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Screenshot Saturday 12.06.14

Showing some of the UI work I’ve been doing!  I was holding off on doing proper UI work until Unity 4.6 and the new UI system and I’m glad I waited.  Huge improvement over the previous UI systems.  

Still some minor things to change, but this is what the HUD looks like right now.  Chat and system messages will appear on the left side.  
This is the current loadout menu.  The bottom four blocks are your current loadout.  As I’ve talked about previously, your loadout can have two weapons (1-2) and two equipment (3-4).  Right now I have placeholder icons for weapons and equipment, but eventually each will have their own unique icon so they’re easier to identify.  In the center you’ll see a preview of your mech showing what you look like with your current loadout and, eventually, your cosmetic customization options.  I have stuff planned for the empty right area.  The top left is for a feature I’m still not ready to talk about : )
When you click on one of your current slots, it’ll bring you here so you can pick what you want in that particular slot (in this case, I clicked 3, the first equipment slot).  And again, each of them will eventually have unique icons.  You’ll notice I left a lot of room for future expansion ;)
And finally, here’s the escape menu right now.  Simple, clean, functional.
Let me know what you think of all this!  I’m wrapping up a client project, so that will consume most of my time for the immediate future.  But after that I’ll be ready to start showing more of the stuff I’ve gotten done over the past several months!
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Screenshot Saturday 12.06.14

Showing some of the UI work I’ve been doing! I was holding off on doing proper UI work until Unity 4.6 and the new UI system and I’m glad I waited. Huge improvement over the previous UI systems.

Still some minor things to change, but this is what the HUD looks like right now. Chat and system messages will appear on the left side.

This is the current loadout menu. The bottom four blocks are your current loadout. As I’ve talked about previously, your loadout can have two weapons (1-2) and two equipment (3-4). Right now I have placeholder icons for weapons and equipment, but eventually each will have their own unique icon so they’re easier to identify. In the center you’ll see a preview of your mech showing what you look like with your current loadout and, eventually, your cosmetic customization options. I have stuff planned for the empty right area. The top left is for a feature I’m still not ready to talk about : )

When you click on one of your current slots, it’ll bring you here so you can pick what you want in that particular slot (in this case, I clicked 3, the first equipment slot). And again, each of them will eventually have unique icons. You’ll notice I left a lot of room for future expansion ;)

And finally, here’s the escape menu right now. Simple, clean, functional.

Let me know what you think of all this! I’m wrapping up a client project, so that will consume most of my time for the immediate future. But after that I’ll be ready to start showing more of the stuff I’ve gotten done over the past several months!

    • #Arms of Telos
    • #overpowered games
    • #indie games
    • #gamedev
    • #Fps Games
    • #esports
  • 1 day ago
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The name of the game has changed

Telos is now called Arms of Telos

Why change it?

As a small indie, it’s hard to own a generic word like Halo or Destiny — I simply don’t have the resources. Also, I try to keep up with online chatter about the game and it’s hard to single out discussion about the game when people use the word, as intended, to discuss philosophy etc. I need something I can make my own. It also makes it easier to own that online real estate. The new domain is ArmsOfTelos.com. I haven’t decided if I’ll try to move the subreddit yet (which simply means ditching the old one and starting over), so let me know what you think I should do. In case my personal tweets annoy you, I’ve created a game-specific twitter account at @ArmsOfTelos that I’ll use exclusively for tweets directly related to the game (but work in progress dev tweets will still be mostly on my personal twitter, so the official twitter might not be too active until the game is out).

What’s behind the name?

Telos will be the name of the fictional nebula that the game takes place within — “arms” refers to the nebula’s gaseous tendrils that envelop the battles. “Arms” also refers to the variety of weapons and equipment that players will use to out-strategize and out-compete each other. While I’ve only gotten a few of them done so far, I have dozens of different weapons and equipment planned, so this was an important aspect that I wanted to highlight. Where did “telos” come from in the first place?

I first ran across the term “telos” while doing research for the game — I was looking for reference material for asteroid habitats and ran across this incredibly inspiring Carl Sagan tribute video:

The video puts visuals to Carl Sagan’s voice as he narrates text, from his book Pale Blue Dot, describing what he believes is humanity’s “telos” — the long term goals and aspirations of humankind, to survive beyond earth and to become more than we are today — to fulfill our true potential as sapient beings. I heartily recommend you watch it.

I fell in love with the word. It touched chords with me on a personal level — this is my dream game; I’ve been wanting to make it for years and I’m very grateful to have that chance. I started Overpowered Games just over 4 years ago. At that time, I was teaching myself how to develop games working on something I called SpaceJunk — you could even describe it as a precursor to this game. But I knew that, at the time, I wouldn’t be able to fulfill the vision I had for the game — I wasn’t ready. So I shelved it and, over the past few years, focused on smaller projects to build up my skills and resources. I’ve been self employed this entire time and the struggle has been exhausting. I turn 28 today and the sacrifices to my social life, and perhaps my health in general, have piled up — it’s made me question my life’s path in general. I knew I couldn’t keep this up, so last year I decided to give myself one last chance — this is it — and I’m going to make the most of it.

Forecast moving forward

First I want to apologize for the lack of development updates. While public updates have slowed, development itself has not — I have several videos worth of content that I’m excited to share. It’s purely a choice about priorities — and for the time being, I’ve prioritized my time for development progress over marketing. This will most likely shift back to a more even balance in the coming months.

It’s always been my intent to create a long term experience — something that people play for years. As an indie with limited resources, that means it’s especially important to cultivate and depend on a healthy community. Instead of trying to do a big release with a lot of fanfare, I’m going to attempt to build this up slowly in small waves of early access. Getting the community involved earlier has the major benefit of being able to evolve the game based on ongoing playtesting and feedback. The hope is that before it hits more mainstream audiences, it will have months of solid playtesting behind it — that it will be a better game because of the small, dedicated community that helped shape it early on.

I’m close to being ready to start the process of growing this community. The game doesn’t have all the features, content, or polish that it needs as a more complete game, but I think it has enough to get things started — a small, but strong foundation to build upon. My goal for this milestone has been “by the end of the year” but that might slip a bit into early 2015. Throughout development of this game, I’ve been also working on another game for a client so I can pay rent. I had expected that client work to wrap up earlier and give me a few months to work on Arms of Telos full time for the rest of the year, but the client work has expanded and continued to divide my time. This is not necessarily a negative — it means I can keep a roof over my head longer — but it does delay me being able to work full time. I don’t have much savings, so that full time push won’t be for very long — it actually helps that it will be coming later, as it gives me time to save up a bit more and the game is closer to being able to possibly support me full time, at which point I wouldn’t have to go back to part time development (oh, what a wonderful dream).

So if you’re interested in being one of these early pioneers, stay tuned — over the next few months, I’ll be getting ready for this first wave. It’s very exciting, but it’s also very stressful and I thank you for the continued support — it’s what keeps me motivated and energized.

