one ready, insert it, close the action and return to a firing position. RPG elements could be worked in either by bonusing the character's speed or by making the minigames easier, simulating the operation being imprinted on the character's muscle memory. In combat shooting exercises, it's not uncommon to only have enough time to load a couple shells into a shotgun, or to have to leave a dropped cartridge on the ground and re-engage with five shots in your revolver.
If a game allowed me to fumble a round, look up at the zombie, then swing the partially-loaded cylinder shut, line up my sights and go, "clickclickclickBANGBANGclick", I'd be delighted. Taking time between fights to recharge spent magazines, or to go back to previously visited area to recover empty magazines to use them again, or pushing a slug into my shotgun and cycling out the first buckshot round to get the slug into the chamber, or pulling a half-empty magazine out of my pistol, replacing it with a full one, and sticking that 4-round mag in my pocket for use later would lend a depth and sophistication to video game gunfighting that simply doesn't exist today.
The trick, in my mind, is including these operations without monopolizing the controls. I'd never be sprinting down a hallway or vaulting over the hood of a car while sliding cartridges into my revolver, but you can't paralyze the player during that operation, either. Maybe you could have the "reload" button put the player into "reload mode", starting the minigame. When the challenge is completed or aborted by the player, normal controls resume, and the gun is is whatever condition it was left in. Maybe you've got a full shotgun, maybe there are three shots in your revolver, maybe there's a full magazine laying between your feet and you're holding an empty pistol and peeing yourself. Being backed into a storage closet with a zombie outside, holding an empty .357 revolver in one hand and three cartridges, two dimes and some lint in the other hand would be a tense situation, and you might be inclined to drop the gun, grab a baseball bat and deal with the monster that way.
I like the idea of the player's nerves causing errors for the character. I remember one time in F.E.A.R. I got scared of some ghosts and was literally spinning in place, spraying lead in all directions. It didn't help, and that kind of breakdown should be relevant all the time.
I'm a huge fan of making guns more realistic. I enjoy shooting in the real world, and all the things I enjoy most about them are left out of "shooting games". The stress and tension of reloading my revolver during a timed fire exercise, or the sense of urgency when clearing a malfunction, or reacquiring a good sight picture after changing positions, is greater by far then the feelings I get from engaging multiple demons in a video game. The complexity of the action, the challenge of performing precise actions under duress and the incredible importance of getting it all right make a formula for fun, challenge and reward. So many games have to fill their world with horrifying monsters and leaping abominations so that it won't be a mindless turkey shoot out there. It seems odd, because when I'm doing battle with paper squares at 15 yards, it's plenty challenging to put lead on target.
My advice is to have the firearm operation a series of simple minigames, performed in sequence, perhaps taking the form of a quick-time event. Instead of hitting R and having your guy reload, you have to eject the magazine, get a fresh one ready, insert it, close the action and return to a firing position. RPG elements could be worked in either by bonusing the character's speed or by making the minigames easier, simulating the operation being imprinted on the character's muscle memory. In combat shooting exercises, it's not uncommon to only have enough time to load a couple shells into a shotgun, or to have to leave a dropped cartridge on the ground and re-engage with five shots in your revolver.
If a game allowed me to fumble a round, look up at the zombie, then swing the partially-loaded cylinder shut, line up my sights and go, "clickclickclickBANGBANGclick", I'd be delighted. Taking time between fights to recharge spent magazines, or to go back to previously visited area to recover empty magazines to use them again, or pushing a slug into my shotgun and cycling out the first buckshot round to get the slug into the chamber, or pulling a half-empty magazine out of my pistol, replacing it with a full one, and sticking that 4-round mag in my pocket for use later would lend a depth and sophistication to video game gunfighting that simply doesn't exist today.
The trick, in my mind, is including these operations without monopolizing the controls. I'd never be sprinting down a hallway or vaulting over the hood of a car while sliding cartridges into my revolver, but you can't paralyze the player during that operation, either. Maybe you could have the "reload" button put the player into "reload mode", starting the minigame. When the challenge is completed or aborted by the player, normal controls resume, and the gun is is whatever condition it was left in. Maybe you've got a full shotgun, maybe there are three shots in your revolver, maybe there's a full magazine laying between your feet and you're holding an empty pistol and peeing yourself. Being backed into a storage closet with a zombie outside, holding an empty .357 revolver in one hand and three cartridges, two dimes and some lint in the other hand would be a tense situation, and you might be inclined to drop the gun, grab a baseball bat and deal with the monster that way.
I like the idea of the player's nerves causing errors for the character. I remember one time in F.E.A.R. I got scared of some ghosts and was literally spinning in place, spraying lead in all directions. It didn't help, and that kind of breakdown should be relevant all the time.
Quote:
Original post by Iron Chef Carnage
I am most drawn to your thoughts about how guns should work, so I'll direct my reply to that topic.
