Hello
as you already understood, I am gathering a team for joint development
about me: 18 years old
Ukraine, Nikolaev
I speak Ukrainian, Russian, I understand Belarusian, and I don’t speak English very well (I don’t have confidence in my abilities)
experience with C3 4 years
There are many projects behind him, although most of them are unfinished and exist only as a reserve of ideas
However, at the moment, the project description of which is written below is relevant.
Genre 2D third-person shooter from the rear with the ability to aim
A trench game in which, unlike a regular shooter, there should not be close battles (as there will always be distance between teams)
The game will be with 5v5 multiplayer and each team will have additional cannon fodder with artificial intelligence that will act as a hindrance
The game will consist of moving around in your base (this is a tilemap layer that is somewhat reminiscent of a platformer level)
Of course, in addition to one layer, there will be others not far from each other.
The bottom line is to move inconspicuously at your base and target the enemy on his territory
However, of course the game will be boring when playing solo.
Therefore, the game will simply force you to play in a team according to gs
The game will have many roles that can be combined
For example, there may be a sniper medic or a sapper reconnaissance engineer
And so on
The most important essence of the game will be to promote between team members through gs
The team will notify each other about the location of the enemy, about who is moving where, where to carry ammunition, repairs, medical assistance, and so on.
It consists in constant communication and fine-tuning of small details of the game.
The game will not rely on the ability to quickly aim (and the sight will aim equally quickly and accurately for any skill in the game), but on the ability to interact with the team
For example, a scout with binoculars detects an enemy, but he does not have the opportunity to cope with him, for example, from the fact that he does not have a long-range weapon, or he has run out of ammunition and has not yet been brought to him, or the enemy has noticed him and is already ready to take it off, no matter the scout just take it and tell one of his own.And by the way, yes. Before the start of the battle, there will be a certain number of roles and weapons that team members will distribute among themselves
There will be more roles than team members, so there will be a lot of combinations due to the fact that one can take several roles at once
I think that's how I explained it
However, you understand the main point
That's not all, since the game has a lot of details and interesting things that will be very long and difficult to convey
This concept has a very large space for creative solutions.
Which perhaps I will discuss in my discord:
T O B I A S#6177
If it seems to someone that such a concept of the game can be boring or not convenient due to a third person from the back, then there is a creative solution for all this
Screenshots below