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7dfps challenge -- make a FPS in 7 days!

Blizzard

Banned
The site appears just to be a blog:
http://7dfps.org/

As far as I can tell, there's a list of suggest resources for people to use (Unity, UDK, etc.), and basically no rules. Make an FPS in 7 days, share it with people.

Notch mentioned that he wanted to make a/the FPS component of 0x10c during this timeframe, and I'm guessing it might be playable standalone if it's part of the challenge.

I imagine no one will be doing this through the week, but hey, if anyone is, or if anyone knows any good streaming links, feel free to share!

There's a keynote video now, and just under 7 days left in the challenge.
 
Huh, should be interesting to see what comes out of this.

I'm impressed that the tools have advanced to the point where something like this is viable. I need to give Unity3D another look sometime.
 
I looked into this yesterday, and even downloaded UDK, but was driven off by it's interface. Maybe I'll check out those guides and give it a try.
 
I looked into this yesterday, and even downloaded UDK, but was driven off by it's interface. Maybe I'll check out those guides and give it a try.
Here's a YouTube playlist for you! http://www.youtube.com/playlist?list=PLA2DE3D64B848BC63

Bear in mind if you're completely new to 3D modeling, it'll probably be easiest to try to make something using the built-in resources to start with. Trying to make your own models will take a long time unless you're experienced or you use very simple models.
 
I'm mighty tempted to dig through my old Left 4 Dead 2 entity experiments (scavenging scraps for a group inventory, using said scraps to craft weapons and items, grabbing gas for building power and light, etc) and throw it all together into a simple prototype map, see if it's something I want to iterate on in the future and if people like it.
 
Well, 24 minutes until the May UDK finishes downloading. I finally wrote down some ideas, based on a Molydeux idea, so I guess I'll try something this weekend!
 
I really wish I could be a part of this. But I'm at home with a satellite internet connection with a bandwidth limit. No way I can get the tools I need downloaded.

How is Unity3D to work with, anyway? I've had a few classes in XNA, Flash, that kind of stuff (graduated with a minor in game design), so I'm curious as to how it compares.
 
I really wish I could be a part of this. But I'm at home with a satellite internet connection with a bandwidth limit. No way I can get the tools I need downloaded.

How is Unity3D to work with, anyway? I've had a few classes in XNA, Flash, that kind of stuff (graduated with a minor in game design), so I'm curious as to how it compares.
I think I went into it mostly blind and taught myself to make a mimesweeper game over a weekend. But that wasn't a FPS camera. However, a FPS camera probably wouldn't be bad since if I recall correctly they ahve a few different camera modes built in.
 
I really wish I could be a part of this. But I'm at home with a satellite internet connection with a bandwidth limit. No way I can get the tools I need downloaded.

How is Unity3D to work with, anyway? I've had a few classes in XNA, Flash, that kind of stuff (graduated with a minor in game design), so I'm curious as to how it compares.

Unity3D works pretty different, but works very well. It is focused on 3D an excellent design tool, you can move the objects around in a 3D world without touching code. But making a 3D FPS in such a short time with little experience might be hard.
 
Unity3D works pretty different, but works very well. It is focused on 3D an excellent design tool, you can move the objects around in a 3D world without touching code. But making a 3D FPS in such a short time with little experience might be hard.

I see. Well, this has at least piqued my interest in it. I'll have to tinker with it sometime and see if I can come up with anything cool.
 
After a couple of hours of messing around off and on, I have my amazing level set up. There's a black sky sphere, and a TRON grid in the background! But you can't step on it, because I have high-tech blocking volumes around my main play platform.

proto179x44.jpg


BAM
 
I wasted about 4 hours today refreshing my memory on all the Blender -> UDK keyboard shortcuts, modeling, texturing, UV unwrapping, exporting, and importing stuff I used to know but forgot because it's been months ago. I got things working though, but I -still- haven't yet prototyped the main mechanic I wanted to try. Dinner time!

proto85zcq3.jpg
 
Today being the last day (7 hours left), I naturally am nowhere close to having a game. As far as I recall I basically only worked Saturday afternoon, Sunday, and last night, however, so I guess that's not a lot of time. I'm still going to poke at it a bit more this afternoon. Did anyone else try?
 
Here are some screenshots since the end of the competition is somewhere around now. I'm not submitting anything, but I think I've done about 3 days work counting last weekend and this weekend, so hopefully the practice/educational experience was useful. This afternoon I did get one of the main mechanics working I wanted to do:

proto11r68u2.jpg


proto10lembk.jpg


proto98w8o8.jpg


The weapon is a rocket launcher that can be toggled to drop little node blocks instead, which auto-link to the closest existing node. My end goal was to do Molydeux's suggestion of a tactical shooter that required you to be close to an electrical socket to use your gun or whatever.

For a puzzle mode, you would presumably have a limited number of nodes and sockets, and once you placed the sockets, you could maybe teleport (or just normally travel) back and forth between them trying to shoot several targets as quickly as possible. Placement of the sockets would dictate how quickly you could do it.

For a multiplayer mode, maybe both players would be trying to do that sort of thing, or you could have nodes and sockets possibly be destroyed or captured by the other player. That would be more complex and I figure it's really hard to get anyone to actually test a multiplayer game, however, so I'd rather have singleplayer/puzzle at least as an option.
 
OK it's supposed to be short and I'm only a couple of maps in, but...PEOPLE SHOULD TRY THIS GAME and let the guy know if you like it. He might extend it.

