Why not have a Battle Pass which eventually unlocks a Battle Pass. The first one just being an experience gauge with no rewards. There is no free Battle Pass tier. You have to pay and only start gaining experience once you have paid. Also, only put the good rewards at the end. Instead of having rewards you actually want in the Battle Pass. This is how to succeed at failure at a Battle Pass.
Don't forget about stamina that runs out after 2 seconds of running because that's what playing as an experienced, heavily trained soldier is supposed to be like.
Unless your MC isn't a heavily trained soldier, but it's just a sedentary gamer instead... That would makes sense, at least... And you continue successful at failure
Or even better , make the game so responsive to your carnage that they call the space force to zap your character through a orbital lazer in response to your gun related violence. Even Akira can not save you from a instant game over.
Unfortunately, even some of the best FPS games often have very weak weapon and explosion sounds. See Turbo Overkill, Unreal Tournament 2003/2004, Prodeus etc.
Reminds me of a game I was making a few years ago, when I gave a sniper sound effect so much reverb, it sounded like a metal pipe falling on someone's head in a sewer.
Also, add enemies with hitscan attacks to the FPS while meeting all the following criteria: 1. The player does not have any movement or other abilities to avoid or deflect the hitscan attack. 2. These enemies have perfect player tracking, or at least good enough tracking to hit the player at random times, no matter what the player does. 3. These enemies cannot be killed before they fire, and do not have any flinching mechanics to reset the time before they fire. 4. The level design does not allow breaking line of sight from those enemies, and also ensures you encounter a lot of them at the same time.
@@dkskcjfjswwwwwws413 Not even close. In HL1 you always have cover to hide behind, explosives or high power weapons to force the grunts into flinching.
@@unimportantcommenter4356 i was baiting but one thing is true, grunts dont flinch. in fact the half life franchise is notorious for having enemies that dont react to gunfire very much. as far as i know the only enemy in half life 1 with a painstate/flinch is the houndeye
I love the skit at the end where you explain how every FPS should be poor quality rendition of Call of Duty campaign and all of sudden *ULTRAKILL jumpscare*
Doom has the dual excuses of both being a relatively early example of an FPS, and being limited by the technology of the day. While obviously a lot of present-day indie developers who design games this way are specifically trying to capture the feel of such early 'boomer shooters', there's often a lot of laziness there too.
Remember you don't have more than 2 weapons for each category, you don't want players to feel like they have something like "variety" Also make sure that only one weapon in the whole game is good and the other ones are dogs**t but make that op gun avaiable from the start and the other ones would require a lot of grind and effort just to make players dissapointed
@@dkskcjfjswwwwwws413 yeah, but half life 2, at least in my opinion, benefited from keeping its arsenal lean. for one, the designers knowing precisely what weapons the player would have equipped at any given time allowed them to tightly calibrate their combat and puzzles. as a rough example: imagine if there were forty different possible weapons in the game, which you could freely swap in and out of your eleven weapon slots. that could potentially force the designers to account for 2,311,801,440 unique player loadouts in each scenario, and that’s without even taking into account how much ammunition the player has. HL2 uses new weapons and tools being introduced to punctuate each major beat in its narrative, making the moments you get them for the first time some of the most memorable in the whole game. Barney tossing you the crowbar. playing gravity gun fetch with Dog and Alyx. slicing your first zombie with a sawblade in Ravenholm. Father Grigori’s merrily gifting you a shotgun. leading the Antlion army. i could go on. i don’t think these sequences would have the same impact if these items were then consigned to jostling for your attention in an overcrowded backpack, or later tossed on the ground to make room for the next toy. variety is great. i love it. i love feeling like a kid in an ice cream shop, surrounded by options. but there’s also something to be said for carefully curating what you give the player, especially if you want to encourage them to problem solve and think on their feet.
Other good bad advice: - make sure that a headshot deals a morbillion damage, while hitting any other body part is a viable option only when your opponent is afk. Also, when the win is determined not by the skill or strategy, but by who sees who first, make the respawn take as much of your time as possible. - add tons of guns, make one better than all of them in everything and lock it behind grinding, paywall, gambling, or all 3 of those. And also, as someone mentioned, INVISIBLE WALLS. Seriously, in a game where half of the classes can rocketjump or doublejump and in one mode everyone get a grappling hook, i can't just explore the map? There are loads of houses, if their roofs weren't blocked by the invisible walls, they alone would have more playing space than the original map.
i love when game gives me sticky weapon with insanely high knockback and then doesnt let me use it because everything higher than a single rocketjump is invisible wall
Oh hey the first point is literally Marauders lol. Either you hit the first headshot or you might aswell not shoot since it takes a morbillion bodyshots to kill someone
I don’t play shooters all that often, but it really does feel like the vast majority of them really are the exact same game. Like it’s crazy to me that someone would put that much effort into making a game and give it literally ZERO unique features that make it stand out
@@ZipperheaddttlI don't know anything about stalker, but my favorite parts of using guns in darkwood is that... -they can be used in conjunction with things like exploding barrels. -it prioritizes careful and conservative shots over mowing everything down recklessly, making every shot feel powerful. This point also applies to the melee in the game, where you have to charge the swing and then click alongside to really feel like you put oomph into it, except with the guns you have to aim and steady first. -the power scaling from each gun is really good. You go from a dinky but reliable pistol to basic shotguns and maybe a hunting rifle to the godsend pump action that makes everything feel like a joke, a fine reward for the lengths you have to go to craft it. -guns aren't required at all and meleeing everything remains feasible for the whole game. That silent woods shovel never gets outclassed. Variety is fun Edit: the only thing I don't like about the guns in darkwood is the assault rifle. The magazines are stupid rare, making me never want to use it. I'd have made the mags more common in return for a weaker gun.
This whole series can be summarized to "throw the story in the trash and don't add too much stuff, focus on like two or three mechanics and make them PERFECT"
You forgot the themes, a fps can only be : - a military conflict simulator - a sci-fi fight against alien - a post apocalypse survival (usually with zombies or russian/american atomic era) - a survival horror (usually a walking simulator) - a doom clone It is strictly forbidden to create an fps that wouldn't belong to any of thoses themes
Now I'm wondering what an FPS would be like if set after the bronze age collapse where you're a soldier in the philistine army fighting off egyptian necromancers and their gods who are actually eldritch aliens who drop loot if you glory kill them with a kopesh.
