[WIP] Nexum (Very Fast Paced Sci-Fi FPS)

Greetings, Unity developers. Nexum (formerly called Project Heroes) is a very fast paced sci-fi first person shooter. Nexum introduces a new approach of FPS gameplay. The gameplay focuses on combining modern and classic twitch FPS games together into a competitive, frantic fast paced FPS experience. Play as 5 classes/characters with their own unique abilities.




Character descriptions (outdated info)
Soldier
Very easy to use and very balanced. Being basic doesn’t mean he’s not fun to use. He is able dodge dash while holding the shotgun, which allows him to make swift movements in short distances. He is able to mix up the dodge movement to throw off the enemy’s aim and close the gap for a close ranged kill. This makes him very effective in 1 vs 1 dueling situations. He has access to a huge variety of weaponry to emphasize his versatility. Assault Rifles, PDWs, Shotguns, and Rocket Launchers.

Sniper
The Sniper is unarguably a difficult character to use. Having great agility, and powerful sniper rifles makes this class an absolutely devastating class in the hands of a skilled player. Players who are willing to challenge themselves are rewarded with high offensive value. The Sniper makes most of her agility through dodge hopping while holding the sniper rifle.

[u]Drone[/u]
The Drone is a very unique class that defines both glass cannon and passive aggressive medic. Drone emphasizes on hi-tech nanotechnology to change the flow of the battle. He uses grenade/plasma launchers and laser pistols. He is the smallest playable character in the game, making him very hard to hit. As a trade off, he has the highest death value in the game alongside with the lowest health in the game. He also has very low offensive value at the start, making him an incredibly weak character at the beginning of a match. Making use of his weaponry and skills will increase his offensive value, and can make Drone very deadly and supportive. Not only can Drone heal allies, but is capable of harassing enemies to great levels.

[u]Ninja[/u]
As if the game can’t get anymore fast paced than what it is now, the Ninja takes it to the extreme. Play stealthy or play aggressive. This class can cling on to walls, perform wall jumps, or even hang over ledges and climb over them. The Ninja emphasizes on close ranged combat, so he needs to get close to the enemy for a kill. He uses swords and throwing weapons(ninja stars). If he gets close to an enemy, it will be a difficult fight for them. Having such extreme speed and deadly close ranged combat, the Ninja has very high death value.

[u]Sentinel[/u]
The guardian of his allies, this class plays on the more defensive role to prevent enemies from playing too aggressively. Equipped with an arm cannon and shield(not available in current demo), he can clear out crowd fights or counter attack enemies. He has the highest health in the game, making him more difficult to take out by a lone enemy.

???
The extreme high risk, high reward character that isn’t glass cannon. Quick to become devastating. Quick to fall flat. Careful use of his abilities can greatly turn the tides of a battle. Poor usage can result a loss very quickly. As a team member, his playstyle allows the user to lead the team to victory, should the team find themselves in critical situations.


Gameplay Features

Ultra Fast Paced Gameplay
This game puts your twitch FPS skills to the test. Everyone can move extremely fast and dodge attacks. Adrenaline pumping, chaotic action.

Dodge Attacks
Each character has the ability to Dodge Dash. Unlike the usual kind of dashing, the distance and direction of the dash is dynamic. You can make your character make a short or long ranged dash. You can also curve and alternate directions while in the middle of dashing, opening up for potential counter attacks and fooling your enemy with unpredictable movement.

Advanced Movement Options
Rocket jumping, wall jumping, slope jumping, bunny hopping, Nexum provides lots of options to move around the map for mobility, depending on the character the you’re using.

The Value System
To answer potential balancing issues, a Value System has been implemented which affects how fast a team can win the match. Each character and their loadout assigns their Offensive Value and Death Value. Characters with high death value means they are risking their team of losing faster, while characters with high offensive value has the potential to win a game faster. Depending how deadly a character is and how difficult they are to use, will affect their Offensive and Death Value. Update 12 goes more in-depth about this feature.

Unique Character Abilities and Playstyle
Every character plays differently. Some also have passive abilities to augment their playstyle and affect the gameplay flow. For instance, Cobalt has a shield that can protect himself and his allies. Kenshin can wall jump and wall run. Nano can heal allies.

Planned Gameplay Features
Loadouts and Abilities/Skills:
In a later update, the player will no longer be restricted to just a primary, secondary and melee weapons. Perks and abilities will be implemented later to add more varied gameplay and introduce the game to a more competitive and strategic gameplay.

Matchmaking system:
Possibly difficult to implement. The steep learning curve and skill based gameplay can lead to unbalanced match making. This means the game will need to make sure the new players face new players and the pros will face the pros. The game will need to make sure the match making is accurate as possible to prevent pro players from making new accounts to face new players.

More Characters/Classes:
We’re not stopping at just 5 classes. In the future, there will be more characters implemented into the game. Adding a wide diverse gameplay, while still keeping it balanced with the use of the Value System.


Multiplayer Gameplay

Most Recent Update - New Visuals, Swapping Characters, New Map

Update 1: Maneuverability improvements, Early Multiplayer details, Knockback Physics

Update 2: Camera Recoil

Update 3: New Bullet Effects, New Recoil Feature, Dual Wielding

Update 4: New Special Sword for Ninja, Melee system

Update 5: An intro to the 5th class

Update 6: Camera Recoil Improvements, Options and Planned features

Update 7: Health and Ammo Pickups (no voice over)

Update 8: Burst Fire and Gun Sway Limit

Update 9: Spawning with Character Selected (no voice over)

Update 10: Explosion + Knockback physics improvement

Update 11: Ninja Stars + Wall Jump Update

Update 12: New Scoring System + New Networking

Update 13: Stealth, New Mechanics, Jump Pads
https://www.youtube.com/watch?v=tAqitM8DII8

FAQ:
Q: When will you add character models?
A: I don’t know when they will be added, and even if the character models get completed, they still need to be animated with the player’s movements and aiming. Drone is the only one who has a character model but I’d prefer to have everyone have polished character models and animated. Seeing them in T-Stance is hilarious but I’d reserve the character model implementation to a much later update.

