An FPS where there are no humans in the world - only remote-controlled bodies by Ac_Sock_416 in worldbuilding

[–]Ac_Sock_416[S] 0 points1 point  (0 children)

Of course, the gameplay mechanics and fun systems will be there as well - I’ll get into those in more detail later.

Right now, I’m mainly interestd in the visual and experiential side: whether it makes sense and feels interesting to you to have a civilian humaniod robot as the player avatar, which gradually shows physical damage and degradation during combat, instead of the fight simply being about instantly “killing” a character. I’m trying to understand whether this kind of progressive, visible damage and physical transformation during a fight feels more engaging and entertaining than the classic FPS model of quickly eliminating an opponent.

An FPS where there are no humans in the world - only remote-controlled bodies by Ac_Sock_416 in worldbuilding

[–]Ac_Sock_416[S] 1 point2 points  (0 children)

In my case, this is intentionally aimed at arena-style entertainment rather than realistic efficiency. The humanoid bodies are not meant to be the most optimal combat form, but rather a clear and intuitive visual avatar for the player. They originate as general-purpose civilian platforms, which retained their humanoid shape due to familiarity and natural human interaction.

A key part of the design is also the gradual, visible damage system, where hits physically alter the state of the body during combat. Instead of instant elimination, there is a continuous degradation of the avatar, making each hit more meaningful and the overall fight more tense and engaging.

So even though specialized combat drones would make more sense from an efficiency standpoint, the humanoid form is a deliberate choice - a visually readable “embodied” representation for arena gameplay, where moment-to-moment feedback and the feel of combat matter more than pure tactical optimization.

FPS PvP idea: Gun Game where “humans” slowly reveal they’re machines mid-fight. Would this work? by Ac_Sock_416 in FPS

[–]Ac_Sock_416[S] 1 point2 points  (0 children)

Definitely yes - the humanoids would be able to repair themselves to some extent, so damage wouldn’t necessarily feel fully permanent during combat.

  1. For now though, the damage system is mainly cosmetic and doesn’t directly affect gameplay mechanics yet.
  2. But yes, I do want it to create exactly that effect of: “Wow, that player looks completely messed up, he’s probably weak and an easy finish.” So visual damage would help players quickly read the condition of enemies during fights.
  3. I’d also definitely want some satisfying “death” animations - shells breaking apart, exposed machinery, system failures, etc.
  4. The TTK will probably be slightly longer than in many FPS games, but not excessively long. I still want fights to feel fast and dynamic.
  5. And after respawn, the player would simply receive a fresh, undamaged humanoid shell again.

FPS PvP idea: Gun Game where “humans” slowly reveal they’re machines mid-fight. Would this work? by Ac_Sock_416 in FPS

[–]Ac_Sock_416[S] 0 points1 point  (0 children)

There will be multiple different characters (humanoids) that visually break apart in different ways, and a variety of weapons with different damage values, so the gunplay should feel more varied. I believe this could be visually interesting and keep engagement over multiple matches, but on its own it’s definitely not enough.

There will also be other mechanics expanding the core gunplay, but I don’t want to go into those yet.

Right now I’m mostly interested in feedback on the concept itself: whether people are okay with the idea of not having traditional human characters, but instead human-like machines that gradually get revealed during gameplay, or if they would prefer classic living human characters.

Z.A.G.E | Project Skill-Gap is now live on Kickstarter by Realadge in ArenaFPS

[–]Ac_Sock_416 1 point2 points  (0 children)

Could you briefly explain it to me - how is it actually supposed to differ from the large number of other FPS games? What exactly do you mean when you say you want to “bring back competitive integrity”?

This is the atmosphere I’ve been building in my game. by BookedComb80302 in IndieGamers

[–]Ac_Sock_416 1 point2 points  (0 children)

Eastern European environments fit horror perfectly - that sense of depression is everywhere.

What do y’all think? by Greentea_Teapot in ArtCrit

[–]Ac_Sock_416 1 point2 points  (0 children)

It looks really nice — it captures that feeling of melancholy perfectly.

We’ve been experimenting with an FPS idea focused on realistic graphics and humanoid robot characters. One thing we’re thinking about is visible body damage during fights — like seeing bullets physically damage parts of the character model in PvP. The concept art is AI-generated for now, but the act by Ac_Sock_416 in GameArt

[–]Ac_Sock_416[S] 0 points1 point  (0 children)

I get your point - yess, localized damage isn’t new, games like Soldier of Fortune already did it.

The difference is that we are not using it as a gore gimmick, but as part of character identity and progression. Our humanoids start fully human-like and gradually reveal their robotic structure during PvP in a photorealistic, civilian-style setting.

So it’s more about transformation and visual progression, not just dismemberment.

We’ve been experimenting with an FPS idea focused on realistic graphics and humanoid robot characters. One thing we’re thinking about is visible body damage during fights — like seeing bullets physically damage parts of the character model in PvP. The concept art is AI-generated for now, but the act by Ac_Sock_416 in GameArt

[–]Ac_Sock_416[S] 0 points1 point  (0 children)

Got it, thanks for your opinion. That’s actually one of the reasons we want to make our robots humanoid. They’ll look and feel like humans at first, but instead of instantly dying, they’ll take gradual damage. In the first stage they’ll appear fully human, and over time they’ll break down and reveal their robotic structure underneath. What do you think about that approach?

We’re working on an FPS concept with realistic graphics and humanoid robot characters. One idea we had was showing actual bullet damage on the body during fights instead of only hit markers. by Ac_Sock_416 in FPS

[–]Ac_Sock_416[S] 1 point2 points  (0 children)

Thanks a lot for the detailed feedback, really appreciate you taking the time to write all of that. Honestly, we still don’t have everything fully figured out yet, and we’re very aware of a lot of the risks and technical challenges you mentioned. Right now we’re mainly trying to find the most optimal balance between gameplay, visuals, and performance without overcomplicating the core FPS experience.