    • #Arms of Telos
    • #overpowered games
    • #gamedev
    • #Fps Games
    • #esports
  • 2 weeks ago
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Screenshot Saturday 10.18.14

It’s been a while since I’ve last posted in a #SSS! Progress has been steady, but I haven’t been spending time documenting it. Some of the big features are still being playtested so they aren’t ready to show off yet.
One of the things I’ve added is a shield — it uses an equipment slot. You can keep it equipped to defend yourself against attack from certain angles or you can deploy it and use it as cover (when deployed, you can switch to a different weapon).















Links in case the animated webms aren’t showing up for you:
Shield with spider surface

Deploying shield in zero g

Foolish flag attempt

Blade kill out in the open

Chasing down enemy capper

Winning Cap
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Screenshot Saturday 10.18.14

It’s been a while since I’ve last posted in a #SSS! Progress has been steady, but I haven’t been spending time documenting it. Some of the big features are still being playtested so they aren’t ready to show off yet.

One of the things I’ve added is a shield — it uses an equipment slot. You can keep it equipped to defend yourself against attack from certain angles or you can deploy it and use it as cover (when deployed, you can switch to a different weapon).

Links in case the animated webms aren’t showing up for you:
  • Shield with spider surface
  • Deploying shield in zero g
  • Foolish flag attempt
  • Blade kill out in the open
  • Chasing down enemy capper
  • Winning Cap
    • #telos
    • #overpowered games
    • #screenshotsaturday
    • #indie games
    • #gamedev
    • #esports
    • #pc gaming
  • 1 month ago
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Destiny and the Modern Competitive FPS Game Design Paradigm.

After playing the alpha and beta, I’m now enjoying retail Destiny on PS4.  It’s got some neat mechanics that distinguish it from the typical CoD/BF flavor of FPS that dominates AAA.  However, I’m not going to talk much about what it does well — this isn’t a review.  I’m mostly using this as an opportunity to ramble about FPS game design in the context of current competitive FPS trends and I think Destiny represents those trends well in the PvP modes.  Destiny has a large PvE aspect to it, but it’s largely outside the scope of this post — this is focused on things relating to competitive multiplayer.

Interface Matters

Over the past 15 or so years, FPS games have largely shifted from PC-centric to console-centric.  Even when AAA FPS games have a PC version, they typically design for the controller first — controller-centric games can feel fine with kb/m, but a game designed for kb/m can feel bad on a controller (Counter-Strike: Global Offensive comes to mind).  When they’re trying to reach the broadest audience possible, it makes sense to prioritize the controller.   

To compensate for the lack of speed/precision with analog sticks, there’s a lot of effort to slow down combat so that it’s easier to track targets using a controller.  Simply reducing movement speed to a crawl would make gameplay outside of combat feel awful, so they turn to some clever mechanics in order to slow down combat without dragging everything else down with it.

Sprinting - because you typically holster your weapon while sprinting, this helps speed up noncombat while still allowing the default movement to remain slow during combat.  ADS (aiming down sights) - the tilt range on analog sticks is small, so it’s hard to find a good balance for sensitivity that allows the player to be able to track their target and also turn around at a reasonable speed.  ADS helps this by basically letting the player toggle their sensitivity and the games usually enforce this by making the accuracy boost you get from ADS necessary to win firefights.  It’s also often accompanied by further reduction in movement speed making players even easier to track in combat.Radar - even with ADS, turning around with an analog stick still takes too long if you’re using a sensitivity low enough to be able to aim well.  It’s frustrating to have someone attack from behind and not be able to turn quick enough to fight back, so radar helps reduce the need to turn around quickly by having the player always know what direction the threat is coming from.  In destiny, you have to keep a constant beat on the radar — once I really started paying attention to the radar, it was extremely rare to have someone sneak up on me.  Crouching makes you less visible on radar but it also lowers your movement speed to a pathetic crawl that ruins your ability to advance on an enemy, so it’s mostly reserved for defending/camping.  On principle, I personally don’t really like the idea of having to keep your eyes glued to a radar — it just isn’t fun and I think it’s generally better to have the player watching their environment.  It also reduces the need for teamwork — multiple people can cover more directions than a single player to guard against potential flanking, but if everybody knows the threat is coming from one particular direction, it’s more optimal to all face in the same direction to overwhelm the known threat and not worry about a flank.  Destiny’s Hunter class has a stealth ability that reduces your radar visibility but I’m not sure yet if I’d call it a game changer.  Quick Melee - in these games, you typically just tap your dedicated melee button and it executes a melee attack regardless of what weapon you have equipped.  Every technique mentioned above incentivizes players to use lower sensitivities, but that puts you at a disadvantage when you need to turn more quickly like when someone is up in your face.  Without this quick, lethal melee system, close quarter combat would be clumsy chaos.  Lethal melee attacks that can be executed at any time brings some order to that chaos — instead of aiming wildly to try and shoot the enemy flying across your screen, you simply smack them (often assisted by very strong auto-assist).  Not only does this elegantly address the sensitivity range design challenge, but it feels really satisfying.  I think the drawback, however, is that it reduces variety.  Every player is extremely lethal at melee range which diminishes the opportunity for designers to craft specialized melee-centric playstyles — I think it’s more interesting if you have some players avoid CQB and other players thrive in it based on their loadout and playstyle.
These mechanics naturally fit better with realistic games, which might partly explain why CoD/BF formula has become so popular.  To their credit, console games are starting to do a bit of exploring in terms of more interesting movement mechanics without sacrificing their controller-friendliness — Titanfall and Destiny come to mind.  But as someone who grew up playing PC FPS in the late 90s and early 00s, I can’t help but feel like controller-centric FPS games are still catching back up to the golden age of PC FPS.  It’s not that I don’t think there’s room for console-focused FPS games — there obviously is — but I think the way FPS devs have focused on the console audience, even if there’s a PC version, has really restricted variety in FPS game design.

Accessibility Dogma

A criticism I have of many FPS games is that they feel monotonous, and Destiny is no exception.  I attribute a lot of this to the desire to fill feature checkboxes and make the game quick and easy to pick up and play.  

