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 Post #1
 12th December 2009 Last edited by Fuzzyltning; 30th April 2010 at 11:42AM.. (Release)
Fuzzyltning's Avatar
July 2008
70 Posts


Description:
LaserTag is a team based shooter with a twist! When you defeat another player, he's swapped to your team. Once all players in a game have been swapped to the same team, the round ends. At the end of the round, stats are laid out such as most tags, most swaps, most distance travelled and most powerups acquired.

LaserTag sets out to be different by providing fast paced continuous shooter action where you're never waiting for a respawn. Set in creative maps designed specifically for the gamemode, which are big enough for the rounds not to end in one big flurry of lasers, but small enough not to let the rounds drag on.

To make sure you are always in the game, there are no health bars in LaserTag, purely a shield bar that recharges a few seconds after combat. Lose your shield, and you're swapped to another team. The goal is to tag as many players as possible.

To keep the game fresh and interesting, tons of creative powerups are designed in a unique upgrade system where most of the powerups you find you'll be able to keep as long as you like, unless you choose to swap it with a new one. There are three types of powerup:
  • Primary: These upgrade your weapon's basic abilities, such as damage, refire rate, accuracy, bouncing lasers, vampire shield and more.
  • Secondary: These give your weapon a unique new alternate fire, such as a scope, a shotgun burst of lasers, a guidable rocket, a turret and many, many more. Many of these stack with your primary powerup, so you'll be able to shoot your shotgun faster if you have upgraded refire rate!
  • Player: The only powerups that are limited by time, for a short burst of time you're given a unique ability that relates to your player rather than your weapon, such as stealth/invisibility, increased speed or overcharged shield.

Each powerup occupies its own slot, and you can stack most powerups. A major goal of the game is to look around and acquire powerups to give yourself an edge. This is especially critical if the teams become stacked against you (which is a natural part of the game).

LaserTag arenas:
LT_SAON: Underground base with secret entrances, corridors and medium sized interior environments.
LT_SKYLINE: Scenic views from the top of Horizon Industries Tower HQ, featuring panoramic views of the cityscape below and challenging interiors with a largely central and cramped main area for constant and fast action.
LT_???: To be announced




Media:
Media release 13/01/2010





Media release 20/01/2010





Videos
Early powerup test video - 13/01/2010
View YouTUBE video

Early powerup test video - 13/01/2010
[url]http://youtube.com/watch?v=YBxzBGCVne8

F4ilzone's gameplay video (LaserTag online beta)
View YouTUBE video

JoonazL's gameplay video (LaserTag online beta)
[url]http://youtube.com/watch?v=hp9gYWt4P3A





ModDB Profile


Release Files (LaserTag V1.0)


Mirror (LaserTag V1.0)
http://dl.dropbox.com/u/5012570/LaserTag-v1_00.zip


The development team consists entirely and solely of me. I'm on level design, texturing (level/effects), SENTs and effects, weapon and gamemode coding.
 Post #2
 12th December 2009
Nerdeboy's Avatar
August 2009
1,284 Posts
Oh hey it's another idea that reminds me of me.
 Post #3
 12th December 2009
Fuzzyltning's Avatar
July 2008
70 Posts
It's not an idea, it's well into development.
 Post #4
 12th December 2009
Gold Member
CowThing's Avatar
November 2006
2,829 Posts
The effects look cool.
 Post #5
 12th December 2009
Altair13's Avatar
January 2009
268 Posts
LaserDance has already been made. An original idea is suppose to be made. Looks cool though.
 Post #6
 12th December 2009
Gold Member
CowThing's Avatar
November 2006
2,829 Posts
LaserDance has already been made. An original idea is suppose to be made. Looks cool though.
Just because it uses lasers doesn't mean it's a copy of laser dance, try re-reading the opening post.
 Post #7
 12th December 2009
decyg's Avatar
September 2009
429 Posts
Looks pretty cool, keep up the good work!
 Post #8
 12th December 2009
Gold Member
SnakeFace's Avatar
July 2006
4,419 Posts
LaserDance has already been made. An original idea is suppose to be made. Looks cool though.
Firstly, it's not a clone, secondly it's been specified that gameplay is more important than originality.
 Post #9
 12th December 2009
Gold Member
ddrl46's Avatar
October 2007
3,144 Posts
I think i've seen this somewhere else. Nice though.
 Post #10
 12th December 2009
Jo The Shmo's Avatar
January 2009
941 Posts
You won't get very attached to your team though, and in the end, everybody wins
You should just make the player with the most tags win.
 Post #11
 12th December 2009 Last edited by Fuzzyltning; 12th December 2009 at 09:04PM.. (Awful sentence structure.)
Fuzzyltning's Avatar
July 2008
70 Posts
Yeah, I've thought of this. Obviously it is an everybody wins kinda deal, and there is also a possibility time will run out before all players are swapped to the same team. I'm just going to rank players under a set of different achievements:

