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Door Kickers: SWAT 2, Basically (Real Time Pausable Top Down [Tactics] Game)

TychoCelchuuuTychoCelchuuu PIGEONRegistered User regular
edited April 2013 in Games and Technology
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Official Website | Official Forums | Steam Greenlight | twitter | IndieDB | Facebook

http://www.youtube.com/watch?&v=bM_Ev7Ks8_o

What is Doorkickers?
Doorkickers is a pausable real time tactics game where you control a SWAT team. So far it looks like the SWAT team mostly does stuff like rescuing hostages, breaching doorways, defusing bombs, and so on. It is unknown whether the game will also include such things as baking cakes and watching TV. It's unlikely. It's probably just a game about shooting people.

Basically, with the left mouse button you drag out paths for your officers, and with the right mouse button you access the options menu, which lets you do stuff like throw flashbangs or stick a camera under a door to take a look.

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Anything Else?
The game will have a mission editor and built in online mission sharing. Multiplayer is not currently in but they hope to maybe add it in some day. Enemy locations will be partially randomized which adds to the replayability of missions. Mulitple story buildings are in the game!

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When is it Coming Out? What Platforms?
The target platform is Windows PCs in late 2013, although their engine also supports Mac OSX and Linux if they want to port it, and their goal is eventually to bring the game to tablets and smartphones too. They are also doing a preorder thing right now which is sort of crowdfunding for them too, because, being Romanian, they cannot do Kickstarter.

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Links

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Posts

  • tastydonutstastydonuts Registered User regular
    edited March 2013
    Looks pretty neat. Reminds me of the portable Rainbow Six game.

    edit: Rogue Spear was the one.

    tastydonuts on
    “I used to draw, hard to admit that I used to draw...”
  • TychoCelchuuuTychoCelchuuu PIGEON Registered User regular
    Rogue Spear was portable? *checks Wikipedia* Wow, a Game Boy Advance version. Interesting.

  • tastydonutstastydonuts Registered User regular
    Yep! had its ups and downs.

    From watching the video I think game definitely has a stronger tactical element. They mention multiple story maps, but I wonder if they're going to be fixed to fit into a single screen.

    “I used to draw, hard to admit that I used to draw...”
  • TaranisTaranis Registered User regular
    I'm not to sure how to feel about this.

    It('s current state) looks like nothing more than a shallower version of Frozen Synapse (which has really set the bar pretty high for games focused on room clearance). Still, I'm interested to see how this game turns out.


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  • Blackbird SR-71CBlackbird SR-71C Registered User regular
    It looks minimalistic. Superfluous comment I guess with it being an Alpha version, but I hope the final version will have more...everything, basically. Gadgets, different enemies, more varied missions, mabye different roles for your swat team members etc. etc. Otherwise it'll be boring 10 minutes in since you've seen everything.

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  • TychoCelchuuuTychoCelchuuu PIGEON Registered User regular
    Obviously in its current state it looks shallow - if it were finished they would've just released it. Right now it's an alpha. Here are some quotes from some of the interviews linked in the OP:
    We’re looking to have a measure of statistical terminal ballistics modeled in in that there will be various possible results to each bullet hit, function of bullet type, impact velocity and body part hit. Armor will also play a factor here but I’m mostly concerned about bad guys armor as we really don’t want the player to take chances based on his armor. The game will be quite unforgiving – leave your back exposed and the armor will rarely save you.

    Overpenetration of walls and objects is under consideration at the moment. Overpenetration on humans will most likely be in, but we need to add some specific AI routines related to it – shoot / no shoot decisions they will take based on danger to target background.

    Also to me it goes without saying that external ballistics will be in – bullets will lose velocity from the moment they are fired as they travel through space, and this can result in less body armor penetration or less stopping power as per the statistical tables I was talking about above. Once you’ll be able to customize the troopers weaponry this will make quite a difference when choosing for example an ultra-short CQB friendly 5.56 carbine vs a regular 14.5″ M4. The M4 will present more problems when negotiating tight spaces, but will push the 5.56 at velocities that guarantee proper fragmentation at any range that you are likely to meet in our game.
    Suicide bomber type of enemies are on the “to do” list.
    Now, given that the subject matter is relatively the same, it makes sense that many details from R6 will also be found in our game. For example the planning will allow for Go Codes and Hold Points, breaching and flashbangs; while the sniper interaction will be partly similar to the one in R6. However we aim to have the troopers in Door Kickers a little more self-reliant, thus negating the need to baby sit them every step in planning.