Drop In Drop Out Matchmaking - FPS games have historically been very easy to join/leave — contrasting with genres like RTS, in an FPS you’d expect to freely join/leave servers regardless of the state of the match.  I think that expectation has carried over into the modern age of matchmaking where players expect the matchmaking system to find them a game quickly and not be penalized much for leaving early.  Consequently, a player that joins halfway through can’t be at a permanent disadvantage.  This excludes the designers from fully exploring the kind of game mechanics that stretch through the whole match, like exp/items in MOBAs.  I think these sort of ‘rising tension’ mechanics really benefit these games in respect to eSports — the first 5 minutes of the game are very different than the last 5 minutes.  FPS games have mostly stayed away from these mechanics, often for valid reasons, but the consequence is they’re more repetitive and less interesting to spectate.  Although Counter-Strike’s money system is pretty light-handed, I think it’s one of the reasons that game has seen more success in eSports.  I don’t necessarily think it’s optimal to copy/paste these MOBA mechanics into an FPS (see Monday Night Combat and upcoming Battleborn), but I do think it’s an area that I think has a lot more room for exploration.  However, that would rely on an expectation closer to RTS/MOBAs, where you’re expected to play a whole match from start to finish with the same group of players — can FPS players adapt to that?  I hope so, because I also think the consistency with casual/competitive play (playing by the same rules/formats) afforded by that sort of setup is another reason why the MOBA eSports scene has been so strong.  I think there’s probably room for new ideas in this matchmaking space to make that less of a pain point for traditional FPS players.  Spawn System - CoD’s spawn system seems to be the standard nowadays and Destiny seems to use something similar.  It’s made to quickly drop you back into the action with your teammates wherever they happen to be and it does that well, but I personally think it hurts level design and game flow.  The level designer has less control over choke points and map flow when you can spawn virtually anywhere at any time — contrasting with a game like Counter-Strike, where dependable constants (spawn locations and round format) allow the level designer to meticulously fine tune choke points and flow to replace randomness with open but deliberate variety in strategic possibilities.  As a player, it’s also harder to get your bearings because the enemy could spawn from virtually any direction — you might think you’ve cleared an area and consider it safe, but an unlucky enemy spawn ruins that whole dynamic.  Throughout the match, you’re constantly being dropped into random locations to shoot at the nearby enemies all around you and it feels like the same thing happening over and over again.  The pace of the game barely fluctuates.  This is a criticism I have of many games and isn’t a problem exclusive to Destiny.  I recognize that other players might prefer that style, but it gets boring for me personally and I think it’s generally less entertaining to spectate.Lots of Game Modes - FPS players do love having a variety of game modes.  Many see it as a value proposition — they want the most bang for their buck and see game modes as a key measurement of value (along with the number of maps).  Unfortunately, this pressure to offer multiple game modes has an unintended consequence on game design.  In terms of level design, there’s two strategies.  You could design and optimize maps exclusively for specific game modes — this rarely happens because it’s expensive.  If you have 12 maps divided between 6 game modes, that’s only 2 maps per mode — players, especially if they have a strong preference for a specific game mode, will want more maps for each mode.  And worse, if a mode is rarely played, all the work that went into those maps is wasted.  Counter-Strike comes to mind again — hostage rescue gets some use in pub play, but competitively play is exclusively bomb defusal — Counter-Strike’s VIP mode was so unpopular that it was scrapped in CS:GO.  Most of the playtime occurs on a few of the community’s favorite maps and the rest get largely ignored.  You could always argue that it’s always nice to have options, but developers will always be pressured to reduce wasted work.  So instead, maps are usually designed to work with multiple game modes.  Similar to the spawn system, this negatively impacts level design — the level designer is forced to compromise over and over again in order to make the map function in each game mode.  A map that flows well for CTF might have wasted space for TDM.  This also creates pressure for game modes to be simplified in order to be more compatible with each other on the same maps.  Destiny doesn’t even have CTF — all of Destiny’s modes are variants on team deathmatch.  Control/Salvage add some lightweight objectives, but the scoring system is still heavily weighted toward getting kills so it’s often more optimal to ignore the objectives and just focus on the enemy.  If everything is a compromise, nothing is optimal.  The grind - I’m not talking about the exp/loot grind (yet).  I’m referring to the feeling of having your contributions to the team feel diluted.  Outside of supers, I don’t think there’s enough room for superstars and game-changing plays by individuals in Destiny when everyone is around the same skill level.  I think this partly goes back to the my earlier points regarding reduced variety in weapon mechanics and it applies to many modern games.  Every player is given a very similar set of tools (all 3 classes use the same weapons) and the weapons mostly differ in small ways like fire rate and recoil spread, so there’s fewer opportunities for counter-plays and specialized play styles — everybody is more or less equally effective against everybody else.  More specialized weapons like shotguns and sniper rifles take up a secondary slot and don’t exclude the player from having their bread and butter primary, so these specialized weapons rarely carry meaningful disadvantages (having a shotgun in your loadout doesn’t prevent you from being effective at medium/long ranges).  This is in sharp contrast to MOBAs where heroes can act as counters to each other and you need a well balanced team.  Crafting counter-plays into the multiplayer sandbox opens up more variety in the form of team strategies.  Teams can plan their composition (of strengths and weaknesses) and coordination in ways that influence their overall strategy as a whole, which the other team can counter with their own team strategies, creating an interesting and dynamic metagame.  In Destiny, this sort of overarching metagame is largely absent — apart from  maybe sniping (as a form of map control), there are few roles for players to play other than “be good at killing enemies.”  I could see some potential with the Titan Defender subclass, but I mostly see Striker being used — probably because most of the modes don’t strongly emphasize objectives so the enemy can simply choose not to engage with the bubble (Defender is probably VERY useful for Salvage).  My favorite game mode is Skirmish, which is a 3v3 TDM mode that allows players to revive teammates — I also like Salvage but it’s only available on certain weekends.  Being able to revive teammates really emphasizes strong team coordination and reduces the negative impact of spawn system.  Limiting it to 3v3 gives each individual more potential impact on match outcome, so you feel more valuable.  Allowing powerplays reduces the negative feelings associated with being on the losing team — you feel less like you’re on a sinking ship because you can still make interesting things happen on an individual level.  Embracing superstars and power plays also makes it more exciting for spectators.  Especially with the explosion of mobile gaming, accessibility has become a key focus in game design.  The intention is noble — to get more people playing.  But I worry we’ve lost sight of what makes games worthwhile — it’s not their ability to become addicting and consume our time with loot, exp grinds, and unlocks — in the case of competitive multiplayer, a game’s value comes from motivating players to improve their skills by providing interesting tools and ways to outsmart and outplay their human competitors. 

This attempt by AAA FPS games to simplify and remove confusion has resulted in what I see as a lack of competitive depth.  To compensate, I think today’s FPS games rely too heavily on exp/loot progression systems to keep the player motivated and improve retention.  I think these sort of systems have a place in these games — having something concrete for the player to strive for is nice, but there can come a point where they act more as a crutch.  I find myself asking “would I still be playing this game if the loot system removed?” — if the answer is no, is the game actually worth investing more time into?  What’s the payoff?