Conquerer: Player with most tags (frags)
Traitor: Player who swapped teams the most times. (number)
Power Crazed!: Player who picked up the most powerups. (number)
Explorer: Player who travelled the most distance (dist in miles/meters)
Underneath each player will be your own placing in the runnings for that particular achievement. For example: If Jo The Shmo got Power Crazed, it could show me as 2/11 to represent 2nd place out of 11 players, and how close I was to getting it. Battlefield 2/2142 had something a little bit like this.

This would show on a scoreboard sort of deal at the end of the round.
 Post #12
 13th December 2009
Gold Member
nick34's Avatar
August 2005
2,147 Posts
I fucking love laser tag, used to play it in the old CoD
 Post #13
 14th December 2009 Last edited by Fuzzyltning; 13th January 2010 at 11:06AM..
Fuzzyltning's Avatar
July 2008
70 Posts
Minor update.

LaserTag Update 01 posted:
+ Players now distribute evenly into separate teams after a team has won a round.
+ Players can no longer swap team using the menu during the course of a game.
+ Laser shoot effects. (will try to get a video soon) + singe mark.
+ Laser rifle targeting reticule.
+ Additional mapping and texturing to the LT_SAON level. Specifically the spawn area.

Above: Spawn room for FURY. This will pretty much be the design for all spawn rooms on LT_SAON.


Above: Targeting reticule for the laser rifle. Compression from jpeg screenshots got to it. It rotates slowly.


Above: Dodgy screenshot of the laser shoot effects.

Bots are the least photogenic thing I have ever met.

I will start to beta test this on an available server in a few days.
 Post #14
 17th December 2009
Archy's Avatar
May 2009
1,874 Posts
Looks interesting.
 Post #15
 11th January 2010 Last edited by Fuzzyltning; 11th January 2010 at 08:14AM.. (main thread ~= OP)
Fuzzyltning's Avatar
July 2008
70 Posts
ENTER: Guided Projectile Testing!



You thought 3 weeks of no activity means the gamemode died! You were very wrong my friend. Nah I've been working away, just haven't made as much headway as I wanted to considering the time. Here's a changelog of progress.

changelog posted:
  • The powerup system is complete functionally.
  • Primary powerups added: Accuracy, Rapidfire and Vampire
  • Secondary powerups added: Rocket (see screenshot. It's not done btw, and that is not the model it's a replacement for collision testing) and Burst (shotgun)
  • Some HUD elements in place, shield integrity and upgrades (note there are three slots, the rocket upgrade is occupying the secondary (center) slot)
  • Powerups have a visual aspect in game before pickup aswell obviously. This is functionally and visually complete but still has a minor issue I'm going to fix.
This list isn't quite complete but I am somewhat ashamed at the lack of progression. I figure with respect to having something to show in the thread I may have better motivation to complete things faster. Although it can be said technically I'm procrastinating right now.

So anyway if you've been following this mess of a post so far, you're probably totally confused about the powerup system. Here's how it works: Powerups are available in three different flavors, and you have one slot for each of them. You can pick up an accuracy powerup; a primary powerup that makes your primary fire more accurate. You can then wander around and pick up say a shotgun secondary fire pickup, and your shotgun burst will have less of a spread because you have the accuracy powerup in addition. The main types of powerup are Primary (accuracy, etc.) which affect your weapon settings and Secondary which unlocks extra abilities on your weapon such as shotgun burst, guidable rockets, sniper scope and more. I have heaps of ideas for both and intend there to be lots of variety in powerup.

There is also a third and very rare type of powerup known as the Player powerup. These upgrade your abilities as a player and I only have 3 ideas: ShieldBoost (200% shields, better regen), Stealth (near invisibility) and Speed (run faster, jump further).

You can only have one powerup of each type at a time. Player powerups are limited by time (run out after 60 seconds or less depending on how balance works out) but the other powerups you can have for the duration of the round. Depending on how playtesting goes I may strip your powerups if you get tagged (shield broken).

