I thought it would be amusing to me to base a large project of mine off of that so here I am. Now for the game itself.
The game itself features over 20 weapons so far, a fluid movement and acrobatic system and what my friends tell me "very addictive gunplay". I'm not going to list them here, I'll let you try them out yourself! (Yes I'm lazy)
I am heavily inspired from other games, such as Soldat, TF2, Tribes and a bunch more.
So far it has one functional game mode, Capture the Flag. Pretty self explanatory, but it's a lot like Tribes on how the CTF mode works. There are base defenses such as turrets, shields and resupply points. Enemies can blow up your generator and disable all of your stuff. They can also blow up the turrets or resupply, and it will take an amount of time to repair themselves.
The game's bots is probably my best work. They are just as deadly, if not more, as regular players and have very decent waypointing capabilities. They can cap the flag, return their own, defend it, defend and repair the generator, destroy the enemy's generator, or maybe just grab a sniper rifle and be a total douche with it.
I draw most of the graphics myself, and sometimes I get help from a friend of mine. So they are not definitely the strong point. I try to use the lighting engine I have to make the worlds more pretty but thats up to perspective.
The game will also feature some single player stuff, like a little campaign with it's own (badly) written plot, and other single player modes I'll try to keep secret.
The game's fluids movement allow your character to walljump, roll around, and double jump. Double jumping lets you get to higher places and long gaps, but distracts your character from shooting. Walljumping is a bit harder then some other games like super meat boy or mega man, but once you master it, you'll be a force to be reckoned with on the battlefield.
But be wary, the heavier weapons you carry, the more slower you move. And when a threshold of weight is reached, you will no longer be able to use most of your acrobatic moves.
The maps are designed in a way where weighed down players can still make it to the objective, and players with light weight and decent walljumping skills can find different routes and vantage points.
As for network functionality, the game uses the GM extension HTTP DLL 2, which I think is used by the guys who made Gang Garrison 2, if not an ancestor of what they use, 39dll.
HTTP DLL 2 lets GM have access to TCP/UDP sockets, which GM originally doesn't have the ability to use.
I have a working master server list software ready to go as soon as I find a place to run it, which will allow the game to have a server list.
Weapons are selected through a load out screen in-between lives. You can select 2 weapons to carry and a grenade type. There are various different grenade types, such as the EMP grenade which can stun players and temporarily disable turrets. Or the healing grenade, which can gradually heal a group of players while also concealing them in green smoke.
I have also made weapon challenges in Single Player mode. It will rank you based on how many targets you get plus how fast you did it. Rank S is the highest you can get, which is obtained by getting all the targets and reaching the finish under a certain time.
So yeah! That's the basics of it. Right now I'm looking for weapon ideas, bugs, people to test for server lag (and computer lag), and underpowered or overpowered weapons.