Tortoise Games: Unnamed Modern FPS. Position Openings

Well hey everybody,
I know I haven’t been posting at all in this thread, and this has been kind of in the dark, but everything has been under “lock-and-key” so to speak up to this point, and now we have quite a few new screenshots and a video to show to all that are interested.
All of these shots are fresh from the time of this post.
Shot 1:

Shot 2:

Shot 3:

Shot 4:

The video I mentioned earlier:
https://www.youtube.com/watch?v=XXV40pMC1ug

As you can see, were lacking in the texture department, 90% of the textures in that video are placeholders. We’d love any interested individuals to come aboard. I’m still open to any questions, and PMing me is always welcome.

Thanks,
Khaos124 and the rest of Tortoise Games.

Lizard people VS Crustacean people. I would keep an eye on a game like that.

Nice screenshots btw.

This is looking good, but…

To put it lightly, I’ve fucking had it with “ultra realistic tactical shooters”

Fucking. Had it.

Actually, we were going for Lizards Vs Giraffes. Heres a character concept art screenshot:

What was the last Tactical FPS you played?

Oh wow. That’s a huge level in your map video there. Can’t wait to see final textures.

That said, I’d like to see a similarly ultra-clean look to the buildings. Light beige/white textures always manage to make blood stand out, making tracking bleeding opponents easier. (Depending on whether there is a bleed system, or whether the combat will even allow for wounds. Is it one shot kills a la Rainbow Six/ Rogue Spear?)

k3nny, we plan on keeping the environment as close to the real thing as possible, overly grey and dirty walls will be rare here.

You can visit the Crydev thread via the link below for more information.

https://www.crydev.net/viewtopic.php?f=353&t=82347&p=903241#p903241

Nice looking stuff, but I kinda agree with xalener on this

I’m not really quite a fan of tactical shooters anymore, it just seems such a waste to have such realistic mechanics where the ultimate goal of the game is to kill things.

I still like tactical games like thief, however, or things where the emphasis is on something other then shooting

I think shooters need to try and get more realistic reactions to getting shot, sort of like Rockstar’s use of Euphoria. It’s really not that satisfying to shoot people in most games now, where they just stand there getting shot until they die, at which point they turn into a ragdoll. That and better AI. If those things are improved it could lead to much better tactical shooting.

I agree, but I meant more along the lines of the actual game mechanics. I’m all for more realistic hit reactions and impact effects on people like Rockstar is doing with MP3

I don’t think you guys understand (or really know, I’m not sure if I’ve clarified) what were going for with this game. We’re really trying to appeal to the old school fps player, the SWAT 4 lover, really emphasizing the TACTICAL part of a Tactical FPS. We are striving to make a game that feels as tactically involved as a game like SWAT 4 (although with a different premise on game play.) We at Tortoise Games have also grown very tired of the modern “run-n-gun” “point-and-click” shooter. We’re trying to bring a game to the market that we feel the Old-school FPS consumer has been looking for for years now.

I like the level design, can’t wait to see what it looks like without the placeholder textures. Unfortunately, I won’t ever play it because, while I am a huge fan of old school FPS games, I don’t play tactical shooters. I’m not patient enough, nor good enough at the tactics, to be any good at them. If this were more like Doom (which is what it sounds like you’re trying to avoid) I’d give it a shot.

Yeah, it’s definitely gonna be one of those games where it is targeted to a specific market, but we’re also going to try to branch out and grab in consumers like yourself, we just aren’t exactly sure how to do that yet.

I would try it if the animation is good, only character and weapon animation is what get me into FPS games.

I would try to help with weapon animation if I am good enough, lol

fong, if you know how to make animations, you can help.

I can’t add bones or rig em through. :3

https://www.youtube.com/watch?v=EFUJywh-Z6g&list=UUWB-OPOwOqJxnYCkaMU_zjw&index=20&feature=plcp

I haven’t made animation for awhile, might get started on CSGO.

Careful with that, in my experience games that try to meld experiences just end up with the worst of both worlds not the best.

Sounds like the hardcore tactics FPS is coming back in. First Ground Branch, then Takedown, now this project. Woo hoo! I like this trend.

I know! It’s really quite refreshing. These modern FPS’s are really stale, and its great to be apart of this new breath in the gaming world.

count on me if you need a beta tester.

What GangXtaZz^ said! :retard:

Edit:
I have some ideas if you’re interested… First off.

If you want some casual gamers to play your game then put in a gamemode like team deathmatch or free for all. That way the people who aren’t interested in tactics can just run and gun.

And also…
I had an idea for a new gamemode. (I don’t really know if it really is new but I haven’t seen a game with this gamemode yet so…) It’s like squad deathmatch in battlefield 3 but instead of winning by reaching the target score you win by having the highest average kill death ratio of all the members in your squad.

Pros.

  • People will not just focus on killing but also on survival which ‘‘might’’ give a new tactical way of playing.

Because you meet different enemy squads then there’s a probably a bigger chance that you will get attacked from different sides more often. Because if enemy squad 1 comes at you from the front then there’s probably no chance that enemy squad 2 will come from the same direction, because if the two of them met each other at the front before coming at you then one of the teams should have probably killed the other already.
Which means that if you encounter multiple enemy squads at the same time then it’s probably from different directions. And because of the survival aspect this will lead to:

  • That they will plan there attack routes more wisely so that they can’t be attacked from different directions at the same time.

Cons.

  • It might become to messy.

These are the pros and cons that I could think of right now but I bet that there are more.
And remember that these are just my idea’s! I have no way of knowing and proving that these idea’s are good. Though I hope that they are. :slight_smile:

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