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Welcome To The FPS Arena Online Playtest


Early Access Playtesting Underway - Live since March 16, 2022 6:34 AM CDT.

The Purpose of Playtesting

The developer's current objective for playtesting is to ensure all implemented game functions work as intended, providing players with the best possible experience.
Key areas of focus include:
- Design
- Practicality
- Performance

Combat systems are included in beta but are still far from complete. More features will be added for a more dynamic combat experience.
As our community grows, expect an increase of active game servers hosted by players.

Current Development Objectives

[list][*]

World Building - (Architecture/Lighting Design/Ai/Foliage)


Overview:

A 24-hour cycle enhancing immersion and tactical gameplay.
  • Key Features:
    - Time-based environmental changes (stars, moon)

  • Cycle Impacts:
    - Day: Brighter lighting, aggressive playstyles
    - Night: Darker lighting, stealthy approaches

  • Technical:
    -60-minute real world-time cycle = 24 hours in-game, cycle length 8PM-8AM

AI Mechanics

Overview:

AI with natural sense enhancing world immersion and feel.

Deer Behavior:

    Stag:


    Stag AI Behavior Mechanics

    Overview:

    The Stag AI is an adult male deer NPC that roams freely in the environment, exhibiting dominant behavioral patterns controlled by AI logic.
    • Characteristics:
      - Type: Randomly assigned as either Stag or Doe in backend AI code

    • Behavior States:
      - Roaming: Moves independently using pathfinding algorithms
      - Grazing: Eats grasses and plants within designated areas (roaming radius: xx feet)
      - Leading: Always leads followed Doe AI.

    • Traits:
      - Aggression Level: Assertive (stands ground against players and predators)
      - Alertness Level: High (sensory perception radius: xx feet, response time: 1 second)

    • Leadership Behavior:
      - Doe AI and Fawn AI(s) mimic Stag AI's behavior states (roaming, grazing) within a randomly generated distance from the lead Stag
      - When Stag AI grazes, Doe AI and Fawn AI(s) graze in close proximity (radius: xx feet)

    • Response to Player:
      - Never flees from players, instead stands ground or continues leading Doe AI

    • Grazing/Resting:
      - Randomly selects areas and sometimes remains still for 5-120 seconds before returning to wary, grazing, or wandering state

    Doe:


    Doe AI Behavior Mechanics

    Overview:

    The Doe AI is an adult female deer NPC that roams freely in the Elderwood environment, exhibiting unique behavioral patterns controlled by AI logic, especially around Stag AI.

    • Characteristics:
      - Type: Randomly assigned as either Stag or Doe in backend AI code

    • Behavior States:
      - Roaming: Moves independently using pathfinding algorithms.
      - Grazing: Eats grasses and plants within designated areas (roaming radius: xx feet)
      - Following: Automatically follows Stag AI when within sighting range (xx feet)
      - Mating: Enters mating behavior state with followed Stag AI.
      - Leading: Always leads followed fawn AI.

    • Traits:
      - Aggression Level: Cautious (Flees from players when not paired with a mate, otherwise passive)
      - Alertness Level: Medium (sensory perception radius: xx feet, response time: instant)

    • Pairing Behavior:
      - Always pairs with a Stag AI when in sighting range if the stag AI doesn't already have a mate.
      - Remains with Stag AI Stag AI dies

    • Response to Player:
      - Flees from players at XX% speed (fleeing speed: XXX%) unless with Stag AI
      - Spawns a fawn AI (spawn timer: 500-1200 seconds)

    • Grazing/Resting:
      - Randomly selects areas and sometimes remains still for 5-120 seconds before returning to wary, grazing, or wandering state

    Lone Deer:


    Lone Deer AI Behavior Mechanics

    Overview:

    The Lone Deer AI is a solitary adult deer NPC that roams freely in the environment, exhibiting unique behavioral patterns controlled by AI logic. When a Doe or Stag is marked as "Lone" it is then considered by the server to be its own AI deer type.

    • Characteristics:
      - Type: Randomly assigned as either Stag or Doe in backend AI code

    • Behavior States:
      - Roaming: Moves independently using pathfinding algorithms.
      - Grazing: Eats grasses and plants within designated areas (roaming radius: xx feet)
      - Fleeing: Always flees from players. (fleeing speed: XXX%)

    • Traits:
      - Aggression Level: Neutral (never aggressive)
      - Alertness Level: High (sensory perception radius: xx feet, response time: 1 second)

    • Solitude Behavior:
      - Doe Lone Deer AI will never pair with a Stag
      - Remains solitary regardless of in-game

    • Response to Player:
      - Fleeing Distance: Flees attempting to lose player from sight
      - Re-roaming Behavior: Resumes roaming behavior once player is xx feet away

    • Grazing/Resting:
      - Randomly selects areas and sometimes remains still for 5-120 seconds before returning to wary, grazing, or wandering state

    Fawn:


    Fawn AI Behavior Mechanics

    Overview:

