[Prototype] Fast-Paced Action FPS Game

Hello everyone, this time I present my first experience in creating an FPS game. Without going into too much detail, I focused on a story that combines elements from the Half-Life series and Road 96. I ventured into different time periods, altering the fate of the universe. Depending on the time period you choose, new moments and events unfold, creating a puzzle to solve. Drawing inspiration from Treppang 2 for gameplay and mechanics, I aimed to offer fast-paced action gameplay, interspersed with level puzzles reminiscent of the Half-Life series. After completing each level, we need to teleport to one of four new time periods and solve the main puzzle based on our decision. The scenes you see in the videos are prototypes; there’s much more to develop in terms of gameplay. But for now, this is how far I’ve come.


Let’s first take a look at the blockout level I designed as the opening map. The story behind it goes like this: we wake up with no memory in an underground research/experimentation center, and the people here are being evacuated by a hostile faction. Trying to understand what’s going on, we attempt to escape from here without knowing what to do.


This is the map where I worked on AI and combat.


This map belongs to a marketplace asset called “Horror Bunker.” I filmed a video to experience and take notes on combat in tight spaces, but I decided I wouldn’t achieve the desired outcome in maps with such limited structures. I get the best results in the map you saw in the video above. I will design map layouts with this in mind, incorporating the lessons I’ve learned.

The Lawmen – Last Recorded Videos & What Happened to the The Lawmen? [Actual Date: May 24, 2023]

Hello everyone, the videos you see in this post are dated May 24, 2023, and about a week after this date, my team and I stopped working on The Lawmen after further developing the level design. I can’t say the project is completely dead for now; I’m considering working on a different version by making some changes to the story and mechanics, but as of now, I can say that this game has been archived.

During the duration of The Lawmen, I had the opportunity to work with team members from both the United States and Turkey, all of whom were well-trained in their respective fields. Throughout this process, I had the chance to find answers to the questions of “how to manage a team?” and “how not to manage a team?” After spending a few months with these individuals, putting the project on hold was difficult for everyone. However, it was a necessary move to avoid losing more time, so I decided to pause the work. The reasons for this decision are not too complex:

First and foremost, coming home after working for hours at a game company in the morning and then immediately starting to work on The Lawmen for hours was truly exhausting for me. In the past few months, I only had 3-4 hours of sleep each day and there were days/weeks when I woke up in tears or had to hold back tears.

Secondly, I wasn’t very experienced in game design and team management, and taking on a project like The Lawmen with a team of 7-8 people and limited working hours with zero budget was starting to feel like an impossible dream.

Now, I’m working individually on an FPS project inspired by Half-Life, where I’ve also educated myself on game and level design topics. This time, I’m taking it slow, of course :). I’ll be sharing more details with you all soon.

After all these explanations, I’ll leave you alone with the last videos I’ve recorded for the team. These videos were taken for internal brainstorming purposes, so they were shot without much attention to aesthetics or visual quality.


Demo Scene 1 & 2


Demo Scene 3 – Option 1 and 2


Demo Scene 4 (THIS SCENE IS NOT COMPLETED)


Demo Scene 5 – Option 1 and 2

The Lawmen – Update Showcase April 20, 2023

We say hello to everyone with a new update. We continue to prepare The Lawmen for the demo towards the end of April. Within the last 10 days, we have focused on the following topics:

  1. Player’s Combat Experience
  2. Quick Draw Shoots
  3. Aim Blocking by Meshes
  4. Melee Combat
  5. Fade Effects for Materials
  6. Reloading Mechanic

Let’s start with our showcase video

I also want to continue with a short gameplay video (I know it’s the same as the other)


Quick Draw Shoots (Still Work In Progress)

I think one of the must-haves in a cowboy game is the quick draw mechanic. This feature allows you to make irregular but faster shots for closer enemies. It’s making the game more fluid.


Aim Blocking by Meshes

We made this improvement to prevent our arm from going through objects or npc characters when we aim.


Melee Combat

Another feature that adds dynamism to the game! Have you fired intense shots and run out of bullets to take down the enemy nearby? Or have you wanted to quickly stun this nearby enemy for a few seconds? Then throw a punch!


Fade Effects for Materials

One of the biggest problems I encountered while developing the game was objects such as tree branches that obstructed the camera view. Especially in areas with dense trees, the camera would go crazy and we could hardly see anything, until now. We now apply a slight fade effect when entering wooded areas, allowing us to see our surroundings.

The Lawmen – Update Showcase April 09, 2023

Hello everyone, big changes await you in this post from The Lawmen! First of all, let’s watch our latest YouTube video together.


THE LAWMEN’S NEW LEVEL

Let’s talk about some of the new features. First of all, as you can see in the demo map, we’re making big changes to create a higher quality atmosphere. Of course, we’re just at the beginning of the road.


MOUNTS AND CROWS

And now we can ride horses! There are still many things we need to work on, but even in its current state, it excites me a lot. I had a video of riding a horse on our old map where you can see the town folks going about their routines. It’s so nice to see them wandering around… All these things bring us one step closer to a real game.

