Infinite Ammo, an arcade-style retro FPS by
Xona Games.
Infinite Ammo, Global Game Jam 2017 version.
Description:Our first FPS (First Person Shooter) and our Global Game Jam 2017 entry.
Web:xona.com/infiniteammoInspirations:- Contra (NES)
- Super-C (NES)
- Raiden (Arcade)
- Raiden II (Arcade)
- Thunder Force 2 (Genesis)
- Doom (PC)
- Doom 2 (PC)
- Unreal Tournament (1999) (PC)
- Serious Sam (PC)
- Serious Sam: The Second Encounter (PC)
- coin-op arcades of the 80's
- our own "Xona style" games (intense retro)
Specifically, the game will have Contra and Super-C style action, with infinite ammo and one-gun-at-a-time action. You can only hold one weapon, and you lose your weapon upon switch, just like Contra and Super-C. The gameplay will be fast arcade-style action found in Doom and Doom 2, which Serious Sam somewhat bled off of. The levels will be designed as large arena-style areas, inspired by scenarios in Serious Sam and Serious Sam: The Second Encounter. The weapons will each shoot plasma-like projectiles in various forms, inspired by the massive firepower in Raiden and Raiden II. Already envisioned is a 3D spread shot (that my brother invented in his
Space Harrier Clone), a 3D hunter (inspired by Thunder Force 2), and more...
Aspirations:We wish to explore bullet hell game mechanics in an FPS setting. The closest example of this style of gameplay I can think of is the attack of many imps in the original Doom. Imagine a game focused on this style of attack, and this is (somewhat) our objective.
The ultimate objective is to have 100% non-stop arcade-style action.
Development:Infinite Ammo development started during
Global Game Jam 2017, on January 20th, 2017. The theme was, "waves". The idea we spawned from the theme was to have waves of enemies ("wave 1", "wave 2", etc.) that attack within an arena-style FPS setting.
Music:The music is a placeholder, by Christopher Getman / Mazedude (
web,
twitter), remix of the "Into Sandy's City" theme from Doom 2 by Bobby Prince:
https://ocremix.org/remix/OCR00754Textures:The textures are placeholders, from the original Doom (1993). The pixelated style is going to remain.
Engine / Tech:- Unity
- C#
- Microsoft Visual Studio
We are using Unity/C#. For the first time, we are not using our own proprietary game engine. This will be interesting. I am curious what I can do with Unity. I was equally interested in using Unreal Engine/C++, however I had a head start in C# with XNA and with Unity/C# as I now (recently) help deliver game development courses that focus on Unity.