The powerups are mainly what helps the gamemode to stand out over other shooters, since it gives it some variety. Loads of creative powerups are possible and help to weigh the odds in a round. The idea is that you'll start and gain a number of powerups to upgrade your weapon as you go. They will of course need rigorous balance testing.

Continuing this small novel of a post, powerups won't just spawn randomly from a list of some-suck some-uber powerups, they're organised by rarity. For example, the player powerups will all be very rare, and the simpler powerups like accuracy will be quite common. A powerup spawner itself will actually level in rarity the longer it has a powerup sitting on it, untaken. This encourages players to explore the map as the round progresses to search for the rarer powerups. You can also drop powerups out of a slot to replace them with a new powerup you found by pressing USE on the spawner.

Here's the current list of planned and semi-complete powerups. The ones with X's are more or less complete.
Secret LaserTag design document posted:
  • -- Primary
  • x Accuracy - primary, makes the gun more accurate. Icon is a cross (weaponsight) with two arrows.
  • x Rapid Fire - primary, makes gun shoot way faster. Increase spread, lower kick, lower damage, automatic fire. Icon: Lots of bullets, three row repeated to make 9 bullets.
    -- Balance adjustments needed to make sure it's as good as the basic level weapon while providing a decent improvement over it.
  • x Vampire - steal 50% of the shield you damage with primary fire. On target death, 10% chance of stealing a powerup in a slot that isn't filled.
    TODO: steal powerups.
    x Icon: Face with big eyes, straight line mouth and pointy teeth.
    x Effect for sapping health, particle travel from one player to another change color in process.
    - redo this to look less mspaint
    -- Balance adjustments needed to make sure health vamped is enough.
  • o Bounce - primary, lasers bounce on impact, up to 5 times. Icon is a laser bouncing off of the ground.
  • o Damage - primary, increased damage. Icon is an upwards pointing arrow.
  • o Penetrate - primary, laser penetrates people and walls, up to 5 times. Icon is a laser going through two walls.
  • o Chain - primary, when a laser hits an enemy it will chain to nearby teammates and cause 25% damage to them also. Icon is a circle of dots with a thinner line between them.

    -- Secondary
  • o Scope - Allows you to zoom in. The longer zoom in is held the further you zoom, release to stop zooming, click again to end zoom. Icon is cross (weaponsight) with rings around it
    - Also ups accuracy whilst scoped. Headshot multiplier increases slightly also. Refire is slowed. Change weapon sound to like a flaregun or something.
  • x Burst - a shotgun like burst from altfire. Icon is a bunch of lasers eminating from a single point in various directions.
  • o Bomb - a smg altfire like grenade thing that bounces once and explodes in the air. Icon is an explosion. A decent one. I know.
  • o Recharger - recharge teammate shields as well as your own. Icon is a swarm of plus icons.
  • x Rocket - Slow slow refire but delivers a low payload homing(aimable) rocket with splash damage. Icon is a rocket.
    - Knockback on hit, could be used for boosting etc.
  • o Rejector - Short range reasonable refire weapon that can be used to punt players (viewpunch them too) and boost from the ground upwards. Knocks you back too? Icon is a spring?
    - icon could be arrows pointing right from a circle instead. No, hand 'stop' icon.
  • o Turret - One use only placeable turret that sits wherever you put it and can be shot out. Rare. Icon is a box with a gun shooting bullets or something dunno.
    - models/combine_turrets/ground_turret.mdl
  • o Pepper - Shotgun like altfire but results in particles that hang in the air and cause damage to players that walk through them. Icon is a bunch of stars floating.
  • o Teleport - RARE. Balance/cheating issues. Allows you to teleport to where you're looking instantly. Icon is a faded player and a new player next to eachother with an arrow in between.
  • o ESP - Look through walls, fades out after 5 seconds of use. Refire is slow Players are given their shield glow but faded, overlay darkens view slightly. Icon is a player behind a wall.
  • o Proximity - Mine sits and explodes when somebody passes it. Refire is very slow. Icon ???
  • o Flash - Much like the Bomb powerup except it blinds players for 5 seconds if they're looking at it. Icon is sunglasses?
  • o Slasher - Laser knife, instant changes shield on backstab, 50 damage otherwise. Slow to swing.

