PDA

View Full Version : New FPS for smartphones and PDA's


muneebahmed
08-14-2005, 10:13 PM
I've recently started development of a new game and thought I'd post somethin like a review here to see how you like the concept behind it. Feel free to post any comments, suggestions or criticisms.

----------------------------------------------------------------------------------------------------------------------------------

Introducing “Shadow Haunter”, as Dept.H’s first game since their founding at Goldmine Software in August: the most intense first-person shooter to so far target the limited market of PDA/smartphone games, Shadow Haunter is probably one of the first games to fully utilize the resources available on 3G networks to deliver a unique multiplayer experience. Intended to be operable on a variety of 3G networks, such as CDMA2000, and UMTS the development of Shadow Haunter is destined to bring the vastly popular first-person shooter genre of games to the handheld arena, Dept.H is still considering exporting Shadow Haunter to the upcoming X-Box 360 and the PSP.
The game will feature both single-player and multiplayer support for a large number of players (the target is 12-16 players), but it is in multiplayer that Shadow Haunter is designed to excel. Playable over the internet, the game will make the game independent of specific service providers. However, Dept.H is considering configuring local servers for the game in conjunction with mobile service providers.
The game design favors the stealth and finesse as much as the big-gun brute-force normally employed in first-person shooters, thus giving players the chance to play the game in a variety of ways. Players will also have the power to choose between a total of 4 distinct player-character classes, ranging from the futuristic, power-armor clad storm-marines, to the genetically enhanced Rol hounds, capable of tearing through the thickest armor with their razor-sharp claws, to the stealthy Shil assassins to the mutants of the Vindictive Brotherhood. Each class will feature its own unique abilities, weapons and powers, thus requiring appropriate tactics and encouraging different styles-of-play.
Shadow Haunter’s design places more emphasis on direct, fast-paced action than myriad defensive positions that reduce what should be an adrenaline-pumping shoot-‘em-up to a recreation of the pleasure and excitement of the First World War. There are no infallible, sniper positions, nor are the ranges-of-engagement long enough to lend credence to the mere idea of super-powered sniper weaponry. In a nutshell, feasible tactics are to keep moving, taking cover when available but never for too long. The design ensures that kills are frequent and targets abundant in the mostly-urban maps that the game will feature. The game has been designed to strike the perfect balance between Quake Arena and Splinter Cell in the extremely enjoyable blend of stealth and frontal assault that the players must use to stay alive and pile up kills.
Shadow Haunter is as impressive a visual experience as from the gameplay perspective. The game will feature awesomely rendered 3D graphics built using OpenGL. Meaning that the different modes of fire for a storm marine’s laser-rifle will each be distinctly seen, and the multiple close-combat combos of the rol hound will consist of multiple single attacks which will all be distinguishable. The terrain is fully interactive, allowing players to shoot light-bulbs, jam locking mechanisms and blow out windows. The idea is too give players the complete first-person experience without the need for a desktop PC or a TV-bound console.
Designing an accessible interface is one of the key aspects of the development of Shadow Haunter, but here too, Dept.H has adhered to the principle of ease-of-use. The key design principles here are to not burden the player by requiring multiple key-strokes for a single operation. The standard operations are all available at single key-presses and specialized maneuver calls for at most two buttons to be pressed.
All in all, Shadow Haunter is expected to set a new trend in games for handhelds, by emphasizing gameplay as well as graphics, and fully utilizing the resources available on today’s wireless networks and handheld devices to deliver the first real first-person shooter for these devices.
----------------------------------------------------------------------------------------------------------------------------------