Page tree
Skip to end of metadata
Go to start of metadata

Previously: TARS WARS - No Hope

Team 2: Florian Bayer, Muhammad Inshal Uddin, Georg Kohl

Gameplay Trailer and Playable Build


Download the build here

Milestone #1: Formal Game Proposal



Milestone #2: Game Prototype



Milestone #3: Interim Report




Milestone #4: Alpha Release




Milestone #5: Playtesting



Milestone #6: Final Release



Demo Day


  • No labels

8 Comments

  1. What is your favorite aspect of the proposed game? Why?

    I really like the idea of having different arenas, where every one of them is modelled in regard to a certain key feature. Furthermore, the temporal aspect modelled through the world losing colour over time is an innovative feature I have not yet seen somewhere else. Additionally the principle of not just being able to loos against other players, but the game/ world itself as well probably leads to a very action-driven fighting game.

    What is your least favorite aspect? Why?

    Even though creating a character which looks like the robot from interstellar is a fun idea, I do not see it matching the overall game. The fighting mechanics themselves heavily rely on the use of weapons, how does a robot consisting of 4 rotatable rectangular parts carry weapons and how do you plan to distinguish yourself from other players visually?

    Which single change or addition would you suggest to most improve the game?

    Since one of you games core ideas is to create complete chaos, I would feel like a more living character might be better suited, since you would be able to additionally portray chaotic situation and the characters fear better in there mimic and gestures.

  2. What is your favorite aspect of the proposed game? Why?

    The ideas for the different arenas with gimmicks

    What is your least favorite aspect? Why?

    Im not sure about your character idea. it kinda feels forced and not rly in place.

    Which single change or addition would you suggest to most improve the game?

    besides rethinking the character idea there is not that much i would change. I think the result mostly depends on the execution and how polished your movement / combat feels.

  3. What is your favorite aspect of the proposed game? Why?

    I really like the idea of the randomly generated arenas. In multiplayer games randomness often leads to more fun due to unpredictable situations.

    What is your least favorite aspect? Why?

    The limited character choice. More characters = more randomness = more fun.

    Which single change or addition would you suggest to most improve the game?

    If not already planned, a LAN/Local playing option, else more characters.

  4. What is your favorite aspect of the proposed game? Why?

    I like teleportation and wall warp abilities. They fit well to your chaos theme, especially in a PvP setting.

    What is your least favorite aspect? Why?

    I'm worried that, if the game is too fast and chaotic, your various special abilities can't reach their full potential (and maybe develop some interesting combos) as you can't really come up with a strategy on how/when to use then, but maybe this is exactly what you are aiming for.

    Which single change or addition would you suggest to most improve the game?

    To keep the chaos but give player some time to adapt to a new map you could start things slow (player speed, weapon/ability damage and spawns) and make things go faster as the round progresses.

  5. What is your favorite aspect of the proposed game? Why?

    Chaotic fast paced FPS with environment interaction and physically based deaths? Neat! The environment-player interaction sounds pretty good.

    What is your least favorite aspect? Why?

    Having different character classes doesn't really add to the game core.

    Which single change or addition would you suggest to most improve the game?

    I would drop the classes and favor more abilities. In that sense, it may reduce the complexity when developing the player scripts and adding more variety to the level interaction.

  6. 1. What is your favourite aspect of the proposed game? Why?

    I think it´s a really good idea to focus on networking when it comes to chaotic arena shooters. It´s also fast paced and has a lot of variety so it never gets boring.

    2. What is your least favourite aspect? Why?

    The character model might not be very intuitive/difficult to handle at the beginning. E.g. do you plan on having different body parts which take different damage (head, body)?

    3. Which single change or addition would you suggest to most improve the game?

    While you have a lot of randomness in your game, try to make it as fair as possible. Otherwise, players might get frustrated fast.

  7. From Daniel Probst (MDH):

    1. What is your favourite aspect of the proposed game? Why?
    My favourite part has to be the focus and embrace of chaos, which (especially with the special guns) really reminds me of games like stick fight the game or Duck game.
    This has to be one of the few projects where feature creep is actually not a bad thing, and as such the high amount of stuff that is planned here (while dangerous in term of time and work needed) is really promising.

    2. What is your least favourite aspect? Why?
    Using the TARS design, from Interstellar. While cool and certainly unique it feels somewhat like a slapped-on gimmick that only serves to complicate things. To give some examples:

    • The player characters are difficult to “read” and as such make it frustrating to understand what an opponent is up to, or to estimate the own jump height, direction and so on.
    • Holding a weapon could looks strange, depending on the kind of weapon.
    • Players might have problems to understand what is dangerous for a robot and what not, and for example avoid water even if it is no danger to them.
    • If the game turns out to be as much fun as I hope it will be, it complicates things extremely when your team wants to sell it somewhere, as I am quite sure that the design is somehow licensed.
    • And lastly people like me that have not seen interstellar will be confused by that strange box thingy and will not understand what is going on at the beginning.

    3. Which single change or addition would you suggest to most improve the game?
    I personally would recommend to not use the TARS character (for the reasons listed above) and instead design an own player character that does not create the same problems.
    But seeing how the whole project is name after them, I fear that this Idea might come a bit late.

    4. Anything else you find worth noting about the game?
    I would recommend looking at stick fight the game, as they have a lot of the weaponry and arena styles that this game plans to include and learn how Stick fight used them.


  8. 1. What is your favorite aspect of the proposed game? Why?

    Chaos! Chaos is great if done well. Especially if rounds are kept short so that players can play a lot of it in a relatively short time frame. It's also cool that you plan for networked multiplayer.


    2. What is your least favorite aspect? Why?

    Not sure about your character, though if you do keep it, it could be really easy to add some (both visual and actually gameplay related) customization to it?


    3. Which single change or addition would you suggest to most improve the game?

    For the individual rounds, while chaos is often quite fun, especially while playing with a group of friends that can laugh if someone has particularly bad luck, it might still be worth to think about making some backup mechanics, something players can do or rely on if everything is against them in terms of luck. Or even add some simple AI that makes players sure that no one only has bad luck the entire match.


    A lot of short, fast-paced chaos sounds like it could benefit from something in between rounds? Doesn't have to be long (and not after every round), but maybe take a look at games like Mario Party if you want some ideas how to string different rounds together in an overarching game, if that is something you want (maybe as a super high target?).