This project is about my third-year school project that I made together with my team of 30 people to create one game during the whole school year. This assignment was made for us to experience how it is like to work on a triple-AAA game. Our game will be made in four phases: concept phase, pre-production phase, production phase and the final polish phase. After two phases, I left my team and I took a sabbatical due to Covid-19. Next school year I will join a new team on their production phase.
- Research on "what made these games fun": in this research I looked and compared various shooters to see the differences and what makes them fun. These games were: Serious Sam First/Second Encounter, Doom 2016/Eternal and Duke Nukem 3D/Forever.
- Gun feel research: one of my most important research was to figure out what makes a gun feels like a gun. This research required me to look at various effects that we can add to make the shooting feel powerfully satisfying. Think about small camera shakes, recoil, loud and pumpy sound effects and more!
- Reseach on how our guns should behave: adding just a shotgun doesn't add much. With my research, I looked at how the guns should behave in our game. Good example from my research: a shotgun in a horror game behaves differently than an open arena shooter. In the most horror games, the shotgun has a widespread, which makes one-shotting enemies hard from a distance. In these games, you need to get close and personal. In open arena shooters, you want to be able to easily kill the enemies that are a few meters away. In these types of shooters, you want to make sure you won't get cluttered by enemies that easily. The enemy count in these shooters is a lot bigger.
- Research on Multipurpose weapons: in this research, I made ideas on what types of weapons we can add that can be used more than just shooting. Example: One of the guns shoots glue. It can make enemies stick to the ground, but you can also use it to create a new path which you can walk on. This gun idea can be abused by speed runners to extend their movement.
- Enemy AI research: I looked at games like Doom 2016/Eternal and Serious Sam First/Second encounter to see how their AI works and what made both enemy designs stand out.
- Doom 2016 AI token system demo: for my AI research, I made a small demo to show my team how the Enemy AI in Doom 2016 works. This demo made it simpler to understand the token system. It is an edited version of THIS GAME which took me 2 hours to edit. This demo shows the enemies time to time switching tokens with each other to decide who is going to attack or patrol. One enemy must always seek for an advantage point (a higher point in the level) so that it can do a power attack.
- Final demonstrable concept gun: I worked together with a few other teammates to create a final demonstrable concept gun.