    So they're planning on adding plenty of stuff. And of course the key difference between Frozen Synapse and this is that this is real time with pausing whereas FS is simultaneous turn based. Although this game does put emphasis on planning ahead because modifying your plan on the fly will be less efficient.

  • TaranisTaranis Registered User regular
    Right now it's an alpha.

    I realize that.

    The overpenetration sounds like it could be cool, but I was talking more in terms of micromanaging each breach (eg having individual SWAT members wait to enter a room until the rest of the team has fallen in behind them, telling them to take a knee, perform tactical maneuvers like a rolling T or high low, make them sidestep).

    I'm just hoping for something more than just telling SWAT members what path to take inside a room, which is mostly what the video looked like (with gadgets of course).

    That being said, I'm still interested in the path that this game could take since I love similar games.

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  • Zoku GojiraZoku Gojira Monster IslandRegistered User regular
    Cool. I still want SWAT 5, but this looks like a nice tactical game, even if it doesn't have the tension of yelling compliance orders at a hoodlum standing uncomfortably close to an Uzi.

    "Because things are the way they are, things will not stay the way they are." - Bertolt Brecht
  • SammyFSammyF Registered User regular
    Taranis wrote: »
    Right now it's an alpha.

    I realize that.

    The overpenetration sounds like it could be cool, but I was talking more in terms of micromanaging each breach (eg having individual SWAT members wait to enter a room until the rest of the team has fallen in behind them, telling them to take a knee, perform tactical maneuvers like a rolling T or high low, make them sidestep).

    I'm just hoping for something more than just telling SWAT members what path to take inside a room, which is mostly what the video looked like (with gadgets of course).

    That being said, I'm still interested in the path that this game could take since I love similar games.

    I have been playing the alpha in my spare time for about three days now. I've beaten every mission at least twice, and it's still not boring yet.

    Every couple of days, I head into the alpha tester's forum to look at what people are asking for insofar as new features go, and I've noticed two trends:

    1. A lot of people want a zombie mode.

    2. A lot of people want ways to make this game super complicated.

    First off, zombie mode is a euphemism for shitty, brain-dead AI that simply runs at you in a disorganized horde. Second off, what makes this game work compared to some other tactics games is that I feel like I am fighting the enemy, not the UI. I keep comparing this game in my head to the recent Jagged Alliance title from Kalypso (which was also real time plausible) and half the time in JA3 I felt like I was struggling not so much to win a level but rather to leverage the functionality of the UI to make the little guys do what I want. I can't even begin to imagine how many times I had to "test run" a turn in Frozen Synapse before all my little vats were doing something that resembled what I wanted.

    This game plays a lot faster and captures a sense of dynamic, coordinated violence better than a lot of other similar games. I hope they don't fuck with the recipe too much.

  • ZenfarZenfar Registered User regular
    Good looking game, of course I have a love for all types of maps.

  • GutterkisserGutterkisser Registered User regular
    I've been hoping for another SWAT game, so many great ideas in that series that could flourish with how game design and technology has evolved since 4.

    I'd ultimately prefer another first person take on it, but this looks promising on its own.

  • TychoCelchuuuTychoCelchuuu PIGEON Registered User regular
    Alpha 2 released:

    http://www.youtube.com/watch?v=mjQY4vp7ubk

    Changelog:
    Action Waypoints: Go here and do that has never been easier.
    Go Codes: can now synchronize your team using “Hold for Go Code” waypoint actions
    Door breaching: Some doors are locked - blow them up or use manual breaching
    Trooper status: ammo/inventory/injuries are now displayed on each trooper's tooltip
    RollCall trooper names: bought the game with the Roll Call tier or above? Your name is now in the game! Just wait until the campaign will be in the game...
    Limited inventory of flashbangs/breaching charges, you'll have to think more strategically from now on.
    New maps and improvements to existing ones - play them all again!
    New Mission Type - Stop Execution: each second is critical as you race to get the bad guy before he pulls the trigger!
    New voices/sounds with more variations
    Many smaller improvements and fixes

  • Kris_xKKris_xK Registered User regular
    Looks really interesting, ill keep an eye on it.

    I like Frozen Synapse, but find it too far removed from reality (I hate Tron and I hate rocket launchers) so this might be more up my alley.

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  • TOGSolidTOGSolid Drunk sailor Seattle, WashingtonRegistered User regular
    edited May 2013
    This game kinda looks like it'd be perfect tablet gaming fodder if they ever get the money to port it over. The controls seem like they would work pretty much flawlessly with a touchscreen.

    It also looks like something I'm gonna be BUYING THE FUCK OUT OF. I've always been a sucker for well done tacticool games.

