Intruder is a tactical and stealthy FPS where the most cunning, not the twitchiest, player wins. A wide array of gadgets, the new Balance System, and highly interactive environments make for intense CQB and long-distance encounters.
In this video of the Intruder Video Series, we're going to walk you through the beginnings of a multiplayer FPS as well as the Balance System
Posted by RobStorm on Feb 25th, 2012
This is the first video in a series of videos we have started to create. Our goal with these is to create a visual blog of the game making process. This first video shows the first steps we took in creating Intruder. We started with getting basic network syncing working then moved on to firing projectiles, the balance system and stances. Enjoy.
Click here for the web series blog URL: SuperbossGames.com
Our goal with Intruder is to make a game which encapsulates some of the following qualities:
In this video series we're going to show you how we are accomplishing all this and how a wide variety of game design elements can come together in one place.
Note 1: When making a multiplayer game, you have to do double the work as a single player game because you must make sure the players are synced up on both computers. It's also important to make sure to squash bugs in a multiplayer game as soon as possible, since they are much harder to find than in a single player game. Here's the basic order that we went through features within the first week.
That is basically what can be seen in the first section of the video. As we make more videos we'll go into the newer gagdets and game objects like security camers, remote charges, doors etc. In the comments below, be sure to let us know which feature you would like to know about in greater detail.