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Extremely Violent FPS
#207678
05/21/08 16:44
05/21/08 16:44
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Joined: Jul 2006
Posts: 28
burning_devil
OP
Newbie
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OP
Newbie
Joined: Jul 2006
Posts: 28
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For the past 4 YEARS, I have been working on pro wrestling video games, and with that experience with no help or tutorials, I have gained alot of knowledge on how to program very difficult projects. I am now switching genres for a while and I choose to work on 1st or 3rd person shooters. I am looking foward to making a big bang with my experience, and bring a new style of violence in my FPS. The one feature I thought of, is that I want extreme decapitations, with guns. Imagine, you the player, sticking a shotgun in your enemy's mouth and completey blowing off his head, right in your face with blood, and brains covering your body, while the victim's body is twiching on the ground, and the eyes from his decapitated head are still moving because the brain is still alive. I want to know your thoughts on this violent project, because I really have some creative ideas for 1st person shooters.
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Re: Extremely Violent FPS
[Re: burning_devil]
#207833
05/22/08 14:44
05/22/08 14:44
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Joined: Nov 2003
Posts: 523 Whitehorse, Yukon, Canada
Paul_L_Ming
User
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User
Joined: Nov 2003
Posts: 523
Whitehorse, Yukon, Canada
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I want to know your thoughts on this violent project, because I really have some creative ideas for 1st person shooters. Honestly? Boring. I would see the screen shots or the trailer and think to myself... 'Uh, ok, so it's violent...and...? ...? Oh, wait. That's it. ...b-o-r-i-n-g...' I'd rather spend $5 and rent a slasher flick. This kind of idea is doomed to failure on the simple premise that it's a one-trick pony. After about the third or fourth decapitation the player is going to be thinking "Ok, *I GET IT*. Blood. Gore. Rolling eyes...yeah yeah yeah....can we please move on with the actual game now?". Naaaa...I'll pass.
^_^
"We've got a blind date with destiny...and it looks like she's ordered the lobster."
-- The Shoveler
A7 Commercial (on Windows 7, 64-bit)
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Re: Extremely Violent FPS
[Re: Paul_L_Ming]
#207878
05/22/08 20:14
05/22/08 20:14
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Malice
Unregistered
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Malice
Unregistered
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I agree with out a solid system of game play and choices this is just a boring game. Good UI, creative play systems and replay factor is what makes a game great. You can cover it with tons of gore and Eye Candy but with out this solid base it's just a boring blood bath.
Just my 2 cents Malice
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Re: Extremely Violent FPS
[Re: Joey]
#207939
05/23/08 12:00
05/23/08 12:00
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Joined: Oct 2007
Posts: 306 Austria
Alan
Senior Member
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Senior Member
Joined: Oct 2007
Posts: 306
Austria
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When I read the title I just thought "Oh my god, just another one..." There are already too many games on the market that include your idea. If you want to have real success with a FPS, then you should take care of a good gameplay first. When you've done that, you have an average shooter. But if you want to make a game *everyone* is talking about, shooter-fan or not, then you must do the following:
1) Forget the standard-setting. No one is interested in a WorldWarII-shooter anymore. And - no, terrorist hunting is "out" as well.
2) Go for details. Not just in graphical terms, but especially focus on physics if you are going to create a shooter that plays in our time.
3) You need a background-story. The more action you have, the more important the story becomes, because at some point the player is definitly going to ask for the reason to fight the main-character has. A good example for this would be "Frontlines - Fuel of War".
4) Presentation is everything! No matter whether it is a sci-fi game or a shooter in our time, presentation can make or break a project. With presentation I mean manly UI-components. How do the panels look like? What do I see during the time it takes to load a level? What's the "confirm" or "cancel"-sound like? All those things together form the presentation of your content. Look at games like "Command & Conquer 3" in order to see what I mean.
Altogether: do something no one did before. It might appear that the violence-element makes the people play the game, but actually it's the gameplay. The best example I know is "God of War" on the Playstation 2.
Greetz!
Alan
Last edited by Alan; 05/23/08 12:06.
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