DIGF-1007 Final Iteration
Upon reflection of my Jam 2 Digital Prototype, I realized there were quite a few things I would have liked to improve on if I had the time. Starting from the beginning I would have liked to add a stronger narrative instead of simply saying the player is part of an elite task force and dropping them into a mission. I also would like to have added customization in some prep/headquarters phase where the player may pick weapons and attachments, more similarly to my Jam 1 TTRPG. I also would have incorporated a mission menu where the player choses an operation to go on, and then is briefed on mission objectives and rules of engagement before starting. In the gameplay experience I wanted to add a more dynamic gameplay experience with more enemy character animations (e.g. a dying animation), an enemy AI that challenges the player, as well as post-mission debrief that shows the player the grade they got for each operation they finished. Overall I would have liked to incorporate some sort of novel Idea in my FPTS. I think I might have spent too much time making a nice environment for the player to walk around in instead of creating new ideas that could possibly revolutionize the genre. I also would have liked to add more interaction with environment than just walking around and shooting at stationary enemies. Potentially I could have made animations for opening and closing doors, using objects in the scene that could be picked up and put to use in order to accomplish the mission. I think that with better planning and organization I would have been able to accomplish at least some of these goals, and design a game that truly felt like an FPTS. Perhaps in the future I will make a second iteration of my digital prototype. Here is a short article on designing Tactical Shooters.
Files
Get Special Task Force Ultra
Special Task Force Ultra
A video of my first person tactical shooter based on the TTRPG Special Task Force Ultra
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