DURIAN first public release features (and the plan going forward).
Here is a deeper guide for what kind of features this project has already and will be a discussion about what else can be added and why I chose to do certain things.
In what is considered "Phase 1" of development, the goal was to get a solid grasp on how this game was going to be made in Godot and to make it so that it somewhat has a framework for how the game should function. It should be the phase where the skeleton is constructed making sure that the game has most of the important things that make a game in it before going forward.
So the current release version as of 9/19/2024 (or September 2024) has the following features:
Character/classes that you can select from and which have different stats depending on what the player picks to be handled by a selection screen that gives you more information on whatever character/class the player decides to click on.
An inventory system that gives player that spawn in the ability to use different items or tools or weapons depending on what loadout they are given from 1-10, built with custom stats, names, and descriptions (and icons soon). There is a lack of items in this current build because the focus was not toward making items just yet, and most of them had to be rehauled in order to work with the new system that should allow for as much custom attributes and abilities for items once they are fully implemented (incase you are wondering what happened to the items showcased in a very early build).
Default game protocol: the default game-state is unreadied and displays information about the current game on the top caption with a mock leaderboard and when game is initialized (when players ready up) it will begin to activate any game-related entities on the map so that whatever gamemode can be properly played. This is going to be the planned default way for players to interact with the game when servers are implemented as it allows for a warmup and for all players to get into the match after a level change and to make sure that they are on the right team when they start.
Certain map objects like spawn-room shutters and resupply cabinets, health and ammo pickups, and one use powerups. Perhaps in a future update there will be the ability to make custom pickups that effect player items or attributes during the game, and have mappers decide how frequently they respawn or if they respawn at all or if they need to be triggered to respawn. Pictured here is a pick-up that has a one-time use that grants the player overheal, but cannot respawn after being taken.
Current gamemodes: Payload, CTF, Capture Points are the first to get attention.
Capture the flag details:
- A flag will spawn at a designated part of the map and are only enabled when the game starts.
- Opposing teams can pick up the flag and then capture it by going to their own capture zone or dropping it for other people to take.
- If a flag is dropped it will start a timer and once the timer ends it will return to the spawn point. If captured, the flag will respawn at the designated area and will have a cooldown period until it can be picked up again.
Payload details:
- Payload will follow a set track with a progress bar showing how far it has to go to reach it's destination.
- Payload will capture certain checkpoints that prevent it from going back any further than the furthest checkpoint it has.
- On round end, time it took for team to reach the final destination or whatever time originally given for first team on offense to win will be given to the other team to play for. (Stopwatch).
Capture Point details: currently the most underdeveloped mode yet, you can really only capture points and it still needs more work on it.
The point gamemodes are the most difficult to work on since they have sub-gamemodes within them, such as KOTH, A/D, 5CP (leapfrog style), Domination, etc. so it will take the most work to make efficient.
----------------------------FUTURE ADDITIONS---------------------------------------
In Phase 2 of development, which will take the next one or two years, I intend on implementing or at least attempting to have some framework for the following:
Multiplayer: Multiplayer has been technically achieved but it is too buggy and doesn't have as many features as it should to be properly released. This will require a rehaul of the entire game as it stands right now to get working which is fine, but also a few dedicated servers once it is ready to launch. This is obviously one of the most crucial parts of this project and probably the one that will require the most help from the community to not only get it to function but to get it to function safely.
Mapping system and organization: The point of this would to give certain tools the ability to full interact with other tools with events and inputs and outputs most likely using signals that one can use to develop their own logic without necessarily needing to code.
Players should also have the ability in the future to mount mods or custom content such as:
- Heads-up-display
- Configuration files and scripts
- Sounds and textures
- Playermodels and viewmodels
- Maps and campaigns
- Entire resource packs with a combination of the things listed above
Regarding the art: the art is mostly just "programmer art" although I still wanted to put some effort into it. Whether or not I want the game to have a retro style or a more modern look will be decided when it gets decided but for now I will make things that look good enough and work.
As of writing this, I am probably on break for a little while or not working on the game as intensively as I've had during the last post. I will also wait for the waters to stir and see if anyone would like to offer and help out with the development.
If you have any other questions, feel free to post them here or in the forum.
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