Creating a Quake style story driven game

I spent most of high school trying to develop my own game engine, as well as learning new graphics techniques. I spent a ton of time rewriting my engine to have all sorts of shaders and I wasted time trying to design realistic levels and ZBrush sculpted models to match AAA quality. It was certainly a lot of fun and I learned a lot, but as far as the end result was going, I never liked the direction and gameplay and I kept rewriting it.

I think that trying to ground the gameplay mechanics in reality destroys a lot of the fun, and it took me a long time to figure this out. All the games I wanted to play when I was younger were based on modern weapons and movement. However, after playing and mapping for various versions of Quake, and playing Doom, I realized that fast-paced and complex movement mechanics made the game significantly more fun. The game is so much better when you get an arena full of enemies you have to airstrafe and hit with flickshots and various types of aim mechanics (tracking, prediction, hitscan).

The issue is pandering to the lowest common denominator of players and telling a good story. I had a great story I wanted to tell, but adding all sorts of unrealistic mechanics didn't make sense and I couldn't create characters to justify their abilities. I also find it incredibly difficult to get someone into a game that throws all regular movement and guns out the window.

I wanted to go all out with a game using GoldSource type graphics (easier to make), advanced mechanics like Quake 3 movement normally and Quake 1 movement when crouching, and try using machine learning trained enemies or just throwing a million enemies into a room with lots of verticality. Also, I wanted to add VR support, but the movement mechanics would need to be changed because I tried to bunnyhop in VR and I just couldn't find a good way to do that without being distracting.

If you made a game, what mechanics would you add and how would you justify it in the story?

Attached: Wolf01.png (851x775, 216.14K)

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>Wolves or dogs

Dropped

>The issue is pandering to the lowest common denominator of players
just don't, problem solved

Like I said I changed my mind. Everything is humanoid now.

This is my coders are not idea guys. You guys are too autistic for developing games that understand normal humans. Games made autistic devs usually have a loyal autistic fan base. My suggestion don't cater to normies and make a game for people like you.

>story driven quake
players are going to be bhopping through the levels before the dialogue can finish playing

>Story driven game
Stick to kissing boys, faggot.

I could barely write more than a fancy hello world program in high school. How high is your IQ to be able to write your own engine?

Not everyone was a baka, user. I also wrote my own "engines" in middle and high school. It was zork text adventure shit followed by simple 2d atari tier shit, but still. Never made it to 3d though but thanks to the internet the resources for nerds are out there, easy to find, and easy to follow.

I also wrote rough 2D games in my spare time, but it took me years to advance to anything meaningful due to all the motivation-curbing setbacks and hurdles.
Anyway. I have an interest in the field as well.
Since you're going for a "retro FPS" style game, I'd urge you to take the mindset of a graphics programmer from that era. Use OpenGL 1.x functions and don't just emulate shit with pixel shaders, or at the very least, don't be another "Unity game with standard shaders but with blurry textures, so retro!"
I don't remember why, but I wanted to settle for a 2048 vertex-per-object limit. The average Quake 3 model was about half of that.