A couple weeks ago I started work on my next game project, currently called FPS Trainer.
As the name would imply, the game is intended to provide a way to practice basic FPS skills. Such as accuracy, path prediction, situational awareness etc.
I’m doing this by providing a large number of relatively simple levels, each carefully designed to practice a particular skill.
For example, there might be a basic linear shooting range with targets popping up at random to practice accuracy. There might be a level where targets are constantly moving and passing behind objects to practice path prediction. Or there might be a level in which targets randomly appear in a circle 360° around you, making sounds as they appear, in order to practice situational awareness.
I’ve made many of the mechanics modifiable as well, so that certain levels can better emulate certain games.
So some levels could be dedicated to practicing with a gun that functions similar to Unreal Tournament or Quake, with large slow-moving projectiles.
Levels targeted at such games could also feature things like an obstacle course in which you move around complex terrain utilizing jump pads while collecting pickups along the way.
The style I’m going for was inspired by the Metal Gear Solid VR games.
This is not a final image of how the game will look, but is a solid example of the direction I’m going with it.
This design allows me to prototype and create levels extremely fast, which is necessary with the sheer number of them I intend to have.
It also makes it extremely easy to use a large number of procedural effects for highly randomized levels.
I’m intending to release the game for PC. The game was designed from the very beginning with PC in mind.
Originally I was intending to release a large number of smaller games for mobile, but Astral Ball showed me just how volatile the mobile market is. It’s possible I made some mistakes along the way with marketing that game, but after my experience with it I don’t think I could ever recommend creating mobile games to other developers. I don’t think even a complete absence of marketing could justify spending several months on a game and getting literally zero return from it.
I’m hoping the PC market is more reliable.