Some more tips to fail at making FPS games: 1.Guns need ammo! So you need to ammo counter. However, either give the players so little ammo that they're afraid to use their guns in fear they're going to run out when they really need it, or just add ammo packs everywhere so the ammo counter is just a formality. Never be like Doom Eternal where ammo counter is low so you pay attention to it, but easily replenishable so you're not afraid to use your guns. Or never be like Ultrakill where the ammo is infinite and there are cooldowns instead. 2. Make sure that the enemies have either so much health compared to the variety of their attacks that they're just damage sponges. Or die so quickly that they never get a chance to attack you, or demonstrate all their attacks. 3. Add platforming sections without adding various movement options. Coyote time? Sorry but we're not making a platformer! Air control? No! We're going for realism even if you're jumping between floating islands. 4. Add invisible walls and death zones everywhere. The fancier your movement options are, the more invisible walls and death zones you should add. Bonus points if the game includes secrets that are harder to reach than those invisible walls. After all, we need all these things you can look at but never reach. 5. Never add a separate volume slider for weapon sounds. Your sounds of your weapons must either drown out the music or be so pathetically weak that they sound like they all have a silencer. That especially includes explosion sounds. 6. When adding reloading mechanics, ensure that reloading is not an action during you feel tense and helpless. Ensure that it's just there to waste your time, making the players want to reload every time they fire even a single bullet after an encounter.
Ideally if you don't know how to code NPC AI that aims and shoots you, just code a basic zombie AI that just moves towards you and use that for PvE modes, that or make the game PvP only
Here's some more great tips to help you fail at FPS development! 1 - Don't try to find a unique idea or undercompetitive niche. Just make the same "We have DOOM at home" or "Titanfall clone" indie FPS that every other indie FPS developer is making right now! Surely your game being yet-another cookie-cutter lookalike in a sea of borderline identical games will make it not only be recognized and appreciated by a dedicated fanbase, but sell VERY well! 2 - It doesn't matter what kind of gameplay style or movement system your game has, make the enemies hitscanners! Surely an FPS game where every mechanic is designed to encourage you to be out in the open and strafing around enemies will benefit greatly from hitscanners everywhere! (Ahem, Serious Sam 3. Ahem, ahem.) 3 - Story? Pfft, who plays an FPS for the story? Make it some generic variation of "Totally-not-demons-but-definitely-demons are invading" or "generic badguys are doing generically bad things." Your "story" should just be the barebones explanation for why the bad guys are bad. Don't bother explaining the player character's role in this, why they're going through these different levels, what their motivations are, nor explain the greater plot that the events of the game might affect, etc. This will definitely make a player invested and wish to continue past the first level! 4 - Sell your game as being this "Super gory retro FPS" when the "gore" is just giant red particles that cover the screen! Surely a game where you need to, idk, *see* what enemies you're up against and react quickly with the appropriate weapon won't be harmed by taking away your vision when you so much as sneeze on an enemy! (Ahem, Prodeus. Ahem, ahem.) Bonus points; this will ruin your gamefeel by making enemies feel like waterballoons full of red paint that pop with the slightest touch, rather than durable, dangerous enemies! 5 - Weapon balance? Pfft. Either you have the 4 barebones weapon archetypes mentioned in the video, or you have WAY too many weapons, with like 20 assault rifles that all behave more or less exactly the same, but they end up annoying the player because they can't find ammo for any of them due to the chances of running into the same weapon twice being astronomically small! (Bonus points if 2 weapons that are technically identical, like "Assault Rifle" and "Assault Rifle with Grenade Launcher", don't share ammo because of technical limitations! This will surely not annoy your player to no end!) Or just copy DOOM's weapon roster 1:1, duh. Something something "reinvent the wheel." 6 - Bullet sponges. Need I say more? Everyone loves wailing damage on an enemy that shows zero reaction to being hit, with no indicator if damage is even being dealt! 7 - Level design? What do you mean? You walk from point A to B down a corridor clicking on heads as you go. Don't bother making interesting level layouts that give a player options to tackle an enemy encounter, mix things up with scripted events/setpieces, or offer alternative routes that may offer an entirely new option to defeat the enemies ahead, like a vehicle or rare weapon/powerup. Make it a corridor, or make it a maze that feels confusing and pointless. Those are your options.
@@Artindi Absolutely king. FPS is the most popular genre nowadays and has such a wide breadth of potential genre-crossover; you can make an FPS RPG, FPS tower defense, FPS survival game, open-world FPS, Metroidvania FPS, etc. There's a LOT to talk about on this topic, especially with some problems unique to the indie sphere.
2:33 To be fair, most indie games choose simpler graphics for good reason. It takes a lot of money, time, and energy to make anything remotely resembling 2020 DOOM or Halo
@@Artindi There are reasons why devs choose one over the other. When the main interaction of your game is between your guns and the enemy you usually want to see a direct path between your gun and the enemy without any unnecessary obstructions. But then we have games like Gungrave where to focus is not so much on aiming and deep gunplay but more about keeping your chain going, so third person provides more spacial awareness of enemies and breakable objects, plus it´s a better framing for the death shots. Games like Ratchet and Clank and MDK have a strong focus on platforming so third person is naturally the better choice. Games like Wanted Dead, WH40K Space Marine and Kid Icarus Uprising are equal parts melee combat and third person makes it easier to adjust angles and gauge distances in close combat. The perspective has a big impact on how guns, enemies and levels are designed and the mechanical focus.
too much right here. when i see mods putting "realistic" weapons in doom my eyeballs roll so far backwards that i can see my own brain. I miss when people would make cool fantasy weapons. Remember the ASMD shockrifle from unreal? That is the single best gun ever made. I don't care what you say, it's impossible to convince me otherwise. And no one even tries to do something in that vein anymore... for the most part.
Tbf, most indie FPS are either low poly or doom clones because as an indie you straight up don't have the toolset to make good looking realistic graphics, so you gotta go for stylized graphics. Stylized graphics also help stand out from the competiton (when done properly).
I never thought of portal from the perspective that its a first person shooter. Not to say its wrong, but yeah, I just wanted to say I like how you pointed that out! Your videos are cool by the way, I have started experimenting with game development recently, and I am glad I found your channel! Keep it up!
funnily enough i was inspired by the Bloons TD FPS Fan game to make my own just with zombies... im still figuring out movement, but i have some ideas for cool maps, they arent all going to be flat, also my ui is just going to be the essentials (a crosshair, a health bar, a mini map, and an ammo counter), although funny you mentioned snipers and assault rifles being identical, because in mine the assault rifle is just going to be an upgrade to the sniper making it shoot faster. another thing about the weapon variety section is that in my game is not going to have a shotgun and a machine gun (yet), but instead im going to add a pistol and a flamethrower.
You must also not forget to make your game in Unreal Engine (because it's the future), and use the most basic model and Unreal default lighting. I mean that's what every successful AA game sequel do, it's sure to work. Orc Must Die 3, Payday 3, Killing Floor 3, all great games (there's way more, but i'm sure you get what i mean)
not a fps, but Noita allow you to do that. In this game you have wands, but a better title would be "wizard with a gun", you can customize your wands (that totally act like guns ), and you totally had a modifier that make your wand fire widly disregarding your aim.
2:37 the reason for that is because A) people have a lot of nostalgia for low-poly/doom-esque graphics and B) as a single person, or even a small group, it’s way easier to make pixelated sprites and/or low-poly models than it is to go for photorealism (at least if you want it to look good).
If I ever feel like the game I'm making is to similar to the one I was inspired by, still it's very close, I remember that every month or so, 3 multiplayer online pvp shooters come out that all play the same, and I feel better.
