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Dev Video Update 005 - Stabbing, Exploding, and Teleporting Like to fight up close and personal? There’s a weapon for that! Here’s the video:
Be sure to watch in HD!
I think melee weapons in FPS games too often boil down to spamming left click as you...
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Dev Video Update 005 - Stabbing, Exploding, and Teleporting

Like to fight up close and personal? There’s a weapon for that! Here’s the video:

Be sure to watch in HD!

I think melee weapons in FPS games too often boil down to spamming left click as you chase someone trying to get in range. Most modern games have addressed this by throwing out the idea of having a separate melee weapon and instead give everybody a lethal, often auto-seeking, melee hotkey they can press whenever they get in range – I think this generally works pretty well, but I want melee (or “the ability to be a major threat at close quarters”) to be a player-chosen specialty rather than a general trait every player has. So with this weapon I’ve tried to solve some of the problems with first person melee weapons and create a toolset for players to build a playstyle around.

Left click stabs and the weapon will highlight the enemy when you’re in range to help alleviate the lack of real depth perception in first person games. The stab does decent damage, but you’ll want to keep holding left click when you successfully land a hit because it sticks them with an explosive. The explosive is on a timer, but the timer is manipulated by how well you track it – the better you aim, the sooner it will explode. If you look the other way or lose it behind a wall, the timer reverses and will expire if you break line of sight for too long. This creates a nice one-two combo that feels good to pull off, provides another avenue to express player skill, and gives the victim an opportunity to react by finding cover or killing you before you can finish them off.

To help close the gap, there’s a short range teleport. Right click and hold to shoot an orb, then let go to teleport to where the orb is. The orb only lasts for a small amount of time so you can only teleport over short distances (sort of like a ‘blink’ ability in other games). The orb will also flash yellow to let you know it’s about to expire – this makes it easier to get a feel for the timing so you can consistently get max distance.

I understand that the ease of teleporting might seem overpowered, but so far playtests haven’t validated that fear. I do have an idea for an elegant way to discourage excessive teleportation, though, so I’ll put that in when it becomes necessary. I generally try to avoid preemptively nerfing things too much – I think, ideally, everything should feel overpowered when used skillfully in the right situations.

Next I want to work on implementing teams and the main game mode objectives – I’m super excited about that!

If you enjoyed this video, be sure to subscribe to our channel on YouTube for future updates!



There’s various ways you can follow me – here on Tumblr, Twitter, Facebook, Youtube, IndieDB, Instagram, or even a mailing list on the right-hand side of this page. Also be sure to join in on the discussions on /r/telos and #Telos on quakenet! Let me know what you think!

    • #indie games
    • #gamedev
    • #low poly
    • #overpowered games
    • #telos
    • #esports
    • #fps
    • #fps games
    • #videoupdate
  • 2 years ago
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Dev Video Update 004 - Healing Equipment I put in another equipment item and talk a bit about loadouts! Here’s the video:
Be sure to watch in HD!
As an alternative to health pickups and rechargeable shields, I’ve put in an optional healing equipment...
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Dev Video Update 004 - Healing Equipment

I put in another equipment item and talk a bit about loadouts! Here’s the video:

Be sure to watch in HD!

As an alternative to health pickups and rechargeable shields, I’ve put in an optional healing equipment that players can choose to include in one of their loadout’s equipment slots. I think this maintains a good risk/reward dynamic, provides more choice, and will further emphasize teamwork.

The healer is intended to be used between firefights. First, you charge it – this is when it’s white and the cross is filling up; you can think of it like it’s diagnosing the damage. If you get hit while charging, it will restart the charge so you’ll want to find a safe place to do this. Once the charge is done, it turns green and starts healing you over time – you’re free to get hit or use other weapons while you’re being healed as neither of these will interrupt it. It only heals for the amount of damage you had when you started healing so as an attacker, you never have to do more than 100 damage to kill an enemy (unless you let them start a new heal while you’re shooting at them, but this is unlikely). So if you had 25hp when you started healing, but you took 18 damage while the heal continued, you’d still only heal 75 damage and you’d end up with 82hp (you don’t heal the extra 18 damage you took after starting the heal).

I haven’t put in any objectives or even support for teams, so all the footage so far has shown deathmatch gameplay – the goal, however, is to build a game that rewards solid teamwork. Sort of like choosing heroes in a MOBA, you’ll want to coordinate the different loadouts each teammate will use and you’ll need to work together if you want to win.

Next video will showcase the melee weapon I’ve been yapping about for a while.

If you enjoyed this video, be sure to subscribe to our channel on YouTube for future updates!



There’s various ways you can follow me – here on Tumblr, Twitter, Facebook, Youtube, IndieDB, Instagram, or even a mailing list on the right-hand side of this page. Also be sure to join in on the discussions on /r/telos and #Telos on quakenet! Let me know what you think!

    • #indie games
    • #gamedev
    • #low poly
    • #telos
    • #overpowered games
    • #videoupdate
  • 2 years ago
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First weapon! The first weapon is implemented and I held a playtest with some local gamedev friends! Here’s the video:
Be sure to watch in HD!
If you’ve been paying close attention you might wonder why it took so long to get the video up when I...
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First weapon!