It plays really well in the Unity web player, super smooth. Even the music kind of reminds me of Mirror's Edge.
 
OK it's supposed to be short and I'm only a couple of maps in, but...PEOPLE SHOULD TRY THIS GAME and let the guy know if you like it. He might extend it.

It plays really well in the Unity web player, super smooth. Even the music kind of reminds me of Mirror's Edge.

Lots of fun, I got stuck about 5 levels in. A massive improvement to the game would be the option to look around at the place you died. I'm falling into water from a pit and have no idea where to go and no real way to learn.
 
It's got potential, but a bit too disorientating I think. The timing on that 4th (5th?) level is a pain in the ass.
Yeah, he's got a bunch of notes and ideas on it. He said he didn't manage sleep for the first three days properly, but still it's pretty neat in comparison to how a lot of the FPS look.

Did anyone find the secret? I finished it, and the secret is apparently in level
4
. I'm still looking.
 
It's got potential, but a bit too disorientating I think. The timing on that 4th (5th?) level is a pain in the ass.

Played it. Meeeeeeh. The baked AO looks nice and the idea is sort of interesting, but not great.

I'm not feeling it, even if it had more polish (which it totally needs).
 
Played it. Meeeeeeh. The baked AO looks nice and the idea is sort of interesting, but not great.

I'm not feeling it, even if it had more polish (which it totally needs).
D'oh, I thought you were praising it earlier but I spoke too soon. :P

At any rate, the guy said that if he did make it into a more finished product, it would be much different than the prototype here.

Thanks for the link, Zia. Any other good ones?

*edit* Here's a video run of the Chman one: http://www.youtube.com/watch?v=8A6xC3ZhSeY
 
My entry for 7DFPS is Cosmic Run. It's an abstract FPS set in space where you have to constantly keep moving because the world behind you is falling apart. It's pretty short (for now) but you can compete for high scores. There's also a slightly updated version on Kongregate with music and leaderboards.

7DFPS project: http://7dfps.org/?projects=4181
Kongregate game page: http://www.kongregate.com/games/phantomsnake/cosmic-run
Interesting idea. I had extreme difficulty landing and staying on a platform until I finally figured out that instead of keeping your momentum from jumps, you seem to instantly change your direction if you turn midair. Turning sideways before landing seems to make you fall short of your target for instance.

I also felt like the sensitivity was too high, but that might just be me. Cool backgrounds.
 

The game looks great! Love the dark Tron-like look. I looked through all the entries on 7DFPS before realizing you didn't submit it. :\

Interesting idea. I had extreme difficulty landing and staying on a platform until I finally figured out that instead of keeping your momentum from jumps, you seem to instantly change your direction if you turn midair. Turning sideways before landing seems to make you fall short of your target for instance.

I also felt like the sensitivity was too high, but that might just be me. Cool backgrounds.

Someone on the 7DFPS website made the same comment about player momentum in the air. I think I agree that the player's momentum should be maintained but I like the ability to maneuver in midair. I'll have to take another look at the controls and see what I can do.

Mouse sensitivity is definitely an issue. I'll be adding some options for that today.

Thanks for checking it out!
 
The game looks great! Love the dark Tron-like look. I looked through all the entries on 7DFPS before realizing you didn't submit it. :\
Sorry, I tried to indicate that. :P

I might still mess with it, but of course since it's UDK it wouldn't have the nice web player option like Unity3D, so it would be a huge download and no one would ever try it, haha.
 
Sorry, I tried to indicate that. :P

I might still mess with it, but of course since it's UDK it wouldn't have the nice web player option like Unity3D, so it would be a huge download and no one would ever try it, haha.

You did, I just missed it. :)

It's too bad there's no web player for UDK. On the other hand, I bet it's a much better tool for making an FPS... I saw some UDK games in 7DFPS with fully playable multiplayer. That's impressive!

Here's another awesome 7DFPS game: http://7dfps.org/?projects=fabric

Done.png


Author's description: "A first person puzzle platform game about bending the fabric of the universe." You shoot two points in the world to collapse the space between them. It's really cool.
 
You did, I just missed it. :)

It's too bad there's no web player for UDK. On the other hand, I bet it's a much better tool for making an FPS... I saw some UDK games in 7DFPS with fully playable multiplayer. That's impressive!

Here's another awesome 7DFPS game: http://7dfps.org/?projects=fabric

Done.png


Author's description: "A first person puzzle platform game about bending the fabric of the universe." You shoot two points in the world to collapse the space between them. It's really cool.
That looks kind of cool, and I managed to finish a couple of levels, but the mouse sensitivity is HORRIBLE. It's even higher than your game, and I would barely move the mouse to spin around. Plus the cursor kept escaping, which didn't happen in either of the other games linked earlier in the thread.
 
I did a bunch of UI work on the game today. The UI was super rushed during 7DFPS so I really wanted to fix it up.

cosmicrun.v2.screen.1.png


cosmicrun.v2.screen.2.png


cosmicrun.v2.screen.3.png


Look! Mouse sensitivity sliders!

Tomorrow I'm going to tackle the gameplay itself.
 
I did a bunch of UI work on the game today. The UI was super rushed during 7DFPS so I really wanted to fix it up.

cosmicrun.v2.screen.1.png


cosmicrun.v2.screen.2.png


cosmicrun.v2.screen.3.png


Look! Mouse sensitivity sliders!

Tomorrow I'm going to tackle the gameplay itself.

Any chance at inversion? Game seems pretty fun ;) But impossible for old school inverted style players like me :(
 
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