Does halo modded sniper wars count when all the snipers do the damage of a rocket launcher (so you can kill people even if you hit the ground near their feet) and have unlimited ammo? I've never enjoyed any shooter more than modded halo with nothing but broken snipers.
As an indie developer working on a new FPS title, wondering if anything we’re doing is even remotely good, I was deeply comforted by this video. ❤️❤️❤️
If your game uses a lower poly style, make sure there’s a lot of open areas primarily for the combat. Once cleared, they, combined with the simplistic and repetitive graphics and poor lighting, should serve no other purpose than for the player to waste time looking for the next hallway in a mostly linear progression. Even better if there are room or even buildings that contain like, one enemy or health pickup.
In all seriousness, people dog on CoD a lot, but its best campaigns use open space but straightforward design to create a little variety in how you reach your objectives, giving some replay value without letting the player get lost literally for nothing. I played this Indie game called Dusk, critically acclaimed somehow, and it had so many unnecessary dead ends and rooms with like, one item you don’t need to progress and I just didn’t finish. It wasn’t fun to wander around because the graphics were muddy and the design empty.
How to fail at FPS game: 1. Make an mil-sim as they are clearly not over-saturated by games like Squad, Arma, Post Scriptum, OHD etc. 2. Make it slow as possible, add stamina meter that depletes after 2 sec and requires drinking water after each 5 sec to run farther 2 meters 3. Add insane recoil, shaking and flinching weapons when aiming ironsights as realistically soldiers can't stably hold guns especially when moving 4. Make ultra-realistic graphic, shadows and foliage so you can't distinguish or see an enemy at all, made RTX 4090 as minimum requirement as majority of players already used the newest GPUs 5. Place respawn points and objective areas at least 2 km away and set 2 min respawn delay, to incentive players to not die and when they get killed by sniper it's their skill issue 6. Make it online only and don't let players host their own servers, make sure that players can only use your own server that will not die after a year since your game will for be populated by tens of thousands of newcomers 7. Don't forget to about making fake realistic gameplay footage with fake interactivity and fake UI 8. Add Lootboxes, Skins, Microtransactions and Battle passes. Don't forget about setting price tag as 69,99$
important: you need to add a kajillion of unimportant details and god level graphics so that if someone does get angry at the final product tell them how you were forced to make the game look this good, and that's why it took you 6 years to develop it, and you also forgot to care about the core gameloop because of all of that.
Might be slightly outdated already because all the weaker indie FPS games I've played lately have just been worse Ultrakill with no new ideas. Good video though!
Fr, there's so many "titanfall" type indie FPS in development with the same "low-poly vaguely sci-fi artstyle" that if you showed me 3 of them and put a gun to my head and asked me to spot the difference, I'd say "Just pull the trigger I couldn't even guess."
I mean... there are fully 3d indie FPS ... And there's a very good reason none of them are remembered unless they are outliers (they suck massively and are a combination of what you said, if not worse).
another great tip: make sure to have your gunplay mesh as poorly as possible with the movement! A high-speed movement shooter with a ton of verticality? Have movement inaccuracy (seriously Titanfall??) and scope inertia if you do aim down sights! (Seriously Titanfall???)
It's also really important that you spend 99% of your dev time focused on making the gun shooting feel like the latest cod game including copying the animation style 1:1 and having an extensive customization system (That no one will use). AI? Level design? Uhhhh just forget about those! Just focus ENTIRELY on the shooting because that is the only thing players care about and absolutely nothing else will matter! Surely there will be no issue focusing on exclusively this.
As long as it's all actually helpful, unless that's the point I suppose, like a game where you have to try and play an fps while stuff is blocking your vision. lol
Remember, it's illegal to consider removing the sniper rifle. They're iconic, which means that including them should be more important than making sure they actually suit how you design maps. Same goes for shotguns.
holy hell, i agree with this idea so much. for some games i honestly think a sniper rifle is inherently unhealthy for weapon balance. of course, you’d have to find some other way to add weapon variety, but this isn’t a bad idea at all.
@@defaultdan7923 You also gotta think about what interacts with weapons and their variety. A shotgun becomes a different weapon when paired with a grappling hook.
You forgot to: 1. if it's something cool and interesting like a flamethrower make sure to botch is and make it completely useless or stupid 2. it's either that there are 2 viable weapons, or every weapon is a random 10% stat tweak 3. make sure that the map is either gray or dark green or a mix of both, both teams should also be gray and dark green 4. the speed at which you notice your enemy should be the main determiner in winning 5. choose the best most high level graphics possible, so that it will take 5 years to develop the first chapter, if it fails say how now games are harder to make because you were supposed to have top tier graphics. 6. if you wanna be quirky add some stuns, slowing the enemy and maybe shields and stuff. 7. and the most important: don't forget to add random mechanics and detail, as long as the main gameloop is: go in random direction > notice > shoot > repeat. No change should alter this.
You forgot to add vehicle and turret sections! I'm sure that the player must feel powerful and in no way actually limited from being able to use only 1 or two attacks while having a limited mobility. Oh...and try to drag them out! Don't want to waste all the time you spent programming them.
Remember: every person who plays the game will be thinking exactly like you so there's no need for tutorials or highlighting which way to go or even a keybind option - they know how to edit the files, don't waste your time.
forgot to mention to do it in any other engine but Unreal, since Unreal is already set up and contains all the essential mechanics you need to make a shooter of any kind. Much bigger chance of failure if you use Unity since you have to make everything from scratch, or better yet make your own engine, because by reinventing wheel you can make all sorts of mistakes you wouldnt make otherwise 👍
you know Ive been trying to get into indie development, not exactly an fps but its complicated, but i swear this video was just gonna describe the concept im trying to make, but no it literally just says dont copy the mainstream games do something neat and creative so I feel a lot more confident about my plans now.
You forgot the part where the best way to fail at making a fps that's team based is by making a set number of classes that each have their own role in the team that need to be followed for success. And then have those classes chosen before they can communicate with their team or see what they are choosing either.
Good video, but hating on low poly/digitized sprites felt a bit harsh, like, its a fun and fitting aesthetic, nothing wrong with doing it and it doesnt make you uncreative or lame, look at ultrakill
Of course, I wasn't really hating, in fact I said "doing one of these two doesn't mean you fail" I was just pointing out the cliché. But it really doesn't detract from any game as long as you can make the more important aspects of a game good. And of course any time you break out of a cliché it can help a game stand out more. :)
@@EngiGODS358 no way, next youre gonna tell me 3d platformers usually have more cartoony aesthetics or that rpgs try to do a more epic big story in a fantasy world, the founding games of a genre like m64 or FF will obv inspire a working formula for newer games inspired by them, just like doom and quake did because it works. and has lots of creative potential
@@spud7234 It works but it does not have creative fucking potential, what are you talking about? There is nothing unique or creative about it. Also what was with that tantrum about those other genres? I never criticized them? Hello?