The first weapon is implemented and I held a playtest with some local gamedev friends! Here’s the video:

Be sure to watch in HD!

If you’ve been paying close attention you might wonder why it took so long to get the video up when I already had the gun working several weeks ago. Ironically, the delay was caused by good fortune. Clanwarz hooked me up with a nice game server and I decided to pivot development a bit. Originally I was just going to get a friend to play over LAN again to record footage for the weapon – my home internet is trash and I can’t open ports at my office. Because I now had a game server I spent some time working on a dedicated server build and cleaning some UX stuff up so that I could do a more substantial playtest. Knowing I was going to wait to do the video, I also went ahead and started working on the second weapon.

Playtesting is essential and I’m super excited to be able to do it so early in development. – there’s already things I want to tweak. I get a lot of requests from people wanting to help playtest but, for now, I’m mostly limiting the playtests to local game development friends – they’re going to give the most useful feedback at this stage in development. Once the core features are implemented and I think it’s fun enough, the plan is to open it up to an early access style release. The hope is that early access would bring in enough revenue to allow me to work on this full time and accelerate development.

If you enjoyed this video, be sure to subscribe to our channel on YouTube for future updates!



There’s various ways you can follow me – here on Tumblr, Twitter, Facebook, Youtube, IndieDB, Instagram, or even a mailing list on the right-hand side of this page. Also be sure to join in on the discussions on /r/telos and #Telos on quakenet! Let me know what you think!

    • #gamedev
    • #low poly
    • #Unity3D
    • #telos
    • #overpowered games
    • #indie games
    • #multiplayer
    • #videoupdate
  • 2 years ago
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Networking! Telos is a competitive multiplayer game and now multiple players can actually connect to each other. It would have been much quicker to go with Unity’s networking or some other middleware, but I didn’t want to commit to a third party...
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Networking!

Telos is a competitive multiplayer game and now multiple players can actually connect to each other. It would have been much quicker to go with Unity’s networking or some other middleware, but I didn’t want to commit to a third party solution that could potentially cause issues down the road.

I’ve written a custom networking layer loosely inspired by Quake 3’s snapshot system. This is very much a first pass at Telos’ networking and it’s far from finished, but this’ll make it much easier to tweak things later without having to make many changes to the rest of the game code. Here’s the video:


Shoutout to Eric Lorentz for helping record the footage with zero prior experience playing the game – would have been hard for me to demonstrate the networking alone!

While March will be busy with GDC, development updates should be more frequent moving forward. For the next video update, the plan is to get the first weapon implemented. It’ll be a relatively conventional bread and butter weapon to get things started, but things should get more exciting after that!

If you enjoyed this video, be sure to subscribe to our channel on YouTube for future updates!



There’s various ways you can follow me – here on Tumblr, Twitter, Facebook, Youtube, IndieDB, Instagram, or even a mailing list on the right-hand side of this page. Let me know what you think!

    • #gamedev
    • #low poly
    • #Unity3D
    • #telos
    • #overpowered games
    • #indie games
    • #multiplayer
    • #videoupdate
  • 2 years ago
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Introducing Telos Since graduating university, I’ve been self employed making games and interactive media for about 3 or 4 years and most of that has been smaller mobile stuff. I chased that mobile money, thinking I could use revenue from those...
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Introducing Telos

Since graduating university, I’ve been self employed making games and interactive media for about 3 or 4 years and most of that has been smaller mobile stuff. I chased that mobile money, thinking I could use revenue from those projects to fund what I really wanted to make, but I didn’t find the kind of success I needed for that to happen. I’ve been able to keep paying bills with freelance dev work, but for my own projects it’s time for me to change strategy and make the game I’ve wanted to make for years. For now it’s just myself working on Telos and it’ll be a long journey, but I hope starting this devblog early will help keep me motivated and get feedback from the community.

With Telos, I want to rethink the competitive multiplayer first person shooter.

Taking inspiration from Wolfire Games, I plan on regularly producing videos to document the development progress. The game is still very early in development and what is shown here absolutely does not reflect the final quality of the game, but here’s the first development video, introducing the core movement system and the basic concept for the player character:



At the core of any good FPS is the movement system so that’s where I’ve started. You play as a large but agile quadruped mecha that can charge to jump quite high and swing around with the help of the grapple hook. One key goal was to make moving in outer space as fun as possible, and yes that means zero gravity as well.

This opens up a lot of exciting possibilities for level design where some areas of the map will observe gravity and others will be zero gravity. In zero gravity areas, there are also special surfaces that you can land on, move around, and jump back off of.

The art style will evolve over the course of development, but I’m working with a clean low poly style to give what I think is a nice vibrant look.

Next steps will be to implement basic netcode and then get some weapons into the game.

If you enjoyed this video, be sure to subscribe to our channel on YouTube for future updates!



There’s various ways you can follow me – here on Tumblr, Twitter, Facebook, Youtube, IndieDB, or even a mailing list on the right-hand side of this page. Will probably even post some Telos stuff to my Instagram

    • #gamedev
    • #low poly
    • #unity3d
    • #Telos
    • #Overpowered Games
    • #indie games
    • #videoupdate
  • 2 years ago
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