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:
- high detail world interaction in a multiplayer setting
- stealth and cunning over twitch gameplay
- emergent gameplay by giving players many options, gadgets, and tools by which to craft their tactics
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.
- connecting to Photon servers and syncing player positions with cubes
- bullet fire syncing
- damage/player hit checking
- adding gravity and wind to bullets
- gun features like scope and fire modes (e.g. 3 shot burst, single shot, full auto)
- player models with animation/stance syncing
- balance and hp check/damage
- weapon recoil based on balance
- per-limb hitboxes
- ragdoll syncing
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.