    The Fawn AI is a young deer NPC spawned from paired Doe AI and Stag AI, exhibiting dependent behavioral patterns controlled by AI logic.
    • Characteristics:
      - Type: Randomly assigned as either Stag or Doe in backend AI code

    • Spawn Conditions:
      - Spawns from Doe AI when paired with Stag AI
      - Spawn location: Near Doe AI (within x feet radius)

    • Behavior States:
      - Following: Always follows Doe AI leader, ignoring Stag AI presence
      - Grazing: Eats grasses and plants within designated areas (roaming radius: xx feet)
      - Sprinting: Sprints to catch up to Doe AI leader if distance exceeds xx feet

    • Traits:
      - Aggression Level: Innocent (no aggression towards any entities)
      - Alertness Level: Low (sensory perception radius: xx feet, response time: x seconds)

    • Dependent Behavior:
      - Automatically assigned parent Doe AI at spawn (stored internally as "Mother" reference)
      - Doe AI death: Fawn AI becomes orphaned, pairing status removed
      - Doe AI distance exceeds xx feet for xx seconds: temporary pairing disruption
      - Fawn AI reaches maturity: pairing with Doe AI ends, becomes independent adult deer.
      -Fawn AI moves between x - x feet from Doe AI, sprinting to catch up if exceeded

    • Player Response:
      - None: Fawn AI ignores player presence completely
      - No Fleeing: Remains in current behavior state (grazing, following, sprinting) despite player proximity

    • Grazing/Resting:
      - Randomly selects areas and sometimes remains still for 5-120 seconds before returning to wary, grazing, or wandering state

    Fleeing

    - Lone Deer flee when triggered by: player approach (<30 meters) within the Deers line of sight. Doe AI will only flee when not paired with a mate. Stag and Fawn AI does not flee.
    - Speed increase: XXX% normal movement speed
    - Duration: Deer runs until reaching a random safe distance from player (randomly generated distance) **Stops Completely** and remains still for 5 - 10 seconds before returning to wary or grazing state

    Growth Mechanic

    - Grows over time increasing in size.
    Maturation Outcome:
    - Randomly becomes one of three adult deer types upon maturity:
    1. Doe AI
    2. Stag AI
    3. Lone Deer AI

  • User Interface - (Key-Bindings/Practicality/Design/Network Interface)

    Clock Functionality

    Overview:

    A clock meant to enhance player awareness in and out of game.

    Clock Displays:

    • Game World Time:
      - Format: HH:MM (24-hour/military time format, e.g. 14:30)
      - Syncs with: Game world day/night cycle

    • Client Time:
      - Format: HH:MM AM/PM (12-hour standard time format, e.g. 2:30 PM)
      - Represents: Player's local system time

    • Match/Session Time:
      - Format: MM: SS :MS (minutes, seconds, milliseconds, e.g. 10: 45 :123)
      - Represents: Elapsed time since match/session start with millisecond accuracy

    • Clock Interaction:
      - None, purely informational displays

    Keybinding Configuration:

    Overview:

    Keybinds to enhance customizability and playstyles.

    "Keybindings are fully customizable using modifier keys (Ctrl, Alt, Shift).
    All changes auto-save for persistent configuration across game sessions."


  • Combat - (Practicality/Design)


    Melee Shield: "Bulwark"

    **Disclaimer: Potential Lore/PvE Content Ahead**
    "The following information describes potential lore elements, PvE gameplay features, mechanics, or items currently in development for FPSAO's multi-player and cooperative modes. This content is subject to change, balance tweaks, or removal before official release."

    **Description**
    "A nearly impenetrable defensive tool, Bulwark is a sturdy melee shield granting unparalleled protection in combat."
    Gameplay Stats & Effects
    - Primary Use: Block and Bash enemies
    - Damage Reduction Buff: 90% reduction to all incoming damage types (bullets, explosions, melee) while active
    - Shield Aura Duration: Lasts until Shield Bar is depleted
    - Unique Effect: Completely blocks enemy player fire while equipped, prevent any damage from being taken
    - Blocking Visibility: Completely obscures owning player view while blocking, ensuring no projectiles pass through the shield
    **Shield Bar**
    - Depletes when absorbing damage



  • Sounds - (Design/Quality)


With new games being built from the ground up there are bound to be a few kinks here and there...

Expected with new games:
Some technical issues will arise during development. We're actively working to iron out kinks as they're discovered.

Report bugs via:
- Steam Community
- Discord
Include:
- Bug description
- Steps to recreate
Your feedback helps fix issues and enhance gameplay.

Developer Update

This is a solo project and the developer's first game.
Your patience is appreciated as we work through development.

Known Bugs:

World:
  • AI become unresponsive at times.

Network Multiplayer:
[list]Combat:
  • The Physical Shield buff removes its glowing aura when players swap weapons but does not break the game.
  • Line of sight checks by the grenade sometimes prevent their owning players from taking any damage from grenade explosions.

UI:
  • HUD Ammo counter sometimes disappears.



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