I’ve never been a big MOBA player, but I love what they’re doing.  They prove that we, the developer community, still have a lot to learn about what allows games to be popular.  Earlier this year, League of Legends reported having 27 million daily players.   That’s not total number of players — that’s 27 million people logging on daily (67 million different players log in each month), which is absolutely huge and it hints at two big things.  First, it shows you can have an incredibly deep and complex game with a steep learning curve without assuming a financial flop by not being accessible to every player imaginable — accessibility certainly has value, but it’s not the primary end goal and there’s room to explore other ways to keep players playing.  Second, it shows that PC gaming is a huge market that is mostly ignored — AAA has noticed what MOBAs are doing, but their answer is more MOBAs.  MOBAs obviously have a lot of good lessons to learn from, but I have a feeling these PC gamers might want some variety.. and console ports aren’t doing the job.   


Crafting Player Motivations

Multiplayer achievements (and Destiny bounties) can help a game by motivating the player to explore and master mechanics they might have been otherwise ignoring.  Unfortunately, they can influence player behavior away from what would be the optimal strategy for that particular match/moment (e.g. you’re more likely to make bad melee attempts if you’re trying to get a melee attack achievement/bounty).  This is especially problematic when the same set of bounties are given to everyone at the same time — when the queen bounties first appeared, crucible instantly became overcrowded with people exclusively using hand cannons and scout rifles trying to get headshots for their bounties.  One possible improvement would be to distribute different bounties to different players and hopefully do it in a way that can maintain a somewhat normal match dynamic that is more representative of how the game should optimally be played without the influence of bounties and achievements. 

Destiny is a loot game but the next segment could also apply to games that only have cosmetic loot.  People have a perception that there’s a pattern with the distribution of crucible loot.  Top players seem to have a smaller chance of getting loot.  If this pattern is true (at this point I’d describe it as unconfirmed), I could see three likely scenarios.

Scenario 1 is that they want to help prevent people at the bottom of the scoreboard from getting demotivated and stop playing, so they give them rewards for their effort.Scenario 2 is that it’s not based on scoreboard placement, but based on current gear/level and better geared players simply appear at the top of the scoreboard more often.  After level 20, your level becomes representative of your gear, so whether it’s based on gear or level is pretty insignificant.  This would allow lesser-geared players to catch up faster in terms of gear and I’ve seen this argument be made by players.Scenario 3 is that it’s actually random but players are just more likely to remember instances where the top player gets less loot — it goes against their expectations and stands out to them as a problem.Both the first and second scenarios would be driven by good intent, but I think it’s terrible to punish the top players.  Putting in all that effort to get to the top and then be left out of the loot feels awful and is demotivating.  Just reading on forums about the possibility that top players get less loot makes me want to play crucible less.  It disrespects the players time.  Even if this is all in people’s heads (which would be my vote), that’s still a perception problem that can and should be addressed.

I generally think better performance should be given better rewards —  after a while, top players will already have the best loot they can get from crucible rewards so them getting the same good gear won’t hurt anything, but at least they get something (they can salvage it for parts/currency).  If it’s resulting in too much inequality in terms of gear and lower tier players are quitting, just don’t show the loot other players get; don’t give players, no matter their skill, something to be jealous of.  Seeing other players wearing the loot should be enough to motivate them to strive for it and they’ll pay more attention to playing the game instead of trying to play the loot system.  

In this GDC talk about Hearthstone they talk some about emotion-driven design.  I’m wary of letting emotional design overshadow competitive game design, but any instance where you can improve emotional design without hurting competitive value should be exploited fully — it simply improves player experience.  While Bungie hasn’t talked about crucible loot specifically, they have spoken about improving the ‘reward celebration’ aspects of loot and I imagine they’ll continue improving these aspects over the life of the game.  

In many ways, modern first person shooters have made a lot of improvements over the years.  I’m not saying they’re doing it wrong, but I think there are more right answers that we can play with that aren’t being explored right now.  I’m not trying to replace so much as I am trying to expand what first person shooters can do.  Some of the older tools in our designer toolbox should be reexamined and we shouldn’t stop trying to search for new tools.  Exp grinds and unlock rewards might be an easy way to get player retention, but we shouldn’t get complacent with our actual game design under the fear that we’ll confuse players.  We can learn from what has worked in the past, but we shouldn’t be afraid to seek out what will work in the future.
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Destiny and the Modern Competitive FPS Game Design Paradigm.

After playing the alpha and beta, I’m now enjoying retail Destiny on PS4. It’s got some neat mechanics that distinguish it from the typical CoD/BF flavor of FPS that dominates AAA. However, I’m not going to talk much about what it does well — this isn’t a review. I’m mostly using this as an opportunity to ramble about FPS game design in the context of current competitive FPS trends and I think Destiny represents those trends well in the PvP modes. Destiny has a large PvE aspect to it, but it’s largely outside the scope of this post — this is focused on things relating to competitive multiplayer.

Interface Matters

Over the past 15 or so years, FPS games have largely shifted from PC-centric to console-centric. Even when AAA FPS games have a PC version, they typically design for the controller first — controller-centric games can feel fine with kb/m, but a game designed for kb/m can feel bad on a controller (Counter-Strike: Global Offensive comes to mind). When they’re trying to reach the broadest audience possible, it makes sense to prioritize the controller.

To compensate for the lack of speed/precision with analog sticks, there’s a lot of effort to slow down combat so that it’s easier to track targets using a controller. Simply reducing movement speed to a crawl would make gameplay outside of combat feel awful, so they turn to some clever mechanics in order to slow down combat without dragging everything else down with it.

  • Sprinting - because you typically holster your weapon while sprinting, this helps speed up noncombat while still allowing the default movement to remain slow during combat.
  • ADS (aiming down sights) - the tilt range on analog sticks is small, so it’s hard to find a good balance for sensitivity that allows the player to be able to track their target and also turn around at a reasonable speed. ADS helps this by basically letting the player toggle their sensitivity and the games usually enforce this by making the accuracy boost you get from ADS necessary to win firefights. It’s also often accompanied by further reduction in movement speed making players even easier to track in combat.
  • Radar - even with ADS, turning around with an analog stick still takes too long if you’re using a sensitivity low enough to be able to aim well. It’s frustrating to have someone attack from behind and not be able to turn quick enough to fight back, so radar helps reduce the need to turn around quickly by having the player always know what direction the threat is coming from. In destiny, you have to keep a constant beat on the radar — once I really started paying attention to the radar, it was extremely rare to have someone sneak up on me. Crouching makes you less visible on radar but it also lowers your movement speed to a pathetic crawl that ruins your ability to advance on an enemy, so it’s mostly reserved for defending/camping. On principle, I personally don’t really like the idea of having to keep your eyes glued to a radar — it just isn’t fun and I think it’s generally better to have the player watching their environment. It also reduces the need for teamwork — multiple people can cover more directions than a single player to guard against potential flanking, but if everybody knows the threat is coming from one particular direction, it’s more optimal to all face in the same direction to overwhelm the known threat and not worry about a flank. Destiny’s Hunter class has a stealth ability that reduces your radar visibility but I’m not sure yet if I’d call it a game changer.
  • Quick Melee - in these games, you typically just tap your dedicated melee button and it executes a melee attack regardless of what weapon you have equipped. Every technique mentioned above incentivizes players to use lower sensitivities, but that puts you at a disadvantage when you need to turn more quickly like when someone is up in your face. Without this quick, lethal melee system, close quarter combat would be clumsy chaos. Lethal melee attacks that can be executed at any time brings some order to that chaos — instead of aiming wildly to try and shoot the enemy flying across your screen, you simply smack them (often assisted by very strong auto-assist). Not only does this elegantly address the sensitivity range design challenge, but it feels really satisfying. I think the drawback, however, is that it reduces variety. Every player is extremely lethal at melee range which diminishes the opportunity for designers to craft specialized melee-centric playstyles — I think it’s more interesting if you have some players avoid CQB and other players thrive in it based on their loadout and playstyle.

