MultiFPS – Multiplayer FPS
MultiFPS - designed for creating multiplayer FPP Shooters. This template includes all the necessary features that a multiplayer shooter needs: synchronized FPS gameplay, gamemodes, and much more
by desNetware
★★★★★ star rating
Price History +
Template's core systems
• Movement and Combat System
• Gamemodes
• Bots
• Spectator mode
Combat
• Player can spawn with selected weapons and swap them with others found on the ground.
• Player can perform melee attacks. Melee attacks can be adjusted or disabled for each weapon separately
• Melee attacks can be adjusted or disabled for each weapon separately.
• Weapon recoil depends on fire time and player movement and it is represented by the crosshair.
• Players and bots can shoot through walls that user set to be penetrable, and through other players
Gamemodes
MultiFPS comes with 4 gamemodes
• Deathmatch
• TeamDeathmatch
• TeamEliminations - Instead of players respawning several seconds after death, players respawn only at the start of a round. The team that eliminates the enemy team wins.
• Defuse - Same as above but adding a bomb that team red can plant, and team blue can defuse. If team red is dead but the bomb is planted, team blue must defuse it to win. If the bomb explodes, team red wins, no matter who is alive and who is not.
Bots
The host can make the game spawn bots in place of empty slots. They will join different teams and navigate around the map to take down players/bots from the enemy team. They can spawn with random weapons, use every weapon that a regular player can, change the currently used weapon if they are low on ammo, and use melee attacks if an enemy is close. If during the game a real player connects, then one of the spawned bots will "disconnect" to make room for the newly connected player.
Spectating
MultiFPS features two game modes that are based on rounds instead of respawning several seconds after death. These game modes are TeamEliminations and Defuse. If a player dies during a round, and the round is not over yet, they can spectate their teammates from a first-person perspective. If one of those teammates happens to be a bot, they can take control over the bot. But if they kill someone while controlling that bot, this kill will be awarded to the bot, just like in other FPS multiplayer games.
Ragdoll
Ragdolls are synchronized across all clients. Everyone will see exactly the same pose on a dead body. Ragdoll behavior on death will depend on the type of weapon used to kill and on the movement of the victim.
Scoreboard
Scoreboard shows other players, their stats and ping
Detailed Killfeed
The killfeed shows who killed who, with which weapon, and features special icons if a player was killed by a shot to the head, shot through a wall, or died from fall damage.
Template content
• FPS Controller
• Items
1. Knife
2. Pistol
3. Rifle
4. Shotgun
5. SniperRifle
6. Grenade
7. Bomb
8. Rocket Launcher
• Gamemodes
1. Deathmatch
2. TeamDeathmatch
3. TeamEliminations
4. Defuse
• 4 Maps
• Pause menu with options for audio volume and mouse sensitivity
• Chat that distinguishes teams
• Player HUD
• Player HUD specific for game modes
• Killfeed
• Several skins for for player model and various items
Bonus
ServerList - REST API that will serve server list and boot MultiFPS when a player creates a lobby from the game client, just like it works in this demo.
MultiFPS is ready to be deployed on dedicated server, and fully works with WebGL.
To add/modify features, basic knowledge of C# is required.