Tag Archive: FPS


Idea: Item Interaction

The Item interaction idea started out as a simple change to make reloading more realistic, this early idea I had was to make ‘R’ a ‘change mags’ key that you hold down to activate, then you press the action key ‘E’ to cock the bolt when you need to, since then the idea was fused together with our dual wielding support and developed into a fully unified item interaction system, for example in Redef Arena now magazines are defined as items and the player has access to them just like he does his sidearm, grenades, or other gear, and the ‘R’ key is used to operate the firearm’s bolt.

Overview

In this new system anything that the player can pick up is defined as an item and all items inherit from the same flexible base; a basic item can be held with one hand or two hands, put into or taken out of an inventory, dropped, thrown, or used in melee. on top of this basic setup items may have a primary action, secondary action, and a miscellaneous action; these actions are the real meat and potatoes of each item and is what makes them what they are. here is a list of some typical items that you would see in a shooter game and how they might be defined in our new item system:

  • Firearm
    • Prm action: Pull trigger (Fire)
    • Sec action: Aim down sights
    • Msc action:  Cock the bolt
  • Magazine
    • Prm action: insert into firearm (when dual wielding with a compatible firearm)
  • Amunition (individual rounds)
    • Prm action: insert into firearm, magazine, or compartment and continue feeding rounds while button is pressed (when dual wielding with a compatible item)
  • Grenade
    • Prm action: Pull pin and grip the striker lever
      • Allow striker lever to fly off (when pin has already been pulled);
      • Throw (when lever is off).
    • Sec action: Throw

REMINDER: All of these items by default can be thrown or used in melee even if the description doesn’t mention it.

Controls

All of this functionality seems really cool, but the controls have got to be really complicated right? Wrong. Our control scheme is almost identical to the good ol’ WASD controls you might already be used to from mainstream FPS games. The previous section was just an overview, this section will get into all the details of the controls and how everything works together.

Mostly what makes this control scheme feasible is the addition of double press or hold inputs to each key, every key can now have up to three separate inputs assigned to it, one for when the key is pressed normally, one for when it is double pressed, and one when it is held down. Now let’s get into each key function in detail:

Using item’s special abilities

When holding only one item

  • Left click = (Primary action)
  • Right click = (Secondary action)
  • ‘R’ = (Misc action)

When holding two items

  • Left click = (Primary action for left hand)
  • Right click = (Primary action for right hand)
  • ‘R’ = (Misc action (If applicable))

Inventory Keys

Default keys:  Number keys(‘1′, ‘2′, ‘3′, …)

The number keys are used to access items that are in your inventory just like other FPS games, the player can choose for himself what numbers are for which items in the options if he wants to.

  • Normal press: (Draw Item) Take out corresponding item and hold it in a free hand for use
  • Double press: (Aggressively Draw Item) If you do not have a free hand to draw the corresponding item this function will drop an item you are already holding on the ground in order to free a hand and then proceed as normal to draw your item, otherwise this function works the same as regular draw item.
  • Hold down: (Selective Draw Item) Used for deciding which hand you want to draw your item with. While holding down the key the player can then press either Left click or Right click on the mouse, a left click will drop whatever is in the left hand if needed and then proceed to draw your item with the left hand and a right click does the same thing only with the right hand.

The “action” key

Default key: ‘E’

The ‘action’ key is used to do all sorts of things like picking items up off the ground, pulling levers, pushing buttons, etc. just like in other typical FPS games, however our version of the action key has a lot more functionality, more info in a later post.

  • Normal press: (Action) Behaves the same as the typical action button in other games, this will perform an action on anything that you are looking at, if you  are looking at an item you will pick the item up with a free hand, if you are looking at a lever or a button you will pull the lever or push the button, if you are behind an enemy and looking at his neck or head you will attempt to perform a neck-snap on him,  etc.
  • Hold down: (Interact mode) Activates Interact mode, will be explained in a later post, this is activated for as long as the key is pressed.
  • Double press: (Interact mode toggle) Same as interact mode only it toggles on or off so you don’t have to hold the key down.

NOTE: By default when you draw an item or pick it up off the ground you will always use your right hand first if it is free, otherwise you will use your left hand, if you are only holding one item and the item is two handed, you will hold it with both your hands until you grab something else, in which case you will take your left hand off in order to hold the new item.

Drop/Throw key

Default key: ‘F’

  • Normal press: (Drop) Drop an item you are carrying on the ground, if you are holding two items the item in your left hand will drop first.
  • Hold down: (Throw) Moves an item you are carrying into a throwing position and throws the item when the key is released, if you are holding two items the item in your left hand will be thrown first.

Holster key

Default key: ‘Q’

  • Normal press: (Holster) Will “put away” an item you are carrying into your inventory, if the item you are carrying is too big to put away this action will do nothing, if you are holding two items the item in your left hand will be put away first.
  • Hold down: (Alternate Holster) Functions the same as regular holster, the only difference is it will put away the item in your right hand first instead of your left.