    -- Player - Most of these run out after a certain period of time.
  • o Stealth - for 60 seconds, you are virtually invisible. Icon is a faded player, or shifty eyes with a dashed outline or something.
  • o ShieldUp - for 60 seconds, you have 200% shields, twice recharge rate and always recharge. You glow like a christmas tree also. Icon is a bunch of plusses.
  • o Run - for 60 seconds, you run crazy fast. Icon is a player with speed lines or blured back.
This is by no means a confirmed list, most of these are purely brainfarts and some of them are more feasible than others in terms of time commitment and usefulness.

In closing, feel absolutely free to contribute ideas for powerups and other gameplay things you'd like to see.

Edited:

Also I'm going to redo the OP soon.
 Post #16
 12th January 2010
Etna Chan's Avatar
January 2010
7 Posts
o Proximity - Mine sits and explodes when somebody passes it. Refire is very slow. Icon ???

not sure how you're doing icons,

but how about a sort of plus, but more round shaped (like a mine) with a green light on top of it?
 Post #17
 12th January 2010
DesolateGrun's Avatar
July 2008
1,439 Posts
looks cool
 Post #18
 13th January 2010
Fuzzyltning's Avatar
July 2008
70 Posts
o Proximity - Mine sits and explodes when somebody passes it. Refire is very slow. Icon ???

not sure how you're doing icons,

but how about a sort of plus, but more round shaped (like a mine) with a green light on top of it?
I made two concepts from your suggestion, topview and cross-section. I'm not sure which I like more, so see which one is closer to what you had in mind. The only real design spec with these is they have to be very simply shaped so that they can scale down and fit on the HUD. So there's a hires 256x128 texture used on the spinning quads that the player runs into and picks up and then that texture is scaled down onto the hud at less than 64x32, so small details get missed out or look bad.

Topview concept


Cross-section concept


Both concepts scaled down into the upgrade indicator.


Edited:

On the left of the above two concepts is Accuracy and RapidFire primary powerups respectively.
 Post #19
 13th January 2010 Last edited by Fuzzyltning; 13th January 2010 at 11:41AM.. (Once again, main thread ~= OP)
Fuzzyltning's Avatar
July 2008
70 Posts
Updated the OP with new media and a vid. Explained the game a bit better. Enjoy.
 Post #20
 13th January 2010
Gold Member
The DooD's Avatar
June 2005
6,225 Posts
This looks pretty fucking awesome.
 Post #21
 13th January 2010
Unib5's Avatar
May 2008
1,710 Posts
Very sexy map and HUD! Looking the like of it!
 Post #22
 16th January 2010
Dwatring's Avatar
September 2009
574 Posts
Looks amazing. Can we expect a release soon?
 Post #23
 16th January 2010
Fuzzyltning's Avatar
July 2008
70 Posts
Yes. After a bit more work (specifically level design and HUD/scoring) I'm going to start testing it on a public server (probably one I run myself so it can be dedicated 24/7) which will be where people can start checking the gamemode out. Then after I'm happy with some of the basic balancing and logistics I'll set up a public SVN (with regular zip files containing recent SVN revisions) which will be beta releases of the gamemode.

I'm strongly looking forward to working on a server because gameplay will actually be what makes the game fun in the end, I'm also pretty keen on making some nice videos from actual gameplay footage. Bots don't allow much for screenshots or vids.

Nothing much else to say for today's post. I've been working on the level design but don't really want to show anything half baked. I've got some nice ideas and I'll have some good stuff to show off soon.
 Post #24
 16th January 2010
Gold Member
Dennab
May 2008
3,097 Posts
I really want to play this.
 Post #25
 16th January 2010 Last edited by Pilotclan9404; 16th January 2010 at 06:12PM..
Dennab
January 2009
949 Posts
I really want to play this.
As do i.

I also want to map for this - will there be a FDG for this?
 Post #26
 17th January 2010
Fuzzyltning's Avatar
July 2008
70 Posts
Sure. Hope this works on your end, I haven't tried making a FGD before. Seems to work fine in Hammer for me.



There are 5 entities, 4 of which are spawnpoints for each individual team. The 5th entity is the powerup enttiy. They're all prefixed with lt_ for ease.
 Post #27
 19th January 2010
Fuzzyltning's Avatar
July 2008
70 Posts
so i herd u liek updatez

Today's media release.




