17/06
00:25

Day 8; because I didn’t post yesterday!

So, the game is totally playable now! in the end, the game consists of;

  • Deathmatch mode, nothing fancy
  • Team deathmatch mode, what you expect
  • Blackbox mode, the level is pitch black, until somebody shoots! :D
  • You only live thrice mode, everyone has three lives, the game ends when there is only 1 person left
  • Swap Meat mode, use the swapper gun, shoot other players to swap places with them, preferably just before you land in lava
  • Blast-ketball mode, like basketball, but with guns. team based.
  • Custom mode, mix & match any settings from the other modes :)
  • Avatar customisation, name, colour options & 16 selectable heads (with some contributions from twitter folk)
  • 2 levels (and a test level)
  • online play (it’s only online, but I’m so happy with getting it to work, it counts as a major feature)

Honestly I was expecting to get more non-standard modes in, but I think 4 is a healthy number, three of which work pretty well. swap meat is the one that didn’t work out as entertaining as I expected, I’ll likely nerf the swapper gun later to try fixing it, and preventing abuse in blast-ketball.

anyhoo, it’s been fun, and I’ll almost certainly be updating it as there are a few things I really want added (some more levels, a mode where you can mess with players local gravity, some more weapons), but I think as it is it’s a fun little shooting game. I’ve certainly had about as much fun playing with people as I have had making it. :)

big thanks to JW, Sos & Fuzzyspo0N for getting this event together. I really appreciate it you guys! :)

finally; >>> Link to game page <<<

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14/06
21:15

Day 6: are we there yet?

So I’ll admit I’m starting to tire, it is getting late in the week after all, but maybe it’s down to just having a big headache today from fighting a bunch of bugs that arose from trying to implement a game mode where players have a limited number of lives… either way, it’s implemented now, and I’ve added some new avatar heads, tweaks & fixes, and I’ve started on the “swapper gun”.

Basically, shoot someone with the swapper gun and you’ll swap places with them, right now it works kind of like the rifle, but I want to make it a weapon that homes in on a player, so it’s easier to aim, and so players can hear it coming and aren’t totally thrown when they find themselves in a new position. such tweaks are for tommorow though, right now it’s a totally functional tool if your aim is good enough :D

>>> Play the latest build here! <<<

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12/06
22:08

Day 4; I think that’s the hard stuff done!

So I finally got pickups in today, it was pretty hairy for a while as it was a massive system I had to code blind and just see if it worked after a few hours typing. not how I’m used to working, but it went fine, better than expected even! now I can customise what pickups are available per mode, and hosts can do the same for custom modes. there are settings for what weapons you spawn with (if any), and you can assign a pickup to 5 different slots that correspond to pre-set pickup points around a map. this aspect was something totally inspired by timesplitters’ multiplayer, other fps games might do it but I don’t play other fps games! :D

I also added a rocket launcher weapon, a new map (with killing lava, that’s a new feature too!), and I even added code so the first person gun bobs and bounces and recoils as you move and shoot :)

from here on, my to-do list is pretty much “add crazy fun stuff, and sound effects”, so tomorrow I’ll be playing with bfxr, gravity, and teleportation! :D

>>> Play today’s build here! <<<

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11/06
23:27

Day 3: behind schedule, but still having fun!

No post yesterday? that’s right, I barely got anything done yesterday. I did get some stuff done yesterday, but I forget what, so it can’t be that important can it? :D

today though, I got guns in the game! :D

Before now the guns were just hardcoded and all equipped at once, now I have a system where you have an active and holstered weapon, made models for them (which other players can see), put them in the first person view, added a system for names, damage, effects, icons, behaviours (such as cooldown) and put it all together!

I also added red ‘blood’ splats when damage is done, so no more guessing if your shot connected. I also also added a ‘kill yourself’ button, which is fun! :D

one thing I have yet to add is weapon and health pickups, so for the time being players spawn with random weapons, which is pretty fun so I’ll leave an option for that if hosts like it! anyhoo, once the pickups have been added I’ll be at the point I wanted to be at this time yesterday. definitely behind, but like I say, I’m still having fun so who cares? :D

>>> you can play the latest build by clicking this here sentence! <<<

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09/06
23:33

End of Day 1, TIIIIRED! :D

Well it’s the end of the first day, and I’ve managed to add two game modes and all the game settings that apply to them to allow for more varieties of custom modes. the modes are team deathmatch (a vanilla team deathmatch, just implemented since I added teams, and to test the friendly fire setting) and ‘Blackbox’, a mode where everything is pitch black, you can only see a short distance around you, and the only way to really light things up is to shoot, but of course that will give away your position! :D

it seems to be quite a fun mode, and of course you can turn it on in any other mode by going to custom and setting ‘pitch black’ to be on.

> play today’s final build here <

I also added 4 new types of avatar head to choose from, and fixed a ton of bugs (added some new ones too! :D )

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09/06
09:54

Day 1: getting ready!

So then, I spent a week before the jam getting a basic multiplayer FPS deathmatch template together. mostly because I’ve never done network stuff and I don’t want to spend 7DFPS tangled up in that.

Anyway, it’s more or less out the way now, I have a few things I still need to add like support for teams, matches that end when a certain score or time is reached and a few other things. hopefully I’ll have those things done this weekend, and I can spend the rest of the time focusing on what my FPS is really about; making a crap-ton of game modes and settings that mess with FPS rules! basically I’ll do as much as I can and see what sticks!

also I’d like to add more content like maps and guns and player skins etc :)

here’s my workflowy list for this weekend, it has a bunch of ideas I’d like to implement, and my current to-do list :)

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06/06
21:09

LET’S DO THISSSSSSSSS! :D

I’M POSTING THIS TO SAY I’M TAKING PART!

I’M CURRENTLY MAKING A ROUGH MULTIPLAYER FPS TEMPLATE IN UNITY, AND WILL BE TOTALLY FUCKING ABOUT WITH IT OVER THE WEEK. I HAVE A TON OF THINGS WRITTEN HERE.

I’LL BE USING BLENDER FOR THE 3D.

I DIDN’T LEAVE CAPS LOCK ON, I’M TYPING THIS WAY ON PURPOSE! :D

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