Originally Posted by
FpsTibble
You guys have NO coordination AT ALL. Where's your planning? Let me give you a little crash course on this (used to be an indie game developer, and I am NOT a noob).
First thing you ever do before making a game, is you have to plan out your 'framework'. What is your game supposed to be? What audience are you targeting? Are you sure this isn't over your head? How much time do you have on your hands, etc.
Let me start off by saying (sorry everyone) that your team is full of amateurs, which is not always a bad thing. What IS bad, though, is that they have absolutely no experience at all on the development of games. Because of this, you will need a lot of organization and discipline, which I will talk about later.
Let's talk about the actual game. I heard a lot going on about zombies and multiplayer. First off, coding ai's is probably one of the most difficult things to do when making a game. You need to tell them how to react, when to react, why they react, what do do when they react, what happens when an event triggers another event, when they spawn, how they spawn, what animation they use, how they look, etc. Therefore, I ADVISE YOU TO STRAY FROM THE PATH OF AI's. Having said that, let's talk about multiplayer. Right off the bat, I want you to know that your dreams of 64+ person multiplayer game type is impossible, as the sheer amount of network coding, testing, and bug crushing is far beyond your abilities and time frame. So stick to a maximum of 16 people. Now, when you first release the game, there won't be that many people that'll be playing it. So, you don't need much content. I would advise having only 2 maps, and 3 guns. Make the maps radically different by tweaking the atmosphere and the setting (forest map vs urban map). Now for your guns, I would advise doing something like the following: Make an M16, and from the model, replace with barrel with a shorter M4 barrel and also maybe make the gun a different color (different camo). Then make the M16 a three round burst weapon with a lot of power, and make the M4 a fully automatic weapon with low power. Then, go back to the M16 model, and add a scope, like a Trijcon ACOG scope. Then make the weapon a single shot weapon, but with high power. So now you have a M16DMR, M16A2, and M4A1. Also, you need to hire a community manager that basically manages your youtube channel, facebook, twitter, website news, and forum news. The community managers are important people as they can have a direct impact on how popular and how many people play your game.
Also, your current website does not fit at all the theme of a tactical FPS, and using Free Range Websites DOES not make you look professional, in fact it makes you look like noobs.
Having said that, this project WILL fail (at least fail at being popular) because, simply, you are using unity, which is perhaps the worst development platform for a first person shooter. UDK is basically your only choice, and if you think it sucks then you have major mental problems.
Good luck, and be sure to change that release date on your website, because I doubt that's when it'll come out (seeing as the only thing you've basically done is pre-alpha ingame shit, which a 1st grader can do).