@@EngiGODS358 you’re missing the point, the other examples were to show that many genres have other tropes too, but they’re not necessarily criticized for having those tropes because tropes aren’t necessarily a bad thing
Well, id imagine making several dozens of high polygonal models by yourself or with a small team is a tad bit more difficult than low poly or sprites BUT I DONT KNOW
you forgot about adding 20 hitscan rifles that only differ in spread, damage and speed. making ttk so low that most weapons need just a few shots to kill and giving 30+ ammo mag to every single one. copying mechanics just because they were in a popular games (doesn't matter if the game is 20 years old or if the mechanic is bad for your game). AND ALWAYS MAKE MISTAKE TF2 DID WITH SNIPER
Another example of failing, make sure when you have a gun, the gun should lose all accurate after the first bullet so automatics become less viable. Especially when the weapon's intention is meant for medium to possibly far ranges in a prone or atleast using the bipod, the medium machine guns are to be hipfired when you smell the enemy's breath.
@@Artindi oh well the left monitor in the dual monitor setup image showed a window that looks close to the stable diffusion generation window. My mistake!
@@saikotic_exe oh! I see, yeah what I was going for is Godot game engine on the left and TH-cam on the right. Lol. Nice though. I still want to try stable diffusion some time. :)
Not enough battle passes. In fact I want a battle pass that gives me a new artindi video every time I level up.
On it, also I'll make it mandatory to sign up for odd accounts in order to play as well.
Every 5, not 3 because that would make our users feel slightly motivated and we don't want that now do we?
Sounds like you're describing patreon
I want a battlepass that gives me more battlepasses.
Why not have a Battle Pass which eventually unlocks a Battle Pass. The first one just being an experience gauge with no rewards. There is no free Battle Pass tier. You have to pay and only start gaining experience once you have paid. Also, only put the good rewards at the end. Instead of having rewards you actually want in the Battle Pass. This is how to succeed at failure at a Battle Pass.
Don't forget about stamina that runs out after 2 seconds of running because that's what playing as an experienced, heavily trained soldier is supposed to be like.
Unless your MC isn't a heavily trained soldier, but it's just a sedentary gamer instead... That would makes sense, at least... And you continue successful at failure
yeah, gonna have to make a part 2. lol
But a super soldier carrying 10 guns and 20 clips of ammo for each it might make sense
God I love S.T.A.L.K.E.R. for this reason, you just get like 2 artifacts and then you can complete a 10K run at near world record speeds.
Usualy when you wear heavy gear in games your stamina is slow as f#ck to nerf it and if you wear light gear you are usualy faster.
Remember to make the guns feel unsatisfying to use. Enemies should not have any reaction to being shot, not even a stagger.
And make the guns sound extremely weak.
Or even better , make the game so responsive to your carnage that they call the space force to zap your character through a orbital lazer in response to your gun related violence. Even Akira can not save you from a instant game over.
ooh i love Tom Clancy's The Division (2016)
Fnv
Don't forget to make the guns either have so little "umph" to them it feels like spitting at enemies or so much of it you explode the players headset
Unfortunately, even some of the best FPS games often have very weak weapon and explosion sounds. See Turbo Overkill, Unreal Tournament 2003/2004, Prodeus etc.
Reminds me of a game I was making a few years ago, when I gave a sniper sound effect so much reverb, it sounded like a metal pipe falling on someone's head in a sewer.
Also, add enemies with hitscan attacks to the FPS while meeting all the following criteria:
1. The player does not have any movement or other abilities to avoid or deflect the hitscan attack.
2. These enemies have perfect player tracking, or at least good enough tracking to hit the player at random times, no matter what the player does.
3. These enemies cannot be killed before they fire, and do not have any flinching mechanics to reset the time before they fire.
4. The level design does not allow breaking line of sight from those enemies, and also ensures you encounter a lot of them at the same time.
half life 1 does most of these
@@dkskcjfjswwwwwws413 exept the Hl1 grunts can either run or shoot which leads you to exploit that dynamic, and you can use the environment as well!!!
Heyyyy… those are Halo 2 sniper jackals…
@@dkskcjfjswwwwwws413 Not even close. In HL1 you always have cover to hide behind, explosives or high power weapons to force the grunts into flinching.
@@unimportantcommenter4356 i was baiting but one thing is true, grunts dont flinch. in fact the half life franchise is notorious for having enemies that dont react to gunfire very much. as far as i know the only enemy in half life 1 with a painstate/flinch is the houndeye
I love the skit at the end where you explain how every FPS should be poor quality rendition of Call of Duty campaign and all of sudden *ULTRAKILL jumpscare*
THY END IS NOW
"It's just a 2d game but you play it in the first person" and I immediately said doom
There are a lot of indie examples that do this too. it's pretty silly.
Doom has the dual excuses of both being a relatively early example of an FPS, and being limited by the technology of the day. While obviously a lot of present-day indie developers who design games this way are specifically trying to capture the feel of such early 'boomer shooters', there's often a lot of laziness there too.
My thought was Wolfenstein, esp with the "maze-like" remark
too point doo dee
Even doe doom is 3d
Remember you don't have more than 2 weapons for each category, you don't want players to feel like they have something like "variety"
Also make sure that only one weapon in the whole game is good and the other ones are dogs**t but make that op gun avaiable from the start and the other ones would require a lot of grind and effort just to make players dissapointed
Nothing like a really lame reward to keep players motivate to play more. :)
blame half life 2 for this
@@dkskcjfjswwwwwws413except it worked for them
the Fire Axe needs to take notes here.
@@dkskcjfjswwwwwws413 yeah, but half life 2, at least in my opinion, benefited from keeping its arsenal lean. for one, the designers knowing precisely what weapons the player would have equipped at any given time allowed them to tightly calibrate their combat and puzzles. as a rough example: imagine if there were forty different possible weapons in the game, which you could freely swap in and out of your eleven weapon slots. that could potentially force the designers to account for 2,311,801,440 unique player loadouts in each scenario, and that’s without even taking into account how much ammunition the player has.
HL2 uses new weapons and tools being introduced to punctuate each major beat in its narrative, making the moments you get them for the first time some of the most memorable in the whole game. Barney tossing you the crowbar. playing gravity gun fetch with Dog and Alyx. slicing your first zombie with a sawblade in Ravenholm. Father Grigori’s merrily gifting you a shotgun. leading the Antlion army. i could go on. i don’t think these sequences would have the same impact if these items were then consigned to jostling for your attention in an overcrowded backpack, or later tossed on the ground to make room for the next toy.
variety is great. i love it. i love feeling like a kid in an ice cream shop, surrounded by options. but there’s also something to be said for carefully curating what you give the player, especially if you want to encourage them to problem solve and think on their feet.
Other good bad advice:
- make sure that a headshot deals a morbillion damage, while hitting any other body part is a viable option only when your opponent is afk. Also, when the win is determined not by the skill or strategy, but by who sees who first, make the respawn take as much of your time as possible.
- add tons of guns, make one better than all of them in everything and lock it behind grinding, paywall, gambling, or all 3 of those.