These mechanics naturally fit better with realistic games, which might partly explain why CoD/BF formula has become so popular. To their credit, console games are starting to do a bit of exploring in terms of more interesting movement mechanics without sacrificing their controller-friendliness — Titanfall and Destiny come to mind. But as someone who grew up playing PC FPS in the late 90s and early 00s, I can’t help but feel like controller-centric FPS games are still catching back up to the golden age of PC FPS. It’s not that I don’t think there’s room for console-focused FPS games — there obviously is — but I think the way FPS devs have focused on the console audience, even if there’s a PC version, has really restricted variety in FPS game design.

Accessibility Dogma

A criticism I have of many FPS games is that they feel monotonous, and Destiny is no exception. I attribute a lot of this to the desire to fill feature checkboxes and make the game quick and easy to pick up and play.

  • Drop In Drop Out Matchmaking - FPS games have historically been very easy to join/leave — contrasting with genres like RTS, in an FPS you’d expect to freely join/leave servers regardless of the state of the match. I think that expectation has carried over into the modern age of matchmaking where players expect the matchmaking system to find them a game quickly and not be penalized much for leaving early. Consequently, a player that joins halfway through can’t be at a permanent disadvantage. This excludes the designers from fully exploring the kind of game mechanics that stretch through the whole match, like exp/items in MOBAs. I think these sort of ‘rising tension’ mechanics really benefit these games in respect to eSports — the first 5 minutes of the game are very different than the last 5 minutes. FPS games have mostly stayed away from these mechanics, often for valid reasons, but the consequence is they’re more repetitive and less interesting to spectate. Although Counter-Strike’s money system is pretty light-handed, I think it’s one of the reasons that game has seen more success in eSports. I don’t necessarily think it’s optimal to copy/paste these MOBA mechanics into an FPS (see Monday Night Combat and upcoming Battleborn), but I do think it’s an area that I think has a lot more room for exploration. However, that would rely on an expectation closer to RTS/MOBAs, where you’re expected to play a whole match from start to finish with the same group of players — can FPS players adapt to that? I hope so, because I also think the consistency with casual/competitive play (playing by the same rules/formats) afforded by that sort of setup is another reason why the MOBA eSports scene has been so strong. I think there’s probably room for new ideas in this matchmaking space to make that less of a pain point for traditional FPS players.
  • Spawn System - CoD’s spawn system seems to be the standard nowadays and Destiny seems to use something similar. It’s made to quickly drop you back into the action with your teammates wherever they happen to be and it does that well, but I personally think it hurts level design and game flow. The level designer has less control over choke points and map flow when you can spawn virtually anywhere at any time — contrasting with a game like Counter-Strike, where dependable constants (spawn locations and round format) allow the level designer to meticulously fine tune choke points and flow to replace randomness with open but deliberate variety in strategic possibilities. As a player, it’s also harder to get your bearings because the enemy could spawn from virtually any direction — you might think you’ve cleared an area and consider it safe, but an unlucky enemy spawn ruins that whole dynamic. Throughout the match, you’re constantly being dropped into random locations to shoot at the nearby enemies all around you and it feels like the same thing happening over and over again. The pace of the game barely fluctuates. This is a criticism I have of many games and isn’t a problem exclusive to Destiny. I recognize that other players might prefer that style, but it gets boring for me personally and I think it’s generally less entertaining to spectate.
  • Lots of Game Modes - FPS players do love having a variety of game modes. Many see it as a value proposition — they want the most bang for their buck and see game modes as a key measurement of value (along with the number of maps). Unfortunately, this pressure to offer multiple game modes has an unintended consequence on game design. In terms of level design, there’s two strategies. You could design and optimize maps exclusively for specific game modes — this rarely happens because it’s expensive. If you have 12 maps divided between 6 game modes, that’s only 2 maps per mode — players, especially if they have a strong preference for a specific game mode, will want more maps for each mode. And worse, if a mode is rarely played, all the work that went into those maps is wasted. Counter-Strike comes to mind again — hostage rescue gets some use in pub play, but competitively play is exclusively bomb defusal — Counter-Strike’s VIP mode was so unpopular that it was scrapped in CS:GO. Most of the playtime occurs on a few of the community’s favorite maps and the rest get largely ignored. You could always argue that it’s always nice to have options, but developers will always be pressured to reduce wasted work. So instead, maps are usually designed to work with multiple game modes. Similar to the spawn system, this negatively impacts level design — the level designer is forced to compromise over and over again in order to make the map function in each game mode. A map that flows well for CTF might have wasted space for TDM. This also creates pressure for game modes to be simplified in order to be more compatible with each other on the same maps. Destiny doesn’t even have CTF — all of Destiny’s modes are variants on team deathmatch. Control/Salvage add some lightweight objectives, but the scoring system is still heavily weighted toward getting kills so it’s often more optimal to ignore the objectives and just focus on the enemy. If everything is a compromise, nothing is optimal.
  • The grind - I’m not talking about the exp/loot grind (yet). I’m referring to the feeling of having your contributions to the team feel diluted. Outside of supers, I don’t think there’s enough room for superstars and game-changing plays by individuals in Destiny when everyone is around the same skill level. I think this partly goes back to the my earlier points regarding reduced variety in weapon mechanics and it applies to many modern games. Every player is given a very similar set of tools (all 3 classes use the same weapons) and the weapons mostly differ in small ways like fire rate and recoil spread, so there’s fewer opportunities for counter-plays and specialized play styles — everybody is more or less equally effective against everybody else. More specialized weapons like shotguns and sniper rifles take up a secondary slot and don’t exclude the player from having their bread and butter primary, so these specialized weapons rarely carry meaningful disadvantages (having a shotgun in your loadout doesn’t prevent you from being effective at medium/long ranges). This is in sharp contrast to MOBAs where heroes can act as counters to each other and you need a well balanced team. Crafting counter-plays into the multiplayer sandbox opens up more variety in the form of team strategies. Teams can plan their composition (of strengths and weaknesses) and coordination in ways that influence their overall strategy as a whole, which the other team can counter with their own team strategies, creating an interesting and dynamic metagame. In Destiny, this sort of overarching metagame is largely absent — apart from maybe sniping (as a form of map control), there are few roles for players to play other than “be good at killing enemies.” I could see some potential with the Titan Defender subclass, but I mostly see Striker being used — probably because most of the modes don’t strongly emphasize objectives so the enemy can simply choose not to engage with the bubble (Defender is probably VERY useful for Salvage). My favorite game mode is Skirmish, which is a 3v3 TDM mode that allows players to revive teammates — I also like Salvage but it’s only available on certain weekends. Being able to revive teammates really emphasizes strong team coordination and reduces the negative impact of spawn system. Limiting it to 3v3 gives each individual more potential impact on match outcome, so you feel more valuable. Allowing powerplays reduces the negative feelings associated with being on the losing team — you feel less like you’re on a sinking ship because you can still make interesting things happen on an individual level. Embracing superstars and power plays also makes it more exciting for spectators.

