This is a game I'm working on with a small team. It's for Windows, Mac & Linux and was originally based on
I did a while back. I've been working on it mostly-alone on and off for about a year, but we've recently kicked into for-reals development and are aiming for a beta release in a couple of months--but you can play an early demo right now. I mean, if you want to.
Deathmatch gameplay:
The idea is that you'll be able to use a familiar interface (Minecraft-style block placement) to build FPS maps from terrain/props, weapons, enemies and level elements inspired by classic FPS games like Wolf3D/Doom/Quake/Goldeneye and Turok (
there's dinosaurs). Also the team took a vote and we ended up with stuff like Tron, BioShock and Halo as well.
You can string together a series of levels with some sort of story to make a
single-player campaign, or a
co-op map, or a
multiplayer arena, then you can share it with friends or the internet in general. There's a simple trigger/channel system that lets you set up traps and make weird logic for puzzle or gimmick levels if you want, but nothing more complex than that: no scripting-type stuff, everything is block-based.
Or you can just play other people's levels, and never build anything at all. I'm hoping to have a huge number of multiplayer modes like Timesplitters or Halo so there'll be lots of reasons to kill people. If you're more peaceful you can join your friends in collaborative multiplayer creative mode instead, and let them hog the credit for the cool shit you build.
I'm the designer and programmer for almost everything besides the level database and lighting system, so if you hate something it's my fault. I'm also doing the sound effects.
It has pretty cool music by
BoyVsBacteria:
https://soundcloud.com/blowfishstudios/bierenstein-side-bhttps://soundcloud.com/blowfishstudios/tremor-type-bhttps://soundcloud.com/blowfishstudios/bathyscape-side-a Theme Packs The game content will be organised into packs, each of which contains a bunch of weapons, building blocks, special elements (traps/teleporters/jump pads/doors etc), player models and enemies inspired by a particular game. They're meant to be totally interchangeable parts so you could say take the submarine-like bulkheads from the BioShock-inspired pack and combine them with computers from the Quake-inspired pack and a starfield skybox from somewhere to make a rusty hulk of a spaceship. Then fill it with velociraptors and demonspawn or whatever.
The plan is to have a bunch of theme packs in the first release and then keep making as long as people are playing the game. We'll probably charge a buck or two for later ones, but your first few are free. (Or you'll probably just be able to "buy the game" and get everything forever, none of this is really certain yet.) Note that you never need to buy anything if you just want to play levels and don't care about building them or using the cosmetic player models in MP. As long as you own all the packs used in a level you make anybody will be able to play your level, and when you invite people to help you work on your level in multiplayer creative mode they'll be able to use whatever packs you have.
Weapons So far there's about 36 planned weapons which range from railguns and cerebral bores to freezethrowers and laptop turrets. I've tried to include every iconic weapon from these games that I could think of without getting too nuts and forgetting the workhorses like tommy guns and super shotguns. Since that's a lot of ammo to keep straight we decided to go for an ammo pool system where most weapons (with the exception of melee types and consumable weapons like grenades) use varying amounts of one of three ammo types: metal (red), chemicals (green), or energy (blue). It's pretty much the same as Doom where different weapons shared your Bullet or Cells pools.
Right now I'm keeping ammo limits pretty tight to keep things moving in multiplayer. Let me know if you hate this I guess?
Check out an early demoThis is real early but I've got a build for you to try out some creative mode and deathmatch gameplay.
v0.2.4891Windows, OSX and Linux builds available on
this downloads page from now on.
Known issues with this version:- Player animations are kinda wonky due to blending issues. It's in the pipe.
- Weapon feedback is kinda weak right now.
Muzzle flashes/fist animations don't appear in third person, and I think there should be clearer feedback when you're damaging somebody.
- When you first join a game in progress you might not see other players' current weapons right away. - Sometimes you spawn underground when you first join. Respawns will be fine. I have no fucking clue what is up with this.- Lag compensation is currently basic, and works well at lower pings with the tradeoff of occasional weirdness particularly at higher latencies.
- Rounds don't always end. A new round should start after someone has achieved (currently locked to) 25 frags, but this doesn't always happen. Not that it matters much.
- The freezethrower weapon is still a work in progress and has a number of minor issues.
If you spot something new please let me know either in the thread or via PM. Thanks!
Right now I'm especially interested in latency. We're using a weird cloud server setup for multiplayer and I'm not sure how consistent it is, especially for regions other than Asia (we've done all our testing on Asia only). Feedback is appreciated! Let me know how the game felt and what kind of ping you got on your nearest server region (there's a counter in the lower-right of the screen). Note that the reported ping isn't really your actual ping but I'll be able to interpret it. Anything below 300 is usually good.
Further infoIf you want to follow development you could try my twitter:
@theradixOr check the website (
playgunscape.com), but it's pretty WIP right now. Feel free to shit up the forum though.
Or just keep an eye on this thread. I'll keep posting builds as I have them.
(This is a crosspost from the
paywalled SA thread.)