And also, as someone mentioned, INVISIBLE WALLS. Seriously, in a game where half of the classes can rocketjump or doublejump and in one mode everyone get a grappling hook, i can't just explore the map? There are loads of houses, if their roofs weren't blocked by the invisible walls, they alone would have more playing space than the original map.
hmmmm wonder what team game this could be referring two.
maybe something about a................fortress?
i love when game gives me sticky weapon with insanely high knockback and then doesnt let me use it because everything higher than a single rocketjump is invisible wall
Oh i see what kind of team game with 2 fortresses u talkin about
Destiny 2?
Oh hey the first point is literally Marauders lol. Either you hit the first headshot or you might aswell not shoot since it takes a morbillion bodyshots to kill someone
Alternatively, spend your entire time focusing on the weapon customization system. ... Game? Uh, no, we don't hunt with this gun.
That actually sounds kind of like a fun game though...
@@EdKolis tarkov is not infact a fun game
Ground Branch moment
and make all the customization very realistic and barely change anything besides spread and damage
@@davidzaydullinI’ll be that guy and point out realism =\= changing damage on a gun, unless you change ammo type or barrel length.
I don’t play shooters all that often, but it really does feel like the vast majority of them really are the exact same game. Like it’s crazy to me that someone would put that much effort into making a game and give it literally ZERO unique features that make it stand out
Yeah, the homogenization is really annoying. It's even worse in the top-down shooter scene, which is something I've been wanting to combat for a while
@@JamesTDGwhat do you hate and love in a top down shooter? (I'm making a top down shooter lol, think darkwood crossed with stalker.)
@@ZipperheaddttlI don't know anything about stalker, but my favorite parts of using guns in darkwood is that...
-they can be used in conjunction with things like exploding barrels.
-it prioritizes careful and conservative shots over mowing everything down recklessly, making every shot feel powerful. This point also applies to the melee in the game, where you have to charge the swing and then click alongside to really feel like you put oomph into it, except with the guns you have to aim and steady first.
-the power scaling from each gun is really good. You go from a dinky but reliable pistol to basic shotguns and maybe a hunting rifle to the godsend pump action that makes everything feel like a joke, a fine reward for the lengths you have to go to craft it.
-guns aren't required at all and meleeing everything remains feasible for the whole game. That silent woods shovel never gets outclassed. Variety is fun
Edit: the only thing I don't like about the guns in darkwood is the assault rifle. The magazines are stupid rare, making me never want to use it. I'd have made the mags more common in return for a weaker gun.
Noted. I should keep working on my game
Do it.
That really gave me a whole new perspective
glad I could help with.... wait a second, I see what you did there. ;)
Ba-dum tssss
This whole series can be summarized to "throw the story in the trash and don't add too much stuff, focus on like two or three mechanics and make them PERFECT"
I loooove the intro joke. So good
It had to be done. :)
same.
Don't forget to make the player model a bean and *never ever* change it
Hey! We want to fail at making a game, not succeed!
You forgot the themes, a fps can only be :
- a military conflict simulator
- a sci-fi fight against alien
- a post apocalypse survival (usually with zombies or russian/american atomic era)
- a survival horror (usually a walking simulator)
- a doom clone
It is strictly forbidden to create an fps that wouldn't belong to any of thoses themes
Now I'm wondering what an FPS would be like if set after the bronze age collapse where you're a soldier in the philistine army fighting off egyptian necromancers and their gods who are actually eldritch aliens who drop loot if you glory kill them with a kopesh.
@@josecarlosmoreno9731 Serious sam, you get serious sam
GRRAAAAAA I LOVE WALKING SIMULATORS
cruelty squad says hello
and you better PARALLAX THE SHIT out of that hud so it fucking has a seizure when you barely turn the camera
2:58 "oh crap a slideshow of low poly fps or doom clones"
Wow, I didn't know Half-Life 2, Portal and Prey were Low Poly/Doom Clones
Some more tips to fail at making FPS games:
1.Guns need ammo! So you need to ammo counter. However, either give the players so little ammo that they're afraid to use their guns in fear they're going to run out when they really need it, or just add ammo packs everywhere so the ammo counter is just a formality. Never be like Doom Eternal where ammo counter is low so you pay attention to it, but easily replenishable so you're not afraid to use your guns. Or never be like Ultrakill where the ammo is infinite and there are cooldowns instead.
2. Make sure that the enemies have either so much health compared to the variety of their attacks that they're just damage sponges. Or die so quickly that they never get a chance to attack you, or demonstrate all their attacks.
3. Add platforming sections without adding various movement options. Coyote time? Sorry but we're not making a platformer! Air control? No! We're going for realism even if you're jumping between floating islands.
4. Add invisible walls and death zones everywhere. The fancier your movement options are, the more invisible walls and death zones you should add. Bonus points if the game includes secrets that are harder to reach than those invisible walls. After all, we need all these things you can look at but never reach.
5. Never add a separate volume slider for weapon sounds. Your sounds of your weapons must either drown out the music or be so pathetically weak that they sound like they all have a silencer. That especially includes explosion sounds.
6. When adding reloading mechanics, ensure that reloading is not an action during you feel tense and helpless. Ensure that it's just there to waste your time, making the players want to reload every time they fire even a single bullet after an encounter.
might have to make a how to fail at fps 2. :)
half life 2 does almost all of these things
@@dkskcjfjswwwwwws413 But in a good way
Ideally if you don't know how to code NPC AI that aims and shoots you, just code a basic zombie AI that just moves towards you and use that for PvE modes, that or make the game PvP only
@@dkskcjfjswwwwwws413 bait 😡😡😡
Here's some more great tips to help you fail at FPS development!
1 - Don't try to find a unique idea or undercompetitive niche. Just make the same "We have DOOM at home" or "Titanfall clone" indie FPS that every other indie FPS developer is making right now! Surely your game being yet-another cookie-cutter lookalike in a sea of borderline identical games will make it not only be recognized and appreciated by a dedicated fanbase, but sell VERY well!
2 - It doesn't matter what kind of gameplay style or movement system your game has, make the enemies hitscanners! Surely an FPS game where every mechanic is designed to encourage you to be out in the open and strafing around enemies will benefit greatly from hitscanners everywhere! (Ahem, Serious Sam 3. Ahem, ahem.)
3 - Story? Pfft, who plays an FPS for the story? Make it some generic variation of "Totally-not-demons-but-definitely-demons are invading" or "generic badguys are doing generically bad things." Your "story" should just be the barebones explanation for why the bad guys are bad. Don't bother explaining the player character's role in this, why they're going through these different levels, what their motivations are, nor explain the greater plot that the events of the game might affect, etc. This will definitely make a player invested and wish to continue past the first level!
4 - Sell your game as being this "Super gory retro FPS" when the "gore" is just giant red particles that cover the screen! Surely a game where you need to, idk, *see* what enemies you're up against and react quickly with the appropriate weapon won't be harmed by taking away your vision when you so much as sneeze on an enemy! (Ahem, Prodeus. Ahem, ahem.) Bonus points; this will ruin your gamefeel by making enemies feel like waterballoons full of red paint that pop with the slightest touch, rather than durable, dangerous enemies!