Especially with the explosion of mobile gaming, accessibility has become a key focus in game design. The intention is noble — to get more people playing. But I worry we’ve lost sight of what makes games worthwhile — it’s not their ability to become addicting and consume our time with loot, exp grinds, and unlocks — in the case of competitive multiplayer, a game’s value comes from motivating players to improve their skills by providing interesting tools and ways to outsmart and outplay their human competitors.

This attempt by AAA FPS games to simplify and remove confusion has resulted in what I see as a lack of competitive depth. To compensate, I think today’s FPS games rely too heavily on exp/loot progression systems to keep the player motivated and improve retention. I think these sort of systems have a place in these games — having something concrete for the player to strive for is nice, but there can come a point where they act more as a crutch. I find myself asking “would I still be playing this game if the loot system removed?” — if the answer is no, is the game actually worth investing more time into? What’s the payoff?

I’ve never been a big MOBA player, but I love what they’re doing. They prove that we, the developer community, still have a lot to learn about what allows games to be popular. Earlier this year, League of Legends reported having 27 million daily players. That’s not total number of players — that’s 27 million people logging on daily (67 million different players log in each month), which is absolutely huge and it hints at two big things. First, it shows you can have an incredibly deep and complex game with a steep learning curve without assuming a financial flop by not being accessible to every player imaginable — accessibility certainly has value, but it’s not the primary end goal and there’s room to explore other ways to keep players playing. Second, it shows that PC gaming is a huge market that is mostly ignored — AAA has noticed what MOBAs are doing, but their answer is more MOBAs. MOBAs obviously have a lot of good lessons to learn from, but I have a feeling these PC gamers might want some variety.. and console ports aren’t doing the job.

Crafting Player Motivations

Multiplayer achievements (and Destiny bounties) can help a game by motivating the player to explore and master mechanics they might have been otherwise ignoring. Unfortunately, they can influence player behavior away from what would be the optimal strategy for that particular match/moment (e.g. you’re more likely to make bad melee attempts if you’re trying to get a melee attack achievement/bounty). This is especially problematic when the same set of bounties are given to everyone at the same time — when the queen bounties first appeared, crucible instantly became overcrowded with people exclusively using hand cannons and scout rifles trying to get headshots for their bounties. One possible improvement would be to distribute different bounties to different players and hopefully do it in a way that can maintain a somewhat normal match dynamic that is more representative of how the game should optimally be played without the influence of bounties and achievements.

Destiny is a loot game but the next segment could also apply to games that only have cosmetic loot. People have a perception that there’s a pattern with the distribution of crucible loot. Top players seem to have a smaller chance of getting loot. If this pattern is true (at this point I’d describe it as unconfirmed), I could see three likely scenarios.

  • Scenario 1 is that they want to help prevent people at the bottom of the scoreboard from getting demotivated and stop playing, so they give them rewards for their effort.
  • Scenario 2 is that it’s not based on scoreboard placement, but based on current gear/level and better geared players simply appear at the top of the scoreboard more often. After level 20, your level becomes representative of your gear, so whether it’s based on gear or level is pretty insignificant. This would allow lesser-geared players to catch up faster in terms of gear and I’ve seen this argument be made by players.
  • Scenario 3 is that it’s actually random but players are just more likely to remember instances where the top player gets less loot — it goes against their expectations and stands out to them as a problem.

Both the first and second scenarios would be driven by good intent, but I think it’s terrible to punish the top players. Putting in all that effort to get to the top and then be left out of the loot feels awful and is demotivating. Just reading on forums about the possibility that top players get less loot makes me want to play crucible less. It disrespects the players time. Even if this is all in people’s heads (which would be my vote), that’s still a perception problem that can and should be addressed.

I generally think better performance should be given better rewards — after a while, top players will already have the best loot they can get from crucible rewards so them getting the same good gear won’t hurt anything, but at least they get something (they can salvage it for parts/currency). If it’s resulting in too much inequality in terms of gear and lower tier players are quitting, just don’t show the loot other players get; don’t give players, no matter their skill, something to be jealous of. Seeing other players wearing the loot should be enough to motivate them to strive for it and they’ll pay more attention to playing the game instead of trying to play the loot system.

In this GDC talk about Hearthstone they talk some about emotion-driven design. I’m wary of letting emotional design overshadow competitive game design, but any instance where you can improve emotional design without hurting competitive value should be exploited fully — it simply improves player experience. While Bungie hasn’t talked about crucible loot specifically, they have spoken about improving the ‘reward celebration’ aspects of loot and I imagine they’ll continue improving these aspects over the life of the game.

In many ways, modern first person shooters have made a lot of improvements over the years. I’m not saying they’re doing it wrong, but I think there are more right answers that we can play with that aren’t being explored right now. I’m not trying to replace so much as I am trying to expand what first person shooters can do. Some of the older tools in our designer toolbox should be reexamined and we shouldn’t stop trying to search for new tools. Exp grinds and unlock rewards might be an easy way to get player retention, but we shouldn’t get complacent with our actual game design under the fear that we’ll confuse players. We can learn from what has worked in the past, but we shouldn’t be afraid to seek out what will work in the future.

    • #destiny
    • #bungie
    • #gamedev
    • #analysis
  • 2 months ago
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Screenshot Saturday 8.9.14

Several screenshots and gfys/webms from the CTF playtest!  Obviously some of what is shown here is placeholder level geometry — the final game won’t have blocky grid art like that, but blocking out levels lets me quickly iterate on level design. 

Still need to work on some stuff before I make the video explaining Telos’ custom CTF variant, but here’s some gfys/webms as well :)













Links in case the animated webms aren’t showing up for you:
Hunting Enemy Flag Carrier

Failed Flag Capture

Zero Gravity Flag Return

Long Range Kill

Speedy Grappling

Winning Cap
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Screenshot Saturday 8.9.14

Several screenshots and gfys/webms from the CTF playtest! Obviously some of what is shown here is placeholder level geometry — the final game won’t have blocky grid art like that, but blocking out levels lets me quickly iterate on level design.