The second two screenshots are of the Core Room. There's an observation deck as you might be able to see. Yes, there's a giant spinning fan under the floor. The room in the first picture splits off two ways, one way leading to the machinery/cell charge room and control room, (with a stairwell that will take players back up to the middle floor) and another way which will take players to the coolant room and a different stairwell to the middle floor. Somewhere around here there'll probably be a stairwell to the top floor. This level is pretty vertically challenging to map.

Added to the thread OP. So I figure I have a couple more days of intense mapping on this level until I get it all connected and sort out where the spawn rooms are going to go (there is a slight balance concern since some parts of the level will house rarer powerups. I also don't want to put spawn rooms right next to eachother since that will mess teams up). Once I do that, I need to fix the round end screen and then maybe I can playtest. I'm eagerly anticipating having people play. I'll be sure to update this thread with any further details on playtesting and betaing.
 Post #28
 13th February 2010
aledTH's Avatar
February 2010
19 Posts
Wow, this looks great! Please continue! :D
 Post #29
 16th February 2010
Fuzzyltning's Avatar
July 2008
70 Posts
Thank you! It helps to have the motivation that comments like yours give me. Currently I'm way busier than I expected to be so I've only been able to work on the gamemode very slowly. But I do have this to say:

The map (lt_saon) is totally finished, and just needs playtesting before I finalise it. I'm also currently configuring a server to do early beta playtesting. I will post connection details in a bit. Basically all that's left on the gamemode to do is the interface, scoring and powerups. I really hope I can nail this in time.

Edited:

Server Details Up! - See OP
 Post #30
 23rd February 2010
kfhammond's Avatar
September 2006
1,270 Posts
Wait, am I playing LaserTag, or checkers?


Also, I didn't imagine a gun that shoots light, to have recoil.

The map looks great.
 Post #31
 26th February 2010
Fuzzyltning's Avatar
July 2008
70 Posts
Server doesn't update SVN immediately, I had broken downloads. It should work now though. I've been working on the HUD so I haven't been testing in server lately.

The recoil is just purely for balance, but the idea is that it's not really an emission of light, more a burst of energy focused into a laser.
 Post #32
 26th February 2010
Death Giver's Avatar
November 2008
2,031 Posts
should make the arenas dark and have neon and things
 Post #33
 26th February 2010 Last edited by Fuzzyltning; 26th February 2010 at 07:35AM.. (Making images bigger.)
Fuzzyltning's Avatar
July 2008
70 Posts
Update: HUD progress.

I've totally changed the HUD over to the Fretta VGUI system rather than just being HUDPaint based, and I've also added a new topbar with a team indicator, countdowns, and counters for how you're doing in tags and swaps. Check it out:


 Post #34
 27th February 2010
Fuzzyltning's Avatar
July 2008
70 Posts
I'd like to extend thanks to all the players who joined the server during the session we had earlier, it was a blast. LaserTag is turning out to be real fun to play with people, appropriately hectic with lots of players. Here's some awesome screenshots of what went down:







Major bugs with file and resource sharing have been corrected, and other minor bugs are being investigated and fixed. The gamemode is also nicely balanced.
 Post #35
 27th February 2010
Gold Member
CowThing's Avatar
November 2006
2,829 Posts
It looks really pretty.
 Post #36
 27th February 2010
Dwatring's Avatar
September 2009
574 Posts
Yeah, looks good!
 Post #37
 27th February 2010
Fuzzyltning's Avatar
July 2008
70 Posts
Thanks guys. And also thanks to the other round of testers who joined the server to play today, who patiently waited while I fixed a couple showstoppers.

So after hours and hours of adjusting and tweaking and coding and fixing and oh god, I've finished the long procrastinated round complete screen. Check it out:

 Post #38
 28th February 2010
firen00b6's Avatar
August 2008
135 Posts
This gamemode looks amazing! I really need to find some fretta servers that are hosting some of these contest entries that are being tested, as I want to play them all!
 Post #39
 28th February 2010
Dwatring's Avatar
September 2009
574 Posts
Can you please make a scoreboard similar to conman's? On the f1 screen?
 Post #40
 28th February 2010
Fuzzyltning's Avatar
July 2008
70 Posts
Can you please make a scoreboard similar to conman's? On the f1 screen?
I'm not quite sure what you mean.

Update
So this is the 11th hour. I've packed everything up into a more or less final version ready for release. It's on the server now as the final playtest is underway. If anyone feels like joining in the next hour I'll give you a chocolate fish. Or something.

I am quite nervous about packing up a massive showstopper bug.
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