The full game plan - an outline of what's to come


Hey all,

I'm going to be honest; I'm kind of burnt out on making this game. There are a ton of decisions that need to be made and a ton of systems that need programmed and it's got my head all in a flurry. I want v0.4 of Codfish to be much more fleshed out than just a simple deathmatch, and to do that, a shooting range needs to be made, the multiplayer gameplay loop and the loadout system needs to be finished, and a framework for the co-op mode has to be implemented. That's a lot of work, and I've been fighting with it for too long. I've been brainstorming on how to make these modes fun and unique but still have similar mechanics so it's not too... out there.

Here is what I have written down for the plans of Codfish. I am 90% sure these are the final gamemodes.

Classic - Classic loadout shooter multiplayer as you know and love it. No, it's not just deathmatch; that would be boring as hell. The planned modes for this mode (modeception!) are classic deathmatch, attrition (last man standing), holdout (think of Oddball from halo), and C-Ball (think of Uplink from Advanced Warfare). I am heavily considering not putting teamplay in this mode since I want to bring more focus to co-op. Let me know what you would like to see in this mode.

Infestation - Basically just CoD Zombies. I'm planning to have a tower map, a Nacht style map, and a full-fledged easter egg map on release. Unique things about this mode from Zombies is:

     - Upgradable mystery box (called the gun raffle in-game) // Gives you better modern weaponry instead of the janky 60's weaponry that you usually get

     - Collectives // Perks that stay permanently, but each member of your team has to buy from the machine to acquire it. These are usually more overpowered than regular perks, so they will cost more per player in solo.

     - MODS // MODS MODS MODS MODS MODS MODS MODS-- oh, sorry got carried away there. Yes, this mode will have mod support, as will the whole game.

I may make more maps just for fun once the game is in full release.

Lab X20 - A singleplayer roguelike mode with procedurally generated levels. (I'm pretty sure procedurally generated levels are part of what makes a roguelike, but whatever) You're a robot designed by a research and development team for the purpose of replacing infantry units in the U.S. Army. Your aptitude test consists of navigating 10 floors of an abandoned complex filled with gangsters with nothing but a pistol and the resources around you. Important gameplay mechanics in this are inventory management and stealth.

Now, I'm gonna take a little break from this game because I'm a little frustrated with this one right now. I'm gonna come back refreshed, and start right back where I was. I'm making a much smaller-scale game right now just so you guys have something to play instead of a boring deathmatch testing ground with only 2 maps, and it will be released Tuesday. I repeat, it will be released Tuesday and I will not try to overscope as much with this game. Oh, and it'll have mod support too. :)

I'll see you guys when v0.4 is ready. Have a nice day!

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