Still need to work on some stuff before I make the video explaining Telos’ custom CTF variant, but here’s some gfys/webms as well :)

Links in case the animated webms aren’t showing up for you:
  • Hunting Enemy Flag Carrier
  • Failed Flag Capture
  • Zero Gravity Flag Return
  • Long Range Kill
  • Speedy Grappling
  • Winning Cap
    • #screenshotsaturday
    • #indie games
    • #gamedev
    • #Unity3D
    • #overpowered games
    • #telos
    • #esports
  • 4 months ago
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Screenshot Saturday 7.26.14

First pass at omnidirectional flag stand for Telos CTF. Definitely still got work to do on it.  Sorry for the low res gif — tumblr has tiny limits on gif sizes…
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Screenshot Saturday 7.26.14

First pass at omnidirectional flag stand for Telos CTF. Definitely still got work to do on it. Sorry for the low res gif — tumblr has tiny limits on gif sizes…
    • #screenshotsaturday
    • #telos
    • #overpowered games
    • #indie games
    • #Unity3D
    • #esports
    • #gamedev
  • 4 months ago
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Screenshot Saturday 7.12.14

Here’s some temporary art for the flag and score UI that I’ll use while refining the mechanics.
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Screenshot Saturday 7.12.14

Here’s some temporary art for the flag and score UI that I’ll use while refining the mechanics.
    • #screenshotsaturday
    • #telos
    • #overpowered games
    • #indie games
    • #esports
    • #Unity3D
    • #gamedev
  • 4 months ago
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Dev Video Update 005 - Stabbing, Exploding, and Teleporting 

Like to fight up close and personal?  There’s a weapon for that!  Here’s the video:

Be sure to watch in HD!I think melee weapons in FPS games too often boil down to spamming left click as you chase someone trying to get in range.  Most modern games have addressed this by throwing out the idea of having a separate melee weapon and instead give everybody a lethal, often auto-seeking, melee hotkey they can press whenever they get in range — I think this generally works pretty well, but I want melee (or “the ability to be a major threat at close quarters”) to be a player-chosen specialty rather than a general trait every player has.  So with this weapon I’ve tried to solve some of the problems with first person melee weapons and create a toolset for players to build a playstyle around.

Left click stabs and the weapon will highlight the enemy when you’re in range to help alleviate the lack of real depth perception in first person games.  The stab does decent damage, but you’ll want to keep holding left click when you successfully land a hit because it sticks them with an explosive.  The explosive is on a timer, but the timer is manipulated by how well you track it — the better you aim, the sooner it will explode.  If you look the other way or lose it behind a wall, the timer reverses and will expire if you break line of sight for too long.  This creates a nice one-two combo that feels good to pull off, provides another avenue to express player skill, and gives the victim an opportunity to react by finding cover or killing you before you can finish them off.  

To help close the gap, there’s a short range teleport.  Right click and hold to shoot an orb, then let go to teleport to where the orb is.  The orb only lasts for a small amount of time so you can only teleport over short distances (sort of like a ‘blink’ ability in other games).  The orb will also flash yellow to let you know it’s about to expire — this makes it easier to get a feel for the timing so you can consistently get max distance.  

I understand that the ease of teleporting might seem overpowered, but so far playtests haven’t validated that fear.  I do have an idea for an elegant way to discourage excessive teleportation, though, so I’ll put that in when it becomes necessary.  I generally try to avoid preemptively nerfing things too much — I think, ideally, everything should feel overpowered when used skillfully in the right situations.  

Next I want to work on implementing teams and the main game mode objectives — I’m super excited about that!

If you enjoyed this video, be sure to subscribe to our channel on YouTube for future updates!



There’s various ways you can follow me — here on Tumblr, Twitter, Facebook, Youtube, IndieDB, Instagram, or even a mailing list on the right-hand side of this page.  Also be sure to join in on the discussions on /r/telos and #Telos on quakenet!  Let me know what you think!
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Dev Video Update 005 - Stabbing, Exploding, and Teleporting

Like to fight up close and personal? There’s a weapon for that! Here’s the video:

Be sure to watch in HD!

I think melee weapons in FPS games too often boil down to spamming left click as you chase someone trying to get in range. Most modern games have addressed this by throwing out the idea of having a separate melee weapon and instead give everybody a lethal, often auto-seeking, melee hotkey they can press whenever they get in range — I think this generally works pretty well, but I want melee (or “the ability to be a major threat at close quarters”) to be a player-chosen specialty rather than a general trait every player has. So with this weapon I’ve tried to solve some of the problems with first person melee weapons and create a toolset for players to build a playstyle around.

Left click stabs and the weapon will highlight the enemy when you’re in range to help alleviate the lack of real depth perception in first person games. The stab does decent damage, but you’ll want to keep holding left click when you successfully land a hit because it sticks them with an explosive. The explosive is on a timer, but the timer is manipulated by how well you track it — the better you aim, the sooner it will explode. If you look the other way or lose it behind a wall, the timer reverses and will expire if you break line of sight for too long. This creates a nice one-two combo that feels good to pull off, provides another avenue to express player skill, and gives the victim an opportunity to react by finding cover or killing you before you can finish them off.

To help close the gap, there’s a short range teleport. Right click and hold to shoot an orb, then let go to teleport to where the orb is. The orb only lasts for a small amount of time so you can only teleport over short distances (sort of like a ‘blink’ ability in other games). The orb will also flash yellow to let you know it’s about to expire — this makes it easier to get a feel for the timing so you can consistently get max distance.

I understand that the ease of teleporting might seem overpowered, but so far playtests haven’t validated that fear. I do have an idea for an elegant way to discourage excessive teleportation, though, so I’ll put that in when it becomes necessary. I generally try to avoid preemptively nerfing things too much — I think, ideally, everything should feel overpowered when used skillfully in the right situations.

Next I want to work on implementing teams and the main game mode objectives — I’m super excited about that!

If you enjoyed this video, be sure to subscribe to our channel on YouTube for future updates!



There’s various ways you can follow me — here on Tumblr, Twitter, Facebook, Youtube, IndieDB, Instagram, or even a mailing list on the right-hand side of this page. Also be sure to join in on the discussions on /r/telos and #Telos on quakenet! Let me know what you think!

    • #indie games
    • #gamedev
    • #low poly
    • #overpowered games
    • #telos
    • #esports
    • #fps
    • #fps games
    • #videoupdate
  • 5 months ago
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Dev Video Update 004 - Healing Equipment 

I put in another equipment item and talk a bit about loadouts!  Here’s the video:

Be sure to watch in HD!As an alternative to health pickups and rechargeable shields, I’ve put in an optional healing equipment that players can choose to include in one of their loadout’s equipment slots.  I think this maintains a good risk/reward dynamic, provides more choice, and will further emphasize teamwork.  

