Tips and Tricks of making a FPS game?

Heya, so recently I’ve started a game called Geopoint. I’m one day hoping for it to become a hit game such as Phantom Forces, Arsenal, Bad Business, etc. I’m in need of ideas, tips, and tricks. What to avoid? What to achieve? Is it a good idea in your opinion to make a FPS game? I want to achieve something great, provide a game people will enjoy and have a good time on but I’m really struggling with what the game should be based around and what should happen in the game. Please help me out.
You can see the game here: [PRE-ALPHA] Geopoint - Roblox
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edit: 2 people disliked the game. If you’re one of those, please tell me how I can improve it. Thanks! Also working on the maps and gameplay now.

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I’ll think of some ideas but see what some of these games have in common and see if you can make yours better. You also have to know why they’re at the top. Give your game a gimmick that stands out between the others or have gameplay changed up with a new mechanic like “Low Gravity Zones” or fog that’s hard to see through constantly moving around the map. Maybe even a Superspeed zone but make it unique.

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FPS games are very popular so if you can make a good one, then it’s a big success! There’s quite a lot of things you need to take care of. First of all, the controls and GUI must be comfortable and not laggy. Also make sure that the game is balanced - nobody likes to fight an over-powered gun. Good maps are important too. Anyway, once you make a game you will probably need to balance and fix a lot of things. Good luck!

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Avoid making Mobile or Xbox / Controller controls too complicated. It discourages me from playing because I can’t perform at my best.

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since FPS are highly anticipated and there’s not a lot out there, definitely make sure it’s got a more creative look than the others. They’re mostly based off of COD and the series.

Have some twists, different game-maps and modes, free for all, team death match, make sure your maps actually have colour and aren’t dull - along with gun models.

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I believe a large part of FPS games are the maps! Making great maps are a very large part of that genre. For example, if you made a map that took two minutes, it won’t be the same. You want it to be immersive for the user with very interactive maps!

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It wasn’t me, I haven’t tried it out yet

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Definitely put some focus on map balance. A good map goes a long way.

Think about the style that your FPS game will be. Is it going to be fast-paced and arcadey? Is it going to be slow and more careful? Is it going to be a bit of both? You have to center the maps around the way the game is meant to be played. Also, make sure to be consistent with the elements of the gameplay. You don’t want to have a rush-style FPS game and also have mechanics that are meant to completely break the pace for no reason. Be consistent.

Add verticality to your maps. Flat maps are perfectly fine, but adding verticality can lead to things like power positions, and allows you to expand the map without necessarily making it much bigger.

Make sure you have a good map layout. You don’t want to have too many dead ends and pointless routes. Make sure that players are able to fully rotate throughout a map (make the player feel like they always have somewhere to go). 3-lane designs are good for this, but don’t overuse it too much, because it can lead to repetitiveness and doesn’t distinguish maps from others (except for their themes of course).

Have variety. Variety doesn’t just mean different themes, it also means the way people play on these maps. Some map designs should be more daring than others, and you should make them in a way that encourages people to play in a different style. For example, you can have a map focused on tight spaces that are good for close-quarter combat. You can also have a map that’s more spacious and has more verticality, encouraging people to have long-range engagements. This is pretty complicated to do since you also want to make every other playstyle viable in these maps. It’s something you’ll learn with practice.

Lastly, have map balance. This is also pretty difficult to do, because if you’re not making both sides of a map identical, it becomes very hard to balance both teams and the routes they take. Have people test out your maps on different teams, and analyze how they play against each other.

Good luck!

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Whoa, thanks a ton for the long explanation. Really helpful! You are now officially on my “Appreciated” list. Thanks, I will be sure to follow those!

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No probs! Glad I was able to help.

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