Fps

The idea gauntlet

Coming up on the end of the first month of working on this prototype, it doesn’t feel like I have progressed much. This is expected: as ideas get fleshed out and scope grows, appreciation for the sheer amount of work to be done before the first playable, let alone the release, starts to sink in. It is, however, quite interesting that I managed to construct a semblance of a playable environment, albeit without many interesting gameplay elements yet. It may not look like much, but it is something to work with. Once I realized that, the panic set in.

FPS Identity

After spending a couple hours today following tutorials on how to make a first person game, I think it’s safe to say that coding the shooting aspects of the game will not be all that hard. The original parts may require some thought and keeping the structure of the entire project clean may prove challenging due to my lack of experience, but it goes to show how well defined and researched the common foundations of an FPS are. It was a fun experience, but the real hard work is still ahead of me.

Drawing inspiration

Let us be real for a moment here. There’s no good reason for Hostile Perimeter to be developed. Objective-based team games have been passe for a while already, Enemy Territory already exists, there’s so many different first person shooters that are quite popular now, the undertaking is way too much for a single person. In order for this endeavor to be successful, in this age of limited attention spans, it has to either innovate and deliver something new (and I wager the extent of innovation correlates to critical success) or improve the old. I have neither fresh new ideas nor an accurate sense of flaws that plagued my favorite games.