Trailer created for grant submission:
**Summary: **CHAMS is a first person shooter I am developing, with the goal of creating a competitive arena game, utilizing a completely original gameplay concept (see details below) while taking influence from popular existing first person shooters (EG. Quake, Unreal, Counter-strike)
The Development Team: Currently I am the only developer on the project. All assets, including models, sounds, maps, materials, post-process shaders, code, blueprints and trailer/trailer music have been created by myself (with the exception of player models which currently use models provided by the starter content).
**Vision: **“Minutes to learn, a lifetime to master”. The goal is to create a game focused on competitive play. There should be no aspects of ‘difficulty seeing’ such as camouflage / dark areas on the map, everything should be customisable (including enemy colours, weapon trail colours, detail levels etc.), and volume levels should not matter. The game should be simplistic, both visually and conceptually, and easy for new players to pick up and spectate. This is based primarily on how professional Quake players choose to customise their game in order to get the best advantage. Such as using full bright player models.
A further vision is to create a game that has an all encompassing movement system which can be used for speedrun challenges. Many elements of the game are based on Quake / Half-life / Counter-strike (KZ) movement skills. While remaining simple to use with only the regular number of keys (crouch, walk, jump, WSAD).
Core / Unique Concept: The concept the game is based around (not revealed in the current teaser trailer) is sound visualization and its interaction with the custom movement system.
- All sounds emitted by players make the player briefly visible throughout the level, through all walls / surfaces.
- Crouch & walk based movement keeps the player silent. This includes crouchslides, wallslides and walljumps.
- Players are able to move around at a fast pace and make noise like they would in Quake or other similar arena shooters - however, they are organically rewarded for complex / intricate movements, as it will help them remain silent and hidden from enemies.
- There are no restrictions on the movement system, the player is free to chose how to move around the map (fast while making noise, slower with more complex movements to stay silent, or a combination of the two, perhaps strategically chosen to ‘give away’ fake positions and movements to enemies).
- In the final version of the game, all sounds will be visualized (even if the player is facing the wrong way) so that actual sound is not needed. Volume and visibility should not matter in the game. Allowing players to play with music on or without headphones.
I’m saving a lot of the details for when I make a Kickstarter campaign, but this is the basic premise. Soon I’ll be looking for outside help on developing assets (mainly maps / modular map elements) and other areas where I fall short. Any feedback appreciated!