Intelligence (Alpha) Update Thread

LetsRaceBwoi

Well-Known Member
Alright guys. This is an actual attempt at making a game, so here goes nothing! I've been working on this game since late 2013 (this is the third revision of the game) with some friends I met while I was making a Minecraft mod, which eventually got cancelled and lead to us setting up Clockwork - an FPS aimed at people with fast reflexes, but with mediocre graphics and no story. Clockwork eventually dried over so I've decided to start the third revision under a different name but with similar planning - although this revision will have much better graphics. It is an online FPS ("but LRB that market is FUCKING SATURATED") with a unique element - it is designed to be an MMO with up to 1000 players on a server at once (that's a lot of people) which means that the levels are absolutely huge. The theme is modern, and is set only a few years in the future. The storyline is minimalist but gives the game a backstory - you have been sent by secret services, with 4 different countries to choose from - Russia, USA, UK and China - to eliminate the spies of the enemy country.
I will create a launcher very soon when I have finished at least one of the levels but for now I will post downloads here.
Here are some screenshots:

upload_2015-10-6_19-11-52.png

upload_2015-10-6_19-12-11.png

I am going to be using the Unity engine - because it is something I am very familiar with, and have been using since the second revision of the game (early 2014). It also supports C# and JS which is a really good thing for me. It suits me perfectly, and the GUI is really easy to design. I'm not using the 4.6+ GUI system since I'm more used to the "legacy"(?) code-your-own-GUI system.
You could probably argue that getting this far wouldn't take long, but I pretty much finished the UI on Sunday and I've been refining parts of it since then. I'm also working on some textures and some actual gameplay (8D) and that should be done by like, Friday.
Feel free to criticize and ask questions.
Download: https://mega.nz/#!MVoxBbrB!yXSdv9Elp8GBOekKCFhygkuhik2K51all-l5VRtdmBY
 
Epiphany?
Actually, I've just remembered that this game has been in development since late 2013... I've gone through several revisions, one in the BGE (Blender Game Engine) called Clockwork, one called Project Slowpaced in Unity 4 and now this. And this is the furthest through any of the revisions I've got - working gameplay, menus, and some network capabilities.
upload_2015-11-5_2-22-58-png.1027

It is the same multiplayer FPS as described in this post... and there are even videos of the progress I had made:
(mute the shitty dubstep etc.)
But yeah, that quickly turned dead (due to lack of progress, the fact that it looked like 1992) and eventually turned into Project Slowpaced, of which not many previews were released. However I did post a couple of images on my Instagram page but these have since been deleted.
Now, we're at Intelligence, which is a heck of a lot better (here's a side-by-side comparison):
upload_2015-11-8_12-13-21.png
I know that they both look terrible, but since they were both in early stages I can definitely say that I've still come pretty far in the past 18 months and that I've done a pretty good job of starting off Intelligence. I was going to make it a steampunk game, but I think this is a lot more innovative.
Oh yeah, and one extra Intelligence update:
I've added weapon switching, two new snipers (Titus Sniper & it's camo counterpart) and dropped weapons. Still not going to release a download until I have a fully working level; I might even include some of Clockwork's ideas in terms of cover mechanics and dynamic levels.
 
Big update!
We have now got an (almost fully working) launcher, which takes on the new style which you'll see in a minute. It shows the latest blog post on my secretive testing blog, allows you to buy/rent any new guns, and shows the recommended requirements as well as allowing you to play the game.
upload_2015-11-15_8-23-29.png
Another thing I've changed is the UI, and now it looks a little bit brighter. I'm working on making it so that the background automatically scrolls across but it's turning out to have like 48958239 variables (I'm probably doing it wrong). I've also been working on a new "Dystopian City" level (just a temporary name! I'll call it, like, Chicago or something when it's done) with multiple elements, but I want to point out that my level design is always crap so I probably won't do very much of it.
I've also started setting up a base for the community, including support, mods, updates, etc!
Here's some screenshots of the new UI in action:
upload_2015-11-15_8-31-6.png
upload_2015-11-15_8-31-52.png
We also have music in the UI. The music has been handpicked by me to suit the mood of the game but I think I need to desaturate the background image a little to get it to match with the music.
Here's what I'm using:
It's kinda peaking in the game itself so I'll need to sort that out (or "people on the internet will throw things at [me]") quickly before I do any releasing of builds.
 
I think I might move this project over to Unreal 4 instead of using Unity purely because the graphics are better... any thoughts on this would be greatly appreciated.
I'll aim to keep the same UI layouts because I like the menu system I've created, but I'll probably aim to centralize it so that any important information is there when needed. To be honest, Unity feels a bit amateur in terms of graphic capabilities, even though it's simpler. I'll report back with more progress when it's been ported over.
 
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