A FPS Multiplayer Project

Hello guys !

After learning Unity, I finally decide to realize my first real Unity 3D Game ! It’s called “Fake Fade” and it’s a Multiplayer FPS game. I know Network can be very difficult, but i think i’ve a way to make it easly for my game.

I began by developping the Game Core, the most important things, like basic weapons, life, damages, etc… before beginning Networking. The core is now finished, and i wanted to share it on this Unity forum to have feedbacks from you. It will help to make the complete game as good as possible, so, post comments :smile: !

So, now a little presentation :

The goal of the game is to kill other players. To reach that goal, you have weapons and special abilities. The two basic weapons and abilities are Gun, Machine Gun, Telekinesis and Fake (lure). Fake creates a copy of you that rotates some times, to make your opponent think that’s you. Use the map and the crates to hide and win the game !

The + of the game is that YOU are a crate, so, you can hide between crates to surprise opponents.

Here is th link for the Core test of my game :
http://dm.marshall.free.fr/delta-sector-games/main.html

And some screenshots :

I think you’ll be able to guess what game is my inspiration…

I have more ideas for the complete game, like some parts of the map like pillars or rocks that you can destroy, then copy and take its place, so you become a kind of turret, but that count as player and can be kill. I think of 5 weapons and 5 abilities too, like incineration or Rocket launcher. But to win them you’ll have to kill players.

Maybe i will be able to make a paid version to have money to buy Unity Pro ?

So, enjoy the test, and i’m waiting for your feedbacks, suggestions and ideas !

  • Sorry for ZQSD controls, i’m french, WASD is now fixed -

Awesome man, good luck.

AWESOME!!

Pretty Awesome! Although, I noticed. When you jump into the conveyor belt area, It causes immense lag :P. Im not sure, But maybe you have a script that makes the barrels roll down the conveyor? And its trying to do something with the player, even though the same rules don’t apply so its getting errors?? idk but, Good Luck!!

Thanks you guys for first replies, i’m happy to see you like it :smile:

Yeah i noticed that too Xeno360, but it’s not from barrels, there is no script for the conveyor belt, the collider has just an Ice material property, so the object can slide instead of a normal conveyor belt. I tried many scripts to make it real, but this way was much better and much good for performance. The lag comes from the Character Controller, I think it lags because it’s a sharp corner… But I can’t explain better :stuck_out_tongue: That doesn’t matter, the goal of the game isn’t to jump in the conveyor belt :stuck_out_tongue: (But why not making a game about that ?? 8) )
Or… Maybe I can make a fake glitch from that, to allow you going through the conveyor belt to a secret room…

Looks good, love the spawn animation.
keep it going!

Sorry i’m doing tests of connection for the complete version, and i erased the playable demo version, so it’s no more accessible… But, the complete version is fast finished ! So be patient …

Awesome gameplay idea:)
looks great:smile:

Thank you :smile:

I hope there will be many players to play it, because it’s very fun when there are most players !

The bad point is… That Networking is harder that i thought, so i got some problem with scores displayer and “Who kills who” (i don’t know why, it should perfectly work), so it will take a little more time to fix it…

! New ideas since last edit !

The game will be in round, so i already set one round to 7 minutes. When you start your own server, you will be alone first, so no round at begin. When a player connects, it displays a window "This player wants to play : “the_player’s_pseudo”. + a button “Restart Round” that will immediately restart the round (already programmed) When a round is ongoing, and a player connects, he won’t have a player but a camera that rotates arround a player. U can switch the camera target using N, and you have to wait the end of the round to play with.
Every round end there’s a pause time (about 1 minute) to chat and wait for more players. Then, a new round will begin.
Those who tried the beta networking version (link on first post, frequently updated) should already have a profile. On your profile you will have datas, like Total Kills, or Round won or Total Deaths…

The last idea i have is some events every 3 or 4 minutes, like lights down, fog, time scale changed (all will be slow but you are really fast), and some more…

So, a game like that as to be clean, and needs hours of work, but i can promise it will be finished in less than one month…

The map is in progress !! I finished the whole game system, with kills and deaths, and a score displayer, so you can already kill other players in the mini map :smile:

Additional settings will be fixed later, first i want to finish making the map, and then the beta version of Fake Fade will be finished !

Be patient…

OMG sweet

check out the city i am building , lol i need to add some type of code soon to make into a game
http://solidfiles.com/d/07920/

Thank you :smile:

Oh and sorry for those who tested it, it’s ZQSD to move, not WASD (for now) because i’m french and it’s easier for me to test it. Don’t worry there will be a WASD/ZQSD choice in the bêta version (which is fast completely done oh yes ! :smile:)

Thank you all for trying the test version !