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.

Post news Report content RSS feed Intruder Video Series 001 Making a multiplayer FPS

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:

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
  • ragdolls
  • per-limb hitboxes
  • ragdoll syncing
  • grenades

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.

More videos to follow soon. Follow us here on twitter and subscribe to the RSS feed and YouTube page to get updates.

Post comment Comments
SoverMest Feb 26 2012 says:

This game looks amazing :D

+2 votes     reply to comment
mollemannen Feb 26 2012 says:

a very interesting concept. would love to have bullets go trough certain walls aswell.

+2 votes     reply to comment
RobStorm Author
RobStorm Feb 26 2012 replied:

Depending on ammunition and material right?

+1 vote   reply to comment
Cnaff Feb 26 2012 replied:

Game looks awesome, keep up these awesome videos! And I would say yes, only certain types of bullets should go through certain types of materials :D!

+1 vote     reply to comment
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