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877223 Posts in 32852 Topics- by 24294 Members - Latest Member: RopeDrink

May 18, 2013, 09:56:57 PM
TIGSource ForumsCommunityCompetitions7DFPS
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FuzzYspo0N
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« Reply #75 on: June 06, 2012, 03:32:16 PM »

Just a heads up, the new website went live today and you can join the community so long. www.7dfps.org
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Chris Pavia
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teknobabel42 aquamanscg
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« Reply #76 on: June 07, 2012, 08:43:39 AM »

I think I'm going to take a week off of Dungeon Hearts and give this a shot. I'm thinking of a "survive as long as possible against hordes of enemies" type gameplay where the player's gun gains XP and levels up. Each time it levels up a random property of the gun is improved, such as bullet size/speed/reload, number of bullets, etc. So the player has to adapt their playing style as the properties of the weapon change over time.  Stretch goals include:
- Random level generation
- Option to disable the randomization of properties so the player can choose at level up
- Color-based gameplay, i.e. blue bullets do double damage to blue enemies but half damage to everything else

Visuals will be abstract, flat shaded 3d objects.
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Chris Pavia
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teknobabel42 aquamanscg
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« Reply #77 on: June 07, 2012, 09:14:40 AM »

Oh, just had another idea: time only moves forward while the player is moving. Perhaps the player can get a power up that allows them to move without time advancing occasionally.

Which do you guys think would be more fun and/or interesting?
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todd
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« Reply #78 on: June 07, 2012, 11:47:55 AM »

Oh, just had another idea: time only moves forward while the player is moving. Perhaps the player can get a power up that allows them to move without time advancing occasionally.

It would be kind of like an fps roguelike. I like this idea.
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Chris Pavia
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teknobabel42 aquamanscg
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« Reply #79 on: June 07, 2012, 12:02:44 PM »

Peeps on twitter liked that one more too. I think they both can be built on the same base framework so I'm going to go for the time one first and see what kind of gameplay I can get out of it. The other will be my fallback.
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sudorossy
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« Reply #80 on: June 08, 2012, 02:58:32 AM »

I'm totally going to be attempting this. But I've no idea where to start. I hope to do something very simple and fast-paced. Even if I end up with a mangled mess, I'm sure it'll be a learning experience!
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Hangedman
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« Reply #81 on: June 08, 2012, 06:29:58 AM »

i have no ideas for 7dfps at alllllllllllllllll
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thatshelby
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« Reply #82 on: June 08, 2012, 03:23:41 PM »

I'm starting a skype group for 7dfps tigsource users. Post or PM me your skype deets and I'll add you in.
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FuzzYspo0N
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« Reply #83 on: June 08, 2012, 05:27:27 PM »

http://www.youtube.com/watch?v=weQEAIRF2oc

keynote, also projects went live on the site. LETS GO!
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Chris Pavia
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teknobabel42 aquamanscg
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« Reply #84 on: June 08, 2012, 10:45:55 PM »

I got the basic gameplay and time-slowing mechanic up and running:



When you're not moving, time is reduced by 90% but you can mouselook as normal. The player is almost always surrounded, so it makes checking behind you much easier, which is important because you can only take 1 hit. Tomorrow I'm going to add a "spider sense," where the environment is tinted slightly red when an enemy is close enough to attack.
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caiys
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« Reply #85 on: June 09, 2012, 11:50:07 AM »

Interesting concept there Chris. Hand Thumbs Up Right I imagine that could work really well as a horror game with creepy dudes sneaking up on you. I'm not a skilled enough coder to attempt anything like that myself, I'm just doing a basic puzzle/platform/shooter. Each level is small so I'll just have a play around with whatever comes to mind.

Got a playable build up now, just a single level though: 7dfps.org/?projects=unlamentia

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Dragonmaw
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« Reply #86 on: June 09, 2012, 03:04:24 PM »




so me and invaderace are working on a sort of "minigame" FPS where the rooms (and thus the minigames) are taken from his dream journal.
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Chris Pavia
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teknobabel42 aquamanscg
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« Reply #87 on: June 09, 2012, 09:57:56 PM »



Today I added the spider sense, jump power up, score, and a ranged enemy. Tomorrow is more power ups and one more enemy type.
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Cthulhu32
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« Reply #88 on: June 09, 2012, 11:33:13 PM »

Working on some simple bill-boarding and model rendering.



Using SFML and OpenGL in C++.
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sublinimal
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« Reply #89 on: June 10, 2012, 08:42:27 AM »

Fuuuuu. I have so many ideas for something like this but no time or enough 3D knowledge. Well, I'll be ready for it next year (if this becomes an annual thing).

It's like a "well do a better one then" challenge to indie devs complaining about modern FPSes. Hoping to see lots of creative entries coming out of this.
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