AStatsCos 100% Achievement Group
Recipe for a Good First Person Shooter, by Me
1. Movement
Gunplay isn't everything in a shooter, footwork is a big part of the game.

A) Control
Must not be shit.

B) Speed
If the character moves slowly, he might as well be using a chest-high walls.
Where's the fun in that.

Fast movement in each of the four directions allows for bullet dodging, bullet dodging is cool (see: The Matrix).

The character should be a star athlete, preferably a track runner.

He is given the ability to overcome any encounter, no matter how insane, provided he has the skills to do so. Being fat and slow sucks.

C) Momentum
Bunnyjumping and rocket jumping is fun too, the player should be able to utilise his weapons and environment to control his movements even further.


2. Shooting

A) Feel
The weapons should feel heavy, they make loud bangs when you fire and show proper impact. The player should feel the power he's wielding, and not like he's firing a toy gun.
Ammunition per gun should be limited so the player is forced to try all them all

B) Speed
Different situations need different solutions, if the player can't switch from the rocket launcher to his shotgun quickly, he'll probably die and the next time he will play more carefully. Careful is for roguelikes and they're like the stark opposite of shooters.

C) Designated Fire Keys
Quickfire binds are cool (see: Painkiller, Quake).

D) Scopes
Don't need these.

E) Multiple Fire Modes
You got at least 2 mouse buttons, so why not have weapons that are like two weapons strapped together.

F) Variety
Variety is important, every gun can't look and feel the same.
One gun does this and that, while the other does something completely different.
Gotta look different too.

G) Vulnerability
The player shouldn't be a bulletsponge, he needs to be on the constant run and gun.
Regenerating health is nonsense, that just means the player is gonna retreat and hide behind props when he gets low on health like a coward, plus he has to wait and do nothing while hp goes up.


3. The Targets

A) Feel
When they get shot, they go splat or kaboom.

B) Design
Shooting the same kind of reskinned enemy throughout the whole game ain't fun.
Enemy design should be diverse, both visually and practically.

C) Robots
Shooting robots is not satisfying, they do not go splat, they go klang.
Shooters should go more easy on the robots.

D) Combat
Some shoot, some run at the player with a chainsaw, anything can be made interesting, except for hitscan.
Hitscan means the player must use cover.


4. Levels

A) Design
Murky brown and grey is an ok colour pallet for a level, but not for every level.

Levels should be fresh and different from each other, both visually and architecturally.
The environment the player is playing in should be interesting.

If the player feels like he's in the same kind of place throughout the whole game then that's boring.

Sewer levels are tricky to make interesting.

B) Puzzles
Puzzles, or key hunting should be simple.
If the player doesn't get to shoot anything for more than 5 minutes he might get frustrated and feel how dumb he is.

C) Secrets
Secrets are fun.

D) Destruction
Have plenty of things around that can catch bullets and explosions, it's fun to destroy stuff.


5. The Setting

A) Design
See 4-A

B) Storyline
Doesn't need anything more complex than:
You good
They bad
You have gun.
Something Important
Here's a picture of a sleepy cat:


Here's a link to google, where you can find a ton more:
GOOGLES
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