5 - Weapon balance? Pfft. Either you have the 4 barebones weapon archetypes mentioned in the video, or you have WAY too many weapons, with like 20 assault rifles that all behave more or less exactly the same, but they end up annoying the player because they can't find ammo for any of them due to the chances of running into the same weapon twice being astronomically small! (Bonus points if 2 weapons that are technically identical, like "Assault Rifle" and "Assault Rifle with Grenade Launcher", don't share ammo because of technical limitations! This will surely not annoy your player to no end!) Or just copy DOOM's weapon roster 1:1, duh. Something something "reinvent the wheel."
6 - Bullet sponges. Need I say more? Everyone loves wailing damage on an enemy that shows zero reaction to being hit, with no indicator if damage is even being dealt!
7 - Level design? What do you mean? You walk from point A to B down a corridor clicking on heads as you go. Don't bother making interesting level layouts that give a player options to tackle an enemy encounter, mix things up with scripted events/setpieces, or offer alternative routes that may offer an entirely new option to defeat the enemies ahead, like a vehicle or rare weapon/powerup. Make it a corridor, or make it a maze that feels confusing and pointless. Those are your options.
Time for a part 2?
@@Artindi Absolutely king. FPS is the most popular genre nowadays and has such a wide breadth of potential genre-crossover; you can make an FPS RPG, FPS tower defense, FPS survival game, open-world FPS, Metroidvania FPS, etc. There's a LOT to talk about on this topic, especially with some problems unique to the indie sphere.
Ok but an FPS game where you play as a dalek and your goal is to exterminate sounds pretty lit
I would play that actually....
It was such a suspense and then... ULTRAKILL MENTIONED YEAH!!!!!!
2:33 To be fair, most indie games choose simpler graphics for good reason. It takes a lot of money, time, and energy to make anything remotely resembling 2020 DOOM or Halo
lol no there are so many free unique assets
@@bobojenkins5805that’s also a choice, but i feel many would prefer to do it themselves
@@bobojenkins5805 you think everyone just downloads assets off the store and no one makes them?
It is possible, though. Trepang2 looks pretty damn good to me.
@@bobojenkins5805 Would u rather choose
No face But good graphics
Or Unique graphics and characters that resembles face of the game But its low poly
so this is how valorant was made
I've never played it, but sounds legit.
Minus the retro graphics trope
@EngiGODS358 Damn, you really do not like retro graphics lol.
@@HonsHon I hate pixelshit indie art styles, yes.
Hot take: Valorant artstyle is kinda tight
the biggest way is to fail making a first person shooter is accidentally making a third person shooter
fortnite
(I'm serious, the game controls and plays like an FPS)
yeah to be honest, there is almost no difference between the two.
@@Artindi There are reasons why devs choose one over the other. When the main interaction of your game is between your guns and the enemy you usually want to see a direct path between your gun and the enemy without any unnecessary obstructions. But then we have games like Gungrave where to focus is not so much on aiming and deep gunplay but more about keeping your chain going, so third person provides more spacial awareness of enemies and breakable objects, plus it´s a better framing for the death shots. Games like Ratchet and Clank and MDK have a strong focus on platforming so third person is naturally the better choice. Games like Wanted Dead, WH40K Space Marine and Kid Icarus Uprising are equal parts melee combat and third person makes it easier to adjust angles and gauge distances in close combat.
The perspective has a big impact on how guns, enemies and levels are designed and the mechanical focus.
I’m gonna make a game based off this
Do it. I dare you....
0:12 I loved how since it's a FPS video the intro also became FPS-like or first person
too much right here.
when i see mods putting "realistic" weapons in doom my eyeballs roll so far backwards that i can see my own brain.
I miss when people would make cool fantasy weapons. Remember the ASMD shockrifle from unreal? That is the single best gun ever made. I don't care what you say, it's impossible to convince me otherwise. And no one even tries to do something in that vein anymore... for the most part.
Tbf, most indie FPS are either low poly or doom clones because as an indie you straight up don't have the toolset to make good looking realistic graphics, so you gotta go for stylized graphics. Stylized graphics also help stand out from the competiton (when done properly).
First Person Failure lol
the one I experience every day... :(
i just so happen to be working on an fps right now, so now i'll know exactly how to fail at it! thanks artindi!
Glad I could help! or... not help? ugh. I'm confused now. :)
Glad I could help... or not help? ugh, I'm confused now. :)
You have to remember that sprint is a must even if your maps are not made for it
And that it must always be either ridiculously fast or 1 percent faster than walking
Intructions unclear. I accidentally created Ultrakill.
I'll try harder in the next how to video.
haha guns go brrrrr
the machine gun was actually pretty satisfying to animate. :)
you're wrong. gun go pew pew lol
@@Nono-vd3do you've got a point
I'd like to think that the watermelon at 0:58 is a reference to the game made in that recent chris and jack sketch
You watch him too?
it's just the image I use when I don't really know what to draw for that segment.
@@Artindi watermelons are scientifically proven to be the most random vegetable.
@@alex.g7317 sounds legit. :)
0:19 ah, so THAT'S what you're doing everytime you're off screen during the intro segment... I see...
lol, exactly.
I never thought of portal from the perspective that its a first person shooter. Not to say its wrong, but yeah, I just wanted to say I like how you pointed that out! Your videos are cool by the way, I have started experimenting with game development recently, and I am glad I found your channel! Keep it up!
One of my favorite games, but yeah, making games be fun. :)
funnily enough i was inspired by the Bloons TD FPS Fan game to make my own just with zombies... im still figuring out movement, but i have some ideas for cool maps, they arent all going to be flat, also my ui is just going to be the essentials (a crosshair, a health bar, a mini map, and an ammo counter), although funny you mentioned snipers and assault rifles being identical, because in mine the assault rifle is just going to be an upgrade to the sniper making it shoot faster. another thing about the weapon variety section is that in my game is not going to have a shotgun and a machine gun (yet), but instead im going to add a pistol and a flamethrower.
Machine gun that’s so inaccurate that it can hit behind you is now an idea I have… a horribly cruel idea.
Oddly enough this unironically helped me. It reminded me that verticality is quite important
Also, the A.I. should just be glorified Roombas that couldn't win a fight against Stormtroopers.
I made an enemy like that in my FPS. Flying roombas with artillery. They exist primarily to prevent the player from standing still in an open area.
You must also not forget to make your game in Unreal Engine (because it's the future), and use the most basic model and Unreal default lighting. I mean that's what every successful AA game sequel do, it's sure to work. Orc Must Die 3, Payday 3, Killing Floor 3, all great games (there's way more, but i'm sure you get what i mean)
To be fair, a SMG that literally hits everything around you with it's wild spray could actually be really unique.
Yeah actually, I would give it a try. :)
Sounds like an idea for a shooter game with super moves, like how fighting games have supers.