GAMEPLAY & COMBAT IMPROVEMENTS

At the same time, we’ve made significant progress in terms of gameplay. It may not be easy to understand directly from the video, but we’ve made some changes to the combat side. Firstly, I calibrated the cocking and reloading speed and with just a small speed calibration, I managed to increase the gameplay feel. Additionally, in this video, you can see the regional hit reaction animations and the dynamic and different aiming positions of NPCs.

INFO CARDS

Lastly, let me introduce our new info cards. Until next time, see you again!

The Lawmen – Update Showcase March 03, 2023

Hello everyone, I haven’t been posting for about two weeks. I have been working under a heavy workload at a game studio and have been coming home to work on The Lawmen as soon as my shift ends. I recently got overwhelmed and took a few days off, but I have since resumed development at full speed.

As for the March update, I have been working on vfx, sfx, and dynamic crosshairs, among other things. But the other things are not complete, so I only share these with you.

You can watch the related video:


About VFX Updates:

  • Smoke coming out of the muzzle
  • A trail following the bullet
  • A bullet hole decal with smoke emitting from the area where it hits

About SFX Updates:

  • A sound of falling bodies hitting the ground
  • A ground slam sound for falling weapons
  • Improved gun sounds for revolvers
  • A dying cry of agony
  • Player and NPC shouts while taking damage

About Dynamic Crosshair:

Wondering how the dynamic crosshair works? When aiming at an enemy NPC, the normally white crosshair turns red. If we shoot and take damage, four white bars appear around the crosshair. If the NPC dies, four white bars and four red bars appear around the red crosshair.


For more information on The Lawmen and to see the prototype roadmap, please check out this article:

https://tkgamedevlogs.com/2023/02/12/what-is-lawmen/

You can also access The Lawmen’s playlist at this link to watch more devlog videos:
https://www.youtube.com/playlist?list=PLOhqozc8wrnmwVhABv5ylKri0s4bTBbGW

The Lawmen – Brand New UI Designs

Hello everyone,

I’m excited to share that we’ve recently created new UI designs for the Main Menu, Inventory, and Skill Tree in our game. I leave a few images below for you.

While I’m passionate about programming and game development, UI design is not my favorite task. It was a challenging few days, but I managed to complete the transfer of the designs to the game. Although we still need to program the UI, we have completed the hardest part of the process (design to widget). Our next steps are to dynamically transfer data to the widgets and ensure they communicate effectively with other components in the game.

What is “The Lawmen”?

I’ve had a love for western movies since I was a child. When I was growing up in my country, it was a tradition to watch a western movie on TV every Sunday morning during breakfast with my family. The gritty characters, quick-draw gunfights, and the Old West setting all contributed to the allure of the genre for me.

After years of fascination with westerns, I finally decided to develop my own western-themed game called “The Lawmen”.

The game revolves around two brothers in arms: the sheriff and his deputy. Players take on the role of the deputy sheriff and are tasked with investigating the murder of the former sheriff in a small town while also maintaining order. The primary objective of the first game in the series is to solve the mystery behind the murder. This game is the first installment of a planned trilogy (2 Game & 1 DLC).

You can watch videos of the march developments via this link.

You can watch videos of the february developments via this link.

Our game, “The Lawmen”, is currently in the demo stage and we are using Unreal Engine 5.1 for development. Planned demo release date is April 30. It will be a private demo, we will do early alpha testing in private. If you are interested, you can reach us on my linkedin account.

ROADMAP OF THE DEMO

So what have we done so far?

  • Gears/Equipments system
  • Weapon System (Shooting, Reloading, Pulling Rooster, etc.)
  • Mid-range Artificial Intelligence for NPCs
  • Stat system (Health, Stamina, Aim Deformation, Gun Draw Speed, Reload Speed, etc.)
  • Dialogue System
  • Quest System
  • Dynamic Npc Reactions
  • Looting System
  • Item System
  • Mid-range Ragdoll System
  • Companion System (NPCs can team up with each other and react accordingly to situations)
  • Interaction System
  • Bullet Holes
  • Hand Rotation by Aim Location
  • The Plants’ Reaction to the Character’s Hovering
  • Dynamic Crosshair
  • Actor Distance Optimization
  • Buying & Selling Items
  • IK Rig for Legs
  • Climbing & Vaulting System
  • Main Menu
  • Inventory System with UI
  • Save & Load System
  • Shooting Related Visual Effects
  • Sound Effect Improvements (Huge Updates)
  • Ability System (Player will be able to gain advantage for weapon draw speed or aim deformation abilities, etc.)
  • To create a vibrant and immersive game world, we gonna developing npc ai that have their own routines, interact with each other, and travel throughout the game world.
  • Crafting System
  • Modular Character System (Change clothes or cosmetics)
  • Customizable Weapons
  • Upgrading Weapon Parts
  • Item Inspection System

What are we working on now?

  • Mounts
  • Changing Character Animations

What’s left over for our demo?

  • Options Menu (And Game Options)
  • Quick Draw
  • Photo mode
  • Behavior Trees will be reserved for vendors, bartenders, town members and enemies (different types of ai’s will be written and strengthened)
  • Level Optimization
  • Code Optimization
  • The flow of the demo will be set up