Codename Tachycardia--Indie FPS

Post » Thu Sep 22, 2011 2:57 pm

I've been making a sci-fi FPS, which emphasizes fast-paced gameplay. I'm a lone wolf indie game-maker for now (doing design and coding), but eventually I will recruit a visual artist and a sound guy.

My first person shooter has two interesting innovations that have been coded with more to come.

The first is skyspawn and the second is heartrate, which are meant to lower the frequency of spawnkilling and camping respectively.

Skyspawn provides the player with a minimap on which to spawn and heartrate grants advantages to both high and low heartrate.

High Heartrate Advantages:
Move Faster
Jump Higher
Less Recoil

Low Heartrate Advantages:
Less idle sway
Better lighting
Louder footsteps

here is a video of what I've done so far (in Unity3d):

http://www.youtube.com/watch?v=dq479sx3gFw

Also, I'm an active member of Gamasutra: if your into reading game design articles/opinions, here are the two I've written so far:

Heartrate/Skyspawn:

http://www.gamasutra.com/blogs/MatthewDowney/20110917/8402/First_Person_Shooter_Design_Skyspawn_and_Heartrate.php

3-Dimensional Health:

http://www.gamasutra.com/blogs/MatthewDowney/20110731/8092/Opinion_The_Second_Derivative_of_Health.php

My goal is to show audiences there is still room for innovation in the FPS genre.

Currently, I'm hoping to create a playable version of my FPS by E3 2013. I know my project is very ambitious, but I'm hopeful and dedicated to finishing what I've started.
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Brandon Bernardi
 
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Post » Thu Sep 22, 2011 8:47 am

Check you're inbox lequis.
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Mark Hepworth
 
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