Wait stop. Who let you be creative?
not a fps, but Noita allow you to do that.
In this game you have wands, but a better title would be "wizard with a gun", you can customize your wands (that totally act like guns ), and you totally had a modifier that make your wand fire widly disregarding your aim.
Bullet kings crown, enter the gungeon
1:19
wait, maze gunner is a good idea!
2:36
wait, that's just marathon
There are a few maze gunners out there I think. or at least ones that feel like it, and some of them are probably pretty fun.
@@Artindi marathon is pretty fun until you get to the maze gunner parts
2:37 the reason for that is because
A) people have a lot of nostalgia for low-poly/doom-esque graphics
and B) as a single person, or even a small group, it’s way easier to make pixelated sprites and/or low-poly models than it is to go for photorealism (at least if you want it to look good).
If I ever feel like the game I'm making is to similar to the one I was inspired by, still it's very close, I remember that every month or so, 3 multiplayer online pvp shooters come out that all play the same, and I feel better.
As long as you are giving some bit of your own spin on it. :)
OP, Sea of Stars was a top 3 game for me last year, and in many ways it's "just" a homage to Chrono Trigger and its ilk. Don't overthink it :)
What's your favorite fps game? (no mainstream answers)
I have to give it to Ultrakill, one of the best fps of all time
Not sure if it counts, but H3VR. It has practically ruined other FPS for me.
ULTRAkILL MENTIONED RAHHHHHHHHHHHH🦅🦅🦅🦅🦅🦅WHAT THE FUCK IS A BAD FPS GAME??!?!?!?
Does halo modded sniper wars count when all the snipers do the damage of a rocket launcher (so you can kill people even if you hit the ground near their feet) and have unlimited ammo? I've never enjoyed any shooter more than modded halo with nothing but broken snipers.
Heavy Bullets. First played it on a pirated copy but I just bought it again this year. So fun and flips the ammo mechanic on its head.
As an indie developer working on a new FPS title, wondering if anything we’re doing is even remotely good, I was deeply comforted by this video. ❤️❤️❤️
If your game uses a lower poly style, make sure there’s a lot of open areas primarily for the combat. Once cleared, they, combined with the simplistic and repetitive graphics and poor lighting, should serve no other purpose than for the player to waste time looking for the next hallway in a mostly linear progression. Even better if there are room or even buildings that contain like, one enemy or health pickup.
In all seriousness, people dog on CoD a lot, but its best campaigns use open space but straightforward design to create a little variety in how you reach your objectives, giving some replay value without letting the player get lost literally for nothing. I played this Indie game called Dusk, critically acclaimed somehow, and it had so many unnecessary dead ends and rooms with like, one item you don’t need to progress and I just didn’t finish. It wasn’t fun to wander around because the graphics were muddy and the design empty.
How to fail at FPS game:
1. Make an mil-sim as they are clearly not over-saturated by games like Squad, Arma, Post Scriptum, OHD etc.
2. Make it slow as possible, add stamina meter that depletes after 2 sec and requires drinking water after each 5 sec to run farther 2 meters
3. Add insane recoil, shaking and flinching weapons when aiming ironsights as realistically soldiers can't stably hold guns especially when moving
4. Make ultra-realistic graphic, shadows and foliage so you can't distinguish or see an enemy at all, made RTX 4090 as minimum requirement as majority of players already used the newest GPUs
5. Place respawn points and objective areas at least 2 km away and set 2 min respawn delay, to incentive players to not die and when they get killed by sniper it's their skill issue
6. Make it online only and don't let players host their own servers, make sure that players can only use your own server that will not die after a year since your game will for be populated by tens of thousands of newcomers
7. Don't forget to about making fake realistic gameplay footage with fake interactivity and fake UI
8. Add Lootboxes, Skins, Microtransactions and Battle passes. Don't forget about setting price tag as 69,99$
I need to make a part 2 I think. :)
@@Artindi YES! Please!
important: you need to add a kajillion of unimportant details and god level graphics so that if someone does get angry at the final product
tell them how you were forced to make the game look this good, and that's why it took you 6 years to develop it, and you also forgot to care about the core gameloop because of all of that.
Or make it some movement shooter like ultrakill, cod, or fortnite
Fps games are the last things i would make but i am still interested
The genre holds such a large space of video games out there. but yeah, I think a lot of indie devs don't really want to touch it.
@@Artindi its more like i dont really enjoy playing them but thanks for the reply
Might be slightly outdated already because all the weaker indie FPS games I've played lately have just been worse Ultrakill with no new ideas. Good video though!
Whenever a game hits gold everyone gotta copy. :)
Fr, there's so many "titanfall" type indie FPS in development with the same "low-poly vaguely sci-fi artstyle" that if you showed me 3 of them and put a gun to my head and asked me to spot the difference, I'd say "Just pull the trigger I couldn't even guess."
If I ever make a shooter, I'm just gonna make quake basically
“just a worse version of call of duty” it seems activision has beat everyone to it 10 times over
Ah, the triumphant return of the UI from the How To Fail At Tutorials video.
It was time...
nice to see that you're also kinda jaded with indie games becoming more and more copy/paste lol
i really need more portal games, man.....
I mean... there are fully 3d indie FPS ...
And there's a very good reason none of them are remembered unless they are outliers (they suck massively and are a combination of what you said, if not worse).
Don't forget to give the player a whole 4 bullets before they have to get more ammo, because we don't want to have too much action.
another great tip: make sure to have your gunplay mesh as poorly as possible with the movement! A high-speed movement shooter with a ton of verticality? Have movement inaccuracy (seriously Titanfall??) and scope inertia if you do aim down sights! (Seriously Titanfall???)
Don't forget the pistol has to do -1 damage
Why is a banana in the weapon menu ? Why does it make dog toy noises when squeezed ?
Your content is the best, thank you so much for existing!
Ah shucks, you're make'n me blush. :)
Waited for this episode to be made lol
There being two types of fps art styles that indie devs choose is so true haha
high poly is very very hard zo following that is actually a good bad advice
Nice to see some appreciation for Prey at the end, with a clip if the player transforming into a mounted turret XD.
2:34 This is because graphics that are realistic or hand-drawn are really hard or expensive to do. Or both.
you keep dropping gems on genres i love and have an fps in my game dev list
The Bulletstorm demo always comes to mind... BLOODY SCREEN so real
It's also really important that you spend 99% of your dev time focused on making the gun shooting feel like the latest cod game including copying the animation style 1:1 and having an extensive customization system (That no one will use).
AI? Level design? Uhhhh just forget about those! Just focus ENTIRELY on the shooting because that is the only thing players care about and absolutely nothing else will matter!
Surely there will be no issue focusing on exclusively this.
1:39 I would actually play a FPS with an UI like that if the game is designed around that lol.
As long as it's all actually helpful, unless that's the point I suppose, like a game where you have to try and play an fps while stuff is blocking your vision. lol
System Shock 1 moment
Could be for immersion purposes if your character is in a mech suit like Iron Man or Samus.