Q: Are you going to add arm models?
A: Yes. The main reason there are no arm models yet is because there are no character models implemented in yet. I have messed around with some test arm models but they didn’t look that good when put into action. Arm models probably won’t be seen until much later on in the future updates.

Q: Is this game going on Steam?
A: Yes. That is the main platform target this game is going after.

Q: Can I playtest the game?
A: Yes you can! Come join the discord server to access the game test build and provide feedback. Discord
Alternatively you can use this link here. https://drive.google.com/open?id=0B7xwaB4zskYmWTdGeXZleXFoeGc

Q: Will there be early access on Steam?
A: I’m shying away from early access. “Early access” will be done outside of Steam. I’d rather present the game to a broad audience when it’s presentable and polished enough within my standards.

Q: Can I help with the game?
A: We are looking for 3d modellers, level designers, texture designers, animators, concept artists, and VFX artists. Message me with a portfolio if you’re interested.


Disclaimer:
-The game is still early in development and game play is subject to change at anytime.

Multiplayer Test Build:
https://drive.google.com/open?id=0B7xwaB4zskYmWTdGeXZleXFoeGc

Nexum Discord Server Link:

2 Likes

Very nice game mechanics ideas and execution.
If this game would come out I would buy it on the spot.

I’m only afraid that sometimes the movement speed and the combat pace will be too fast. Though is hard to get the right feeling from a video only.

Hi primus88, thank you for posting feedback.

Balancing is certainly an issue with the game at the moment, a feature called “Tired out state” makes the player incredibly slow and an extremely easy target. If the player uses up too much stamina, they enter tired out state and gives the enemy the easy kill. Tired out state is removed when the player recovers their stamina to full bar. You may try out the demo, but it’s outdated.

This is pretty cool, I could not get that sniper slide though, so I gave up. It seems kind of complicated just to be able to slide.

You can watch the tutorial walkthrough video to see how sniper slide is done in slow motion. The sniper slide is a bit tricky, so it may take some time to get the hand motion correct. W---->Shift->Space->Q->Control

The sniper slide does look complicated :slight_smile:
It is so complicated because of balance sake ? If not, then you should try to make it simple and intuitive, like the rest of the systems are.

Also I don’t know how well the slide mechanic suits a sniper. I was thinking maybe something like the sniper being able to scout enemies for his team mates, thus making the enemies easier to kill :slight_smile:

This game looks very promising!
It sorta looks like my game i’m creating which Ill hopefully show soon (sci fi, class system)
Although I’m not a fan in recoil. Soldiers (meaning all the classes) wouldn’t have much of an issue with recoil, even todays soldiers dont. I would like it if it was more recoil management such as moving the mouse to counter the recoil, which can make the game more skill based.

This looks pretty awesome. I like the fast pace, it reminds me of Time Splitters 2. I really like the unique classes, though I think the Ninja might have an unfair advantage due to it’s speed (but when does a ninja not have an unfair advantage, it’s an occupational hazard :slight_smile: ). Keep it up, will be following!

This really has some nice promis behind it. Keep up the good work :slight_smile:

I’ll keep that in mind. Thanks for the feeback.

seams quite nice, keep up the good work i cant wait to see more!

P.S your voice in the update video (the latest) sounds like you are young, what is your age? (young developers impress me a lot especially this!)

I sound very young but I’m actually 17 years old. I began working on the project when I was 16.

When will the next update be?

To be fair, that’s still fairly young compared to the majority of the population. :slight_smile:

There are lots of little things in this game I like- for one, the crosshairs on the shotgun are almost hypnotic. Fast paced may be a bit of an understatement too. Very much looking forwards to seeing some multiplayer gameplay. :slight_smile:

The only thing I would suggest is, instead of increasing the recoil on the rifle to absurd levels the longer you fire, perhaps just increase the recenter speed? Some camera shake would work too.

Next update is on it’s way!

The battle rifle itself does have some improvements needed. I am thinking of making a separate but similar weapon like the Battle Rifle but is focused more on the camera recoil rather than gun recoil. This gun is definitely going to be much harder to use than the Battle Rifle. Then again, lots of weapons can get scrapped during development.

Also slightly edited the title of the thread. Though it didn’t seem to fully update itself.

Update 4 is out. Featuring a new melee system for the Ninja and the other classes.

New update looks pretty cool, especially that sword stuff.
New gun model looks good but try and make it more hard shading then soft (like the edges) if youre using blender just use the edge split modifier, or do it manually (id you know how to).
Keep it up.

Awesome new melee system, but pleeease make a katana for the ninja :smile:
The laser riffle looks OK, but could be better. I would gather more inspiration from games like Halo or Mass Effect.
In fact take a close look at the weapons in Mass Effect 3, you can inspect their design functionality in detail .

New update following up. As the game begins to start the multiplayer process, here’s something that was unexpected to happen. I searched up fast paced fps games to see if there are any other fast paced fps games out there. I was surprised to see my own game listed on google.


Google has picked up our game. Meaning people who search up fast paced fps games will see our video listed. There’s no turning back now.

Update 5 brings up features for the 5th class.

Post feedback about the new shield system.