The healer is intended to be used between firefights.  First, you charge it — this is when it’s white and the cross is filling up; you can think of it like it’s diagnosing the damage.  If you get hit while charging, it will restart the charge so you’ll want to find a safe place to do this.  Once the charge is done, it turns green and starts healing you over time — you’re free to get hit or use other weapons while you’re being healed as neither of these will interrupt it.  It only heals for the amount of damage you had when you started healing so as an attacker, you never have to do more than 100 damage to kill an enemy (unless you let them start a new heal while you’re shooting at them, but this is unlikely).  So if you had 25hp when you started healing, but you took 18 damage while the heal continued, you’d still only heal 75 damage and you’d end up with 82hp (you don’t heal the extra 18 damage you took after starting the heal).  

I haven’t put in any objectives or even support for teams, so all the footage so far has shown deathmatch gameplay — the goal, however, is to build a game that rewards solid teamwork.  Sort of like choosing heroes in a MOBA, you’ll want to coordinate the different loadouts each teammate will use and you’ll need to work together if you want to win.  

Next video will showcase the melee weapon I’ve been yapping about for a while.  

If you enjoyed this video, be sure to subscribe to our channel on YouTube for future updates!



There’s various ways you can follow me — here on Tumblr, Twitter, Facebook, Youtube, IndieDB, Instagram, or even a mailing list on the right-hand side of this page.  Also be sure to join in on the discussions on /r/telos and #Telos on quakenet!  Let me know what you think!
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Dev Video Update 004 - Healing Equipment

I put in another equipment item and talk a bit about loadouts! Here’s the video:

Be sure to watch in HD!

As an alternative to health pickups and rechargeable shields, I’ve put in an optional healing equipment that players can choose to include in one of their loadout’s equipment slots. I think this maintains a good risk/reward dynamic, provides more choice, and will further emphasize teamwork.

The healer is intended to be used between firefights. First, you charge it — this is when it’s white and the cross is filling up; you can think of it like it’s diagnosing the damage. If you get hit while charging, it will restart the charge so you’ll want to find a safe place to do this. Once the charge is done, it turns green and starts healing you over time — you’re free to get hit or use other weapons while you’re being healed as neither of these will interrupt it. It only heals for the amount of damage you had when you started healing so as an attacker, you never have to do more than 100 damage to kill an enemy (unless you let them start a new heal while you’re shooting at them, but this is unlikely). So if you had 25hp when you started healing, but you took 18 damage while the heal continued, you’d still only heal 75 damage and you’d end up with 82hp (you don’t heal the extra 18 damage you took after starting the heal).

I haven’t put in any objectives or even support for teams, so all the footage so far has shown deathmatch gameplay — the goal, however, is to build a game that rewards solid teamwork. Sort of like choosing heroes in a MOBA, you’ll want to coordinate the different loadouts each teammate will use and you’ll need to work together if you want to win.

Next video will showcase the melee weapon I’ve been yapping about for a while.

If you enjoyed this video, be sure to subscribe to our channel on YouTube for future updates!



There’s various ways you can follow me — here on Tumblr, Twitter, Facebook, Youtube, IndieDB, Instagram, or even a mailing list on the right-hand side of this page. Also be sure to join in on the discussions on /r/telos and #Telos on quakenet! Let me know what you think!

    • #indie games
    • #gamedev
    • #low poly
    • #telos
    • #overpowered games
    • #videoupdate
  • 5 months ago
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Indie Game Showcase Wrap-Up 

The event I mentioned in a previous post was a success!  After we blew some fuses and switched to a different circuit, things went smoothly.  

Events like this are a ton of fun — it’s great to see people play your game.  When the game is multiplayer and requires several computers to experience, things can get tricky — I can’t just bring my own PC and let people take turns like you can with a singleplayer game.  The machines supplied by Epic Gaming Lounge were top notch and I couldn’t have done it without them.  I hope to continue showing Telos at different events in the future but I’ll have to figure out how I can do that.  Events with a BYOC are one option I’m considering — instead of bringing my own computers, I could potentially just pass out builds and let them play on their own machines (I remember Joint Operations did this at CPL one year and I enjoyed it a lot).  I might also try to talk with other indie developers making online multiplayer games and see if we can do a sort of megabooth where we share a setup and rotate games throughout the event.  We’ll see.  



Admittedly, most players didn’t really know what they were doing (I haven’t done an in-game tutorial or anything) but they still managed to have fun — feedback from players was very positive.  I had printouts with instructions on how to play but had no place to put them, so most people went in with zero prior knowledge.  For future events, I’ll think about how I might be able to have the game teach while they play.  This’ll be especially important as game development continues and more depth is added.  



One fun thing I did was name each station after Top Gun character call signs.  So one computer was Goose, one was Maverick, Iceman, etc — they corresponded with the player names in-game, so people would know how they were fighting and they could find out who the best pilot really was once and for all.

If the event was your first introduction to Telos, be sure to keep up with development updates: YouTube
Reddit  
Twitter
Facebook
IndieDB
Twitch
Big thanks to Epic Gaming Lounge, Motus Digital, and IGDA Dallas for all their help!
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Indie Game Showcase Wrap-Up

The event I mentioned in a previous post was a success! After we blew some fuses and switched to a different circuit, things went smoothly.



Events like this are a ton of fun — it’s great to see people play your game. When the game is multiplayer and requires several computers to experience, things can get tricky — I can’t just bring my own PC and let people take turns like you can with a singleplayer game. The machines supplied by Epic Gaming Lounge were top notch and I couldn’t have done it without them. I hope to continue showing Telos at different events in the future but I’ll have to figure out how I can do that. Events with a BYOC are one option I’m considering — instead of bringing my own computers, I could potentially just pass out builds and let them play on their own machines (I remember Joint Operations did this at CPL one year and I enjoyed it a lot). I might also try to talk with other indie developers making online multiplayer games and see if we can do a sort of megabooth where we share a setup and rotate games throughout the event. We’ll see.

Admittedly, most players didn’t really know what they were doing (I haven’t done an in-game tutorial or anything) but they still managed to have fun — feedback from players was very positive. I had printouts with instructions on how to play but had no place to put them, so most people went in with zero prior knowledge. For future events, I’ll think about how I might be able to have the game teach while they play. This’ll be especially important as game development continues and more depth is added.

One fun thing I did was name each station after Top Gun character call signs. So one computer was Goose, one was Maverick, Iceman, etc — they corresponded with the player names in-game, so people would know how they were fighting and they could find out who the best pilot really was once and for all.

If the event was your first introduction to Telos, be sure to keep up with development updates:

  • YouTube
  • Reddit
  • Twitter
  • Facebook
  • IndieDB
  • Twitch

Big thanks to Epic Gaming Lounge, Motus Digital, and IGDA Dallas for all their help!

    • #gamedev
    • #indie games
    • #telos
    • #overpowered games
    • #Dallas
  • 5 months ago
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