SSS(Shoe String Shooter) is a low budget FPS game which attempts to achieve "next gen" look. The game has no specific theme so you might find dinosaours, ninjas, cars and robots all together in the same game. It will consist of several small levels or maybe some bigger campaigns and also online gameplay. I will try to include any mechanic that looks fun, and not necesseraly realistic. There is the intention of making it look like an AAA title, at least from the technology side. Since the budget for the assets is a little on the short side.
This was just a promo video showing the Ogre I purchased.
Yes, I am planning co-op multiplayer fighting against monsters like that. I have more work doing on the AI and path finding although it's mostly complete.
The gameplay will roughly consist of fighting one or several monsters while the flash light will play an important part. Using the flashlight let you see further but it will also attract the monsters.
Gameplay is not final of course, but I will slowly work my way into something playable.
One of the reasons I chose coop is because it's not boring to play your own game when it's multiplayer and because it's boring to play a death match when there are only 2 people online.
So I figured co-op is optimal.
Latest tweets from @pompipompi
@Wolfire If we are to complain about Overpriced games.
Dec 7 2013, 3:37pm
@Wolfire Too bad 30 bucks Overgrowth Alpha is not included in any bundle.
Dec 7 2013, 3:36pm
@tametick I think the trick is to never save draft while in text mode and only save in visual. That's part of my voodoo rule of thumb.
Dec 6 2013, 8:41am
@DushanChaciej There should be another level... Movie.
Dec 5 2013, 4:19pm
Dec 5 2013, 2:48pm
@Wolfire You can also store compiled shader binaries in DX and I am not sure you can do that practically in OpenGL.
Dec 5 2013, 2:12pm
@Wolfire By the way, a plus for DX over OpenGL is that shader compilation in OpenGL is a lot more clustered(each driver to his own).
Dec 5 2013, 2:10pm
@Wolfire Why not choose the better tool for every specific platform? It's not like you can use single source for OpenGL4, GLES2 and WebGL
Dec 5 2013, 1:48pm