This is just a concept at the moment, there’s not much to show, but you can help me by testing the game and telling me what you think of the concept.
A first person shooter with randomly generated levels and procedurally placed items, NPCs and enemies.
The game would feature several gameplay concepts seen in other first person games, such as customizable weapons and armor and the ability to slow the passage of time using cyber brain enhancements. The atmosphere and background of the game would be classic Noir cyberpunk, with no aliens or demons. Several classes of player could eventually be designed, such as soldier, spy or hacker
Right now I’m still brainstorming things like story and enemies, items etc… but my inspiration will be the classic first person shooters/ adventure games such as Quake, Doom, System Shock, Red Faction, Fear, STALKER etc… adn old Manga such as cyber city ODEO 808 and Akira.
I’ve done a lot of research and testing recently on AI and path-finding, as well as procedurally generated levels. I’m sure I’ve got the skills needed to make the game, it’s just a question of having motivation.
I’ve started a couple of projects recently but I can’t seem to get past the concept and coding stage. I usually have a couple of different projects in the pipeline at once, and switch between them as my enthusiasm comes and goes. Some are more developed than others, this one would be added to that list if I go ahead with it.
Anyway, here’s the game demo:
Game_demo
Have a go and tell me what you think.
Use WASD to move, hold shift to run.
Here’s the fun part, press down arrow to go in to slow motion mode. Up arrow switches to back to 100% normal speed.
Left click to shoot the gun, it’s a kind of concept weapon, a kind of plasma blaster that can bounce of walls. I’m thinking of having a couple of weapons like that. I want the most powerful weapons to have a particular tactical use, not just to be better over all.
Do you think it’s a good idea? Also, any thoughts on further development?
EDIT:
video of current progress: