It has been a while since I've done any game development. But I'm back, and I've just gotten started on HAVOC, a 3D multiplayer online shooter game, with a big focus on customisation. You'll be able to select weapons with tonnes of attachments, and equipment, too. The arenas you fight in will be built by players in a powerful level editor, and then these arenas will hopefully feature destructable terrain, too!
![screenshot100ux.png](http://img3.imageshack.us/img3/614/screenshot100ux.png)
![screenshot100eg.png](http://img715.imageshack.us/img715/3050/screenshot100eg.png)
![screenshot101ah.png](http://img855.imageshack.us/img855/7210/screenshot101ah.png)
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Here's the current (tentative) list of weapons to be included. Note that I'm trying to get a variety of relatively UNIQUE weapons, hence the varying power, RoF, accuracy, recoil, etc of the weapons. A player will go into battle with ONE of the following weapons (or TWO dual wieldable weapons).
- Assault Rifle (fires a three round burst)
- Battle Rifle (marksman's weapon - single shot selective fire)
- Sub Machine Gun (high RoF, but inaccuracte)
- Heavy Machine Gun (powerful, high RoF, but unwieldy)
- Pump-Action Shotgun (chick chick BOOM)
- Rapid-Fire Shotgun (same as the above, but at a much higher tempo, and without the pump action)
- Dual Weapons (any combination of 2: Pistol, Revolver, Machine Pistol, Sawn-Off Shotgun e.g. dual pistols)Each weapon will also have attachments (except the dual weapons). Attachments fall into 3 categories - Magazine, Sight and Barrel. As such, you can pick one attachment from each category. The current list of attachments I have compiled:
- Magazine
Extended Magazine
Dual Magazine
FMJ Magazine
JSP Magazine
Magazine w/ Tracers
Buckshots
Slugs - Sight
Iron Sight
Reflex Sight
Telescopic Sight
Thermal Sight
Laser Sight - Barrel
Suppressor
Muzzle Brake
Extended Barrel
Foregrip
Sling
Grenade Launcher
Breaching ShotgunThe reason I have listed all of these weapons is to ask a number of questions. Note that the aim is for a lot customisation with UNIQUE weapons and parts. Each part, weapon, configuration should fill a different role or suit a different play style. If you think there is an issue with this system, say so! If there is a role that needs to be filled or a weapon you'd like to suggest, say so in your reply. I'd like more attachment ideas and more weapon mechanics for the game. Should I include attachments for the dual weapons, such as a Snub Nose for the Revolver or a Folding Stock for the Machine Pistol?
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Next point: equipment. Pressing E will toggle between Equipment and your Weapon. For example, if you have your 'Battle Rifle w/ JSP Rounds + Thermal Sight + Suppressor' and you press E, you will put the weapon away and bring out your frag grenades, ready to be thrown or even cooked and then thrown! Other equipment ideas that I've had:- Fragmentation Grenade
- Stun Grenade
- Flash Grenade
- Smoke Grenade
- Remote Explosive
- Triggered Explosives
- Knife
How does that list seem? Should there be a seperate melee button, or should knife be part of the equipment? Should you be able to forgo equipment for body armour, say, or some other passive equipment? Do you have ideas for more equipment?
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Next: The level editor. The world, as you can see from the above screenshots, is a voxel one. In the level editor, you'll be able to place and remove these blocks. I've also thought of including a tool in the 'Toolbox' that allows you to select 2 points in the world and it will fill the region bounded by these points with blocks, so that you can quickly add a wall or floor. Do you have any other ideas to make the level editor more user friendly or more powerful?
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Finally, being a multiplayer game, it's not going to include a single player mode. As such, I would like to include some sort of progression system. The idea at the moment is to include an experience system. Getting kills, assists, streaks, killing a good opposing player, completing objectives, avenging a team mates death, saving a team mate from death, playing an entire match, winning a match, winning a streak of matches, etc will net you experience points. These points will go to putting up your rank. The plan at the moment is to organise players into 'groups' of experience. I'd find the highest experienced player, and their experience. For example, lets say they have 10,000 experience. Any players with 0-250 XP will be Privates. 250-750XP will be Corporals. 750-1500XP will be Sergeants. And so on. The issue with this is that new players will have trouble levelling up if one person has been playing for much longer (most likely, that player will be me, or a regular play tester). So how would I solve this issue? Is experience even the best way to go? Would ranking players by a ratio, like experience per game, be a better way of doing things?
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So in summary, I need your input on: weaponry, attachments, equipment, the level editor and progression. If you have any other ideas for the game - particularly ideas to differentiate the game from other shooters - then don't hesitate to comment here! As a developer - as I'm sure you are aware - any feedback is valued and appreciated.
- Magazine