That slideshow at the end caught me off guard lol
the sudden insert of actual game play footage instead of just my bad pixel art. lol. you are not the first to say it was a bit of a jump scare. :)
@@Artindi all of my autism sensors were going off because ULTRAKILL
It's good that we have somebody to arbitrary lord over people's choices using their platform where they don't have to discuss their ideas.
Not sure what you mean...
This was a lot of fun! Thank you for sharing this delightful bit of goodness :)
With the weapon selection, the first firearm you acquire is ALWAYS a pistol. Or a pistol-like equivalent.
i can confirm that the reason why most indie FPS games are low poly is because developers are very lazy
I knew it...
360 no scope the over scope
dang thats fast
@@janthummler3548 I'm always fast
The best way to scope, from no scope to far too much. :)
Remember, it's illegal to consider removing the sniper rifle. They're iconic, which means that including them should be more important than making sure they actually suit how you design maps. Same goes for shotguns.
holy hell, i agree with this idea so much. for some games i honestly think a sniper rifle is inherently unhealthy for weapon balance. of course, you’d have to find some other way to add weapon variety, but this isn’t a bad idea at all.
@@defaultdan7923 You also gotta think about what interacts with weapons and their variety. A shotgun becomes a different weapon when paired with a grappling hook.
@@defaultdan7923i really only play tactical shooters, and in those snipers are usually worse than dmrs
You forgot to:
1. if it's something cool and interesting like a flamethrower make sure to botch is and make it completely useless or stupid
2. it's either that there are 2 viable weapons, or every weapon is a random 10% stat tweak
3. make sure that the map is either gray or dark green or a mix of both, both teams should also be gray and dark green
4. the speed at which you notice your enemy should be the main determiner in winning
5. choose the best most high level graphics possible, so that it will take 5 years to develop the first chapter, if it fails say how now games are harder to make because you were supposed to have top tier graphics.
6. if you wanna be quirky add some stuns, slowing the enemy and maybe shields and stuff.
7. and the most important: don't forget to add random mechanics and detail, as long as the main gameloop is: go in random direction > notice > shoot > repeat. No change should alter this.
You forgot to add vehicle and turret sections! I'm sure that the player must feel powerful and in no way actually limited from being able to use only 1 or two attacks while having a limited mobility. Oh...and try to drag them out! Don't want to waste all the time you spent programming them.
Remember: every person who plays the game will be thinking exactly like you so there's no need for tutorials or highlighting which way to go or even a keybind option - they know how to edit the files, don't waste your time.
Prey and Metal: Hellsinger appreciation? And a good, humourous video? Liked and forwarded to my game developer friend.
forgot to mention to do it in any other engine but Unreal, since Unreal is already set up and contains all the essential mechanics you need to make a shooter of any kind. Much bigger chance of failure if you use Unity since you have to make everything from scratch, or better yet make your own engine, because by reinventing wheel you can make all sorts of mistakes you wouldnt make otherwise 👍
I'm making an FPS in Godot. Player movement is 500 lines.
Overwatch as a study case o how to fail at online multiplayer
Your game jam video was really helpful for me, I feel like this is my best game jam so far, thanks
you should do one about card strategy games, great series btw
you know Ive been trying to get into indie development, not exactly an fps but its complicated, but i swear this video was just gonna describe the concept im trying to make, but no it literally just says dont copy the mainstream games do something neat and creative so I feel a lot more confident about my plans now.
You forgot the part where the best way to fail at making a fps that's team based is by making a set number of classes that each have their own role in the team that need to be followed for success.
And then have those classes chosen before they can communicate with their team or see what they are choosing either.
I want a battle pass where each level is another battle pass
i loved the first person intro, i hope you make how to fail a rhythm game
it will be a thing one day...
Good video, but hating on low poly/digitized sprites felt a bit harsh, like, its a fun and fitting aesthetic, nothing wrong with doing it and it doesnt make you uncreative or lame, look at ultrakill
Of course, I wasn't really hating, in fact I said "doing one of these two doesn't mean you fail" I was just pointing out the cliché. But it really doesn't detract from any game as long as you can make the more important aspects of a game good. And of course any time you break out of a cliché it can help a game stand out more. :)
Hell no. It's an overused and boring trope that pixelshit indie devs keep doing.
@@EngiGODS358 no way, next youre gonna tell me 3d platformers usually have more cartoony aesthetics or that rpgs try to do a more epic big story in a fantasy world, the founding games of a genre like m64 or FF will obv inspire a working formula for newer games inspired by them, just like doom and quake did
because it works. and has lots of creative potential
@@spud7234 It works but it does not have creative fucking potential, what are you talking about? There is nothing unique or creative about it. Also what was with that tantrum about those other genres? I never criticized them? Hello?
@@EngiGODS358 you’re missing the point, the other examples were to show that many genres have other tropes too, but they’re not necessarily criticized for having those tropes because tropes aren’t necessarily a bad thing
Well, id imagine making several dozens of high polygonal models by yourself or with a small team is a tad bit more difficult than low poly or sprites BUT I DONT KNOW
It depends- subdivision modifiers make it easy to make excessively high-poly models, but a high-detail model is a lot of work.
"You wanna make csgo" my brither in christ ive never played any cs game i was thinking something like fo4 gun play
Literally cruelty squad development
you forgot about adding 20 hitscan rifles that only differ in spread, damage and speed. making ttk so low that most weapons need just a few shots to kill and giving 30+ ammo mag to every single one. copying mechanics just because they were in a popular games (doesn't matter if the game is 20 years old or if the mechanic is bad for your game).
AND ALWAYS MAKE MISTAKE TF2 DID WITH SNIPER
1:48 Hear me out, someday I make an FPS spoof game where you play as a Roomba in a war against humans.
Another example of failing, make sure when you have a gun, the gun should lose all accurate after the first bullet so automatics become less viable.
Especially when the weapon's intention is meant for medium to possibly far ranges in a prone or atleast using the bipod, the medium machine guns are to be hipfired when you smell the enemy's breath.
I didn't expect to see Prey (2017) in the same sentence as "successful"
I did like it, I just didn't think it'd be considered successful
Yeah, I guess success is kinda hard to define. It just stood out to me as decently well known fps with creative mechanics. :)
Apex has taken a lot of notes from this recently
Great video! I'd say just make a doom clone, which itself is just an action RPG with a first person perspective.
I want to make a doom clone too. :)
“Compete with Pubg” well that dated this video
ha
If you want to add more than 4 guns, be sure to add 20 different guns that all basically do the same thing
HELL YEAH ULTRAKILL
The random stable diffusion ai generation window at the end sent me
huh? I've never used stable diffusion. not sure what you mean.
@@Artindi oh well the left monitor in the dual monitor setup image showed a window that looks close to the stable diffusion generation window. My mistake!
@@saikotic_exe oh! I see, yeah what I was going for is Godot game engine on the left and TH-cam on the right. Lol. Nice though. I still want to try stable diffusion some time. :)