Finally we reached this stage where we can start showing actual gameplay of our game!
Beside visual detail issues, the game works properly, multiplayer is smooth, server is stable and everything seems to works as expected.
We submited a build to the Microsoft contest so I thought it was time to show you guys our game in action.
Allow me to conveniently copy past the description of our game we added to the package ^^:
Summary;
Play in the name of your clan, build your base, acquire technologies to craft new weapons while expanding your area of influence in a dynamic and growing universe.
Storm United is a Class based First Person Shooter build to provide a deep user experience throughout unique community features and access to the developers on a weekly basis.
Experience new sensations with unique gear and discover a new vision of the ever popular fps genre.
Every week new weapons, items, gadgets, toys and maps are added to the game.
Major features are celebrated with a new build codename for Storm United;
STORM UNITED: First Blood
First Blood is currently underway and focusses solely on the FPS part of the game, no community/universe features are available. Its purpose is to helps us improve the FPS user experience and fix bugs. Few outsiders are invited to play it. It currently contains 2 original maps and 2 game modes; Demolition and Capture The Flag. Players can play with one of the 4 classes and about 15 weapons and items.
STORM UNITED: Age of mercenaries
Starting in November Age of mercenaries will allow anyone to play the FPS part of Storm United. The main goal of this transition phase is to test and polish our worldwide server infrastructure while addressing emerging issues.
This build will contain 3 maps and 5 game modes; Freezetag, Demolition, Capture The Flag, DeathMatch and Team DeatMatch. New weapons and items will be added and sound the FX will be properly implemented. Servers will be available for players around the globe.
STORM UNITED: The Promised Land
Around January we’ll introduce the ground breaking features of Storm United by merging the FPS part of the game into a larger universe with its own economy, rules and features. Players will be able to setup clans and custom build a 3D base on a planet, build strategic infrastructures, manufacture new equipment, make alliances and declare wars to other clans.
STORM UNITED: On all fronts
Around February everyone will be able to access their clanbase and production facilities through their phones, tablet, or web browser.
STORM UNITED: First Encounter
This milestone build will bring coop gameplay to teams of 4 players to fight mysterious enemies (player VS Ai).
STORM UNITED: Armed vehicles
Around April this milestone will introduce controllable vehicles such as tanks, helicopter and hovercrafts as well as an array of controllable drones.
Right now we are aiming for PC / Mac / Webplayer
We might want to go for Playstation and Xbox as well though this is something we’ll look later when te game reaches a certain level of quality and content.
We are using our own network codecs on top of uLink that uses the built in Unity network stack so I guess yes but indirectly.
We did try a 100% Unity network implementation but the bandwidth usage was too high in our opinion not to mention a little too light for more advanced features.
Our current implementation uses about 4 times less bandwidth than the simple implementation. Furthermore with about two or three month of work we can divide this further by 3 or 4 though it’s not our priority at this moment.
Our weapon manager really a lot of parameters per weapon, for recoil only I think we must have 10 or so though it’s about to get enhanced further.
Perhaps you don’t see the effect too much because of the weapon types used in this video. I’ll try to show automatic weapons in the next video.
Thanks for the compliments guys, loading the motivation bar hehe
Great job so far, I love the helmet effect, it really helps set the fps mood. The weapons look great and the sounds used with there functionality are perfect!
I almost got a halo vibe watching this video. Was that at all an inspiration during the development?
The user interface/huds appear to be pretty good so far as well. Best of luck with beta!
Just a simple opinion on the HUD for the helmet: Have you tried to make the HUD warp a bit as it reaches the sides of the screen to give it more of a helmet feel? It doesn’t have to be drastic, but I feel it could help a lot. It doesn’t have to be dynamic or anything… Just my 2cents.
Halo was an inspiration yes, though it came later on for details that are not visible on this video. The main inspiration seed came from a conept art made of a metroid.
We tried different methods including true 3d ui but its really tricky for multiple reasons. For example the ui gets naturaly distorted by the camera fov and although its acurate it sometimes make things look wired, thats why our minimap is a square. Also we wanted a solution that looked good on all screen ratios which makes it harder to find something good for everyone. The last thing we havent done yet is to distort the hud on the actual art though this might become a nightmare if you want some icons to be reusable arrount the game (youd need 2 versions; one normal and one distorted). This said we are going to rework on the hud next month or so, I’ll take the opportunity to try it out.
Note that the helmet itself is an actual 3d mesh, and was a real pain in the ass to tweak to fit the camera well. In the end the feeling of 3d is almost invisible. Im quite sure we might just as well make a 2d version that would look almost identical with few effort.
I’ll send some pictures of the changes when thay are done! Also later today Ill send some pictures of our characters.
Here’s a quick update of our latest build, it starts to look more and more like a real game!
Funny fact; I forgot to disable the radio when I recorded it \o/
What’s missing in this build?
-Proper audio, most of them are temporary audio files.
-The weapon selection menu has been redone, the new version is being implemented.
-Running animations still need improvements.
-And of course many small things, tweaks and features here and there ^^.
This said, it’s as you can see it’s playable and enjoyable so we’re getting ready for public beta!
If you’re interested to enroll for beta, like our facebook page, it’s as easy as that ^^.
looks good… even though im not into games like halo, so i probably wont play it… but i can still say its looking good right?
1 funny thing: why is everyone so skinny? will there be like pills to make you slim in like 100 years, and everyone will be skinny?
on a serious note: how long did it take for you to put in multiplayer? and with how many people? because im trying to put multiplayer in my racing game… and i’m starting to think that it is a bit over my head
complicated stuff… and im not even programmer, im using playmaker
Thanks, yeah the animations are currently an issue; it’s a really tricky job to be honest (especially over the network).
We made big changes on our animation controller last week to try a different approach which means we now have to redo a series of animations.
I’m confident eventually we’ll reach something good, but it might take quite some time and tears.
Perhaps I don’t notice it anymore because I’ve been seeing them for so long but for me they look not that much skinny. I’m not sure if it’s because of the video so here are some screenshots (those are old textures btw).
(as usual open picture in new tab to see in high rez) What do you think?
Here’s one of the new characters I love;
To answer your questions concerning the multiplayers, it’s a really hard job if you want to do it right.
You have to consider bandwidth, lag compensation, precision etc.
We’ve been on it almost 1 year now and are still working on it in full time and I’m pretty sure it’s going to be like this for the coming years even after release.
To be honest imho doing what you want to do with playmaker is pretty much impossible or really crazy.