Melee key

Default key: Mouse side button or middle button

  • Normal press: (Jab) Performs a quick jab with whatever you have available to you, different items have different jab attacks and some will have priority over others while dual wielding, if no items are held your fists will be used. Other keys can be pressed in combination with the melee key to perform special attacks.
  • Hold down: (Strong blow) Pulls back to get ready for a strong blow with whatever you have available to you, on button release the blow is carried out.
  • Double press: (Toggle melee mode) Toggles melee mode on or off, in melee mode you get into a fighting stance and your mouse clicks now control melee attacks instead of activating item’s special abilities, in this mode you can perform even more combination moves.

So that’s how we have the item interaction system planned to work so far, to conclude here is a video that we’ve made that briefly demonstrates how the system will work in-game:

Stay tuned for more posts.

Redef Arena overview

Overview

Redef Arena is a competitive multiplayer first person shooter that aims to create a new experience for players, Redef Arena has a heavy emphasis on realism and introduces the Redef Framework; a new control scheme, interaction and movement standard for characters that builds upon the traditional FPS scheme to bring to the player a whole new level of freedom, then throws in weapons and gear, gametypes, maps, and more into the mix to create a new multilayer experience where it seems almost anything can happen.

Summary of features

  • Redef Framework
    • Redesigned control scheme with dual holding/wielding system.
      • Hold any two items or weapons at the same time
      • Head-tacking support to enable dual aiming
      • Any item or weapon can be used in melee, thrown, dropped, and more
      • An interact mode that uses cursor click and drag mechanics to interact with objects’ mechanisms or even take them apart, access items in your inventory, and more.
      • Manual reloading, the “r” key is now a “rechamber” key when dealing with firearms, it only operates the gun’s bolt. Magazines and ammo are treated as items and must be taken out of your inventory like any other, they are inserted into the gun by activating their primary action, it is up to the player to operate the bolt when needed.
    • Improved movement system including incremental speed and height, movment inertia, a redesigned stamina implementation, redesigned prone position, and more.
    • RPG style skills and abilities implementation including DC skill-checking when performing actions to determine how well they are performed each time; the skills and abilities of the character will directly affect the effectiveness of all the player’s actions
    • Immersive First person, There are no first person specific view models, your character’s real playermodel that everyone else sees is used instead, all of the same animations that other players see on your character are also what you see through your character’s eyes.
    • Melee combat including punching, kicking, blocking, and sneak attacks like neck-snapping, throat slitting, etc.
    • Projectile simulation, complete with projectile speed, gravity affects, air drag, penetration, ricochet, and wind affects.
    • No health bars, character death or incapacitation is determined by the condition of his vitals,  not by hit points.
    • Realistic voice chat, When you talk through your mic in-game, your voice is transmitted as in-game 3D sound emitting from your character, any player or NPC including enemies within earshot will be able to hear you. Communicating remotely is done through items like radios which will have a real presence in the game.
  • Wide array of modern weapons and gear including rifles, handguns, grenades, knives, ammunition, optics, weapon RIS attachments, flashlights, tac vests, holsters, armor, helmets, etc. all of which are defined as items in the new interaction system.
  • Lots of gametypes, all the usuals of course, free for all, team deathmatch, capture the flag, along with new unique gametypes yet to be named.
  • Singleplayer story aspect, Instead of starting out in a menu, the game starts the player off in a singleplayer level in the story of the game, here the player can roam around, customize the appearance of his avatar, buy weapons and gear, test new weapons and zero them in at the range, interact with NPCs, manage account settings and more, even joining a multiplayer match is done through the level.
  • Unique “spawn room” element, all players start out in a “spawn room” for their team, this room has predefined weapons, gear, and ammunition lying on tables, a small shooting range for testing weapons, and doors heading out to the match. Players will often have a choice whether to take the time to grab extra gear/ammo or quickly head out to the battle.
  • Fully customizable gameplay, made possible through the RPG skills and abilities element, player’s skills, abilities, and starting gear are all server-side settings which can be customized by an admin; changing these settings can mean the difference between fast paced one man army style gameplay and slower paced tactical team based gameplay. the possibilities are nearly endless and realism is preserved either way.

Video! Footage of current Redef build

So RedD broke out the ol’ FRAPS and recorded some gameplay of the current working build of Redef. Hit the jump for the video.

Also, I recently got a job, so now I’ll have more money to fund development, but less time to actually work on it… Funny how this outdated monetary system of ours works.

Me and RedD have finally gotten into a regular working schedule on Redef, and we’ve made some progress. Redef is a Source engine mod for Valve’s Half-Life 2 that intends to address all the flaws of conventional First-Person Shooter design, big and small, and introduce a healthy dose of realism while we’re at it. The project is quite ambitious and our list of desired features is quite extensive. Of course, neither me nor RedD wish View Full Article »

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