I'm a huge fan of making guns more realistic. I enjoy shooting in the real world, and all the things I enjoy most about them are left out of "shooting games". The stress and tension of reloading my revolver during a timed fire exercise, or the sense of urgency when clearing a malfunction, or reacquiring a good sight picture after changing positions, is greater by far then the feelings I get from engaging multiple demons in a video game. The complexity of the action, the challenge of performing precise actions under duress and the incredible importance of getting it all right make a formula for fun, challenge and reward. So many games have to fill their world with horrifying monsters and leaping abominations so that it won't be a mindless turkey shoot out there. It seems odd, because when I'm doing battle with paper squares at 15 yards, it's plenty challenging to put lead on target.
My advice is to have the firearm operation a series of simple minigames, performed in sequence, perhaps taking the form of a quick-time event. Instead of hitting R and having your guy reload, you have to eject the magazine, get a fresh one ready, insert it, close the action and return to a firing position. RPG elements could be worked in either by bonusing the character's speed or by making the minigames easier, simulating the operation being imprinted on the character's muscle memory. In combat shooting exercises, it's not uncommon to only have enough time to load a couple shells into a shotgun, or to have to leave a dropped cartridge on the ground and re-engage with five shots in your revolver.
If a game allowed me to fumble a round, look up at the zombie, then swing the partially-loaded cylinder shut, line up my sights and go, "clickclickclickBANGBANGclick", I'd be delighted. Taking time between fights to recharge spent magazines, or to go back to previously visited area to recover empty magazines to use them again, or pushing a slug into my shotgun and cycling out the first buckshot round to get the slug into the chamber, or pulling a half-empty magazine out of my pistol, replacing it with a full one, and sticking that 4-round mag in my pocket for use later would lend a depth and sophistication to video game gunfighting that simply doesn't exist today.
The trick, in my mind, is including these operations without monopolizing the controls. I'd never be sprinting down a hallway or vaulting over the hood of a car while sliding cartridges into my revolver, but you can't paralyze the player during that operation, either. Maybe you could have the "reload" button put the player into "reload mode", starting the minigame. When the challenge is completed or aborted by the player, normal controls resume, and the gun is is whatever condition it was left in. Maybe you've got a full shotgun, maybe there are three shots in your revolver, maybe there's a full magazine laying between your feet and you're holding an empty pistol and peeing yourself. Being backed into a storage closet with a zombie outside, holding an empty .357 revolver in one hand and three cartridges, two dimes and some lint in the other hand would be a tense situation, and you might be inclined to drop the gun, grab a baseball bat and deal with the monster that way.
I like the idea of the player's nerves causing errors for the character. I remember one time in F.E.A.R. I got scared of some ghosts and was literally spinning in place, spraying lead in all directions. It didn't help, and that kind of breakdown should be relevant all the time.
The focus of the shooting will be more about aiming and the guns physics when you shoot. And mini games / quick time events I really hate in games so I wont have that in there.
We will include arm physics and gun physics and bullet drop first. After that maybe we can get more into details of the weapons.
Quote:
Original post by tomandre81
http://img42.imageshack.us/gal.php?g=33855090.jpg
Looks great - The mechanics seem like they can add suspense (like preparing to fire, sighting) and hopefully allow for a system which gives a greater sense of the feel of handling different weapons than we usually see.
The illustrations give a nice impression of the style you are going for - they also look pretty awesome (I especially like the fine detail on the weapons and muzzle flash). I can imagine parts like the "bullet drop" panel being shown on loading screens.
Really great drawings. On the topic of bullet drop, how far will we be shooting? If I have a scoped rifle, will I be able to sight it in at 100 yards, so it'll hit high at 50 and low at 200?
Quote:
Original post by WavyVirus Quote:
Original post by tomandre81
http://img42.imageshack.us/gal.php?g=33855090.jpg
Looks great - The mechanics seem like they can add suspense (like preparing to fire, sighting) and hopefully allow for a system which gives a greater sense of the feel of handling different weapons than we usually see.
The illustrations give a nice impression of the style you are going for - they also look pretty awesome (I especially like the fine detail on the weapons and muzzle flash). I can imagine parts like the "bullet drop" panel being shown on loading screens.
Thanks! I allready got a guy who will make the music and sound fx. From what I have heard so far its very professional. What we need now is some good 3d programmers / programmers and somebody who knows C++ / C# language.
If you happend to know of anyone being interested please let me know!
tomandre81@hotmail.com
Quote:
Original post by Iron Chef Carnage
Really great drawings. On the topic of bullet drop, how far will we be shooting? If I have a scoped rifle, will I be able to sight it in at 100 yards, so it'll hit high at 50 and low at 200?
Hehe I dont know that yet :) seems you know very much about weapons and how they work. Can you recommend some very "fun" weapons we should have in the game. We need weapons for very close indoors and some outdoors environment.
If you happend to allso have some video's of shooting theese weapons it could help out a lot.
This topic is closed to new replies.
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