    TOGSolid on
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  • NocrenNocren Lt Futz, Back in Action North CarolinaRegistered User regular
    Man, I wanted to play the first Rainbow Six like this.

    Plus I love the name.

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  • TOGSolidTOGSolid Drunk sailor Seattle, WashingtonRegistered User regular
    Pre-ordered like a boss and holy shit is this game fun.

    NOTE: This game does NOT play well with MSI Afterburner. Be sure to turn MSI off before launching the game or you will end up with a giant black screen that you have to alt-f4 out of.

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  • TychoCelchuuuTychoCelchuuu PIGEON Registered User regular
    A demo is now out to coincide with the third alpha patch!

  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    So I know this in alpha, but the SWAT dudes sorely need better equipment/aim/reflexes. Way in the later levels, you frequently come across machine gun guys that'll pop through a door and mow down one of your waiting and ready SWAT guys before you can say "bullshit". Now, you could outrange them with the M4, but that's sort of a problem when there's a million doors blocking LoS or the guy is sitting around a blind corner. Pistol guys react faster, but it also frequently takes 2-3 shots to down a guy, which is enough time for an MG enemy to hit you a dozen times.

    I mean, they're supposed to be all trained SWAT guys; they should not be getting outshot by dudes in wifebeaters with AK47s. Carbine soldiers in particular take freaking forever to line up a shot whether or not the guy is five feet away or across the map.

    That being said, loads of fun here. Hope they hurry up and start getting in the other features like customized loadouts and user-made levels.

  • TychoCelchuuuTychoCelchuuu PIGEON Registered User regular
    I haven't played it yet and as you point out this is alpha so everything is likely going to be way different in the future, but presumably SWAT people might be at a disadvantage vs. dudes in wifebeaters with AK-47s because the SWAT people need to be careful not to shoot civilians or each other and so on whereas dude in a wifebeater is ready to shoot anyone. So no matter how much training you have, I'm not sure your first response to a door opening is "shoot whoever comes through." Presumably you need to make sure they've got a gun first.

  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    Right, but the sort of delays the carbine guys have are long enough that they sit there with the guy in their sights for something like a full second before they start firing. That's after they turn to face the guy coming into their LoS as well. They also shoot slow as hell for somebody on-target with a semi-auto rifle, which gives MG enemies even more time to spray bullets.

    It's less of an issue when you can pair up with a pistol guy, but the final level gives you four carbine soldiers and so you end up getting constantly shot up because they're taking so damn long to aim, even when sitting still and watching a door for someone to come through.

    Sure, it's an alpha and whatnot, just something that I hope they touch on a bit.

  • RoyceSraphimRoyceSraphim Registered User regular
    last three posts make me want to install swat4:ss

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  • TaranisTaranis Registered User regular
    edited May 2013
    Playing a mission right now, and I completely agree with Ninja Snarl. It's ridiculous how long it takes for carbine guys to line up shots. If you want to be realistic about it, Positively Identifying targets is virtually instantaneous in a real world situation.

    I get that that they're trying to balance the weapons though I wish they'd find another way.

    My only other complaint is that, so far (as I've only played one other mission), is that I wish we could control where our guys spawn. Also, more hotkeys would be nice.

    Of course I realize it's an alpha and all.

    This is definitely more complex that I expected. I'm pleased. I'll probably throw the developers some money.

    Edit: also there needs to be a way to have them sidestep instead of forcing the player to constantly set waypoints having them check in the desired direction

    Taranis on
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  • cooljammer00cooljammer00 Hey Small Christmas-Man!Registered User regular
    Looks awesome. Downloading the demo now.

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  • TaranisTaranis Registered User regular
    edited May 2013
    I want silhouette charges as well.

    Man this really makes me want to play Frozen Synapse again.

    Taranis on
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  • The BraysterThe Brayster UKRegistered User regular
    Mission editor and online sharing? SOLD!

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  • TychoCelchuuuTychoCelchuuu PIGEON Registered User regular
    Update on the game's status. Also it's #1 on Greenlight right now so that's cool.

  • TychoCelchuuuTychoCelchuuu PIGEON Registered User regular
  • bamjobamjo Registered User regular
    edited August 2013
    This game is looking fantastic. I tried to download the demo but they aren't supporting it for alpha 4. Is there a way to get an older version of the demo to try out?

    bamjo on
  • TychoCelchuuuTychoCelchuuu PIGEON Registered User regular
  • MegaMekMegaMek Girls like girls. Registered User regular
    Just picked this up on steam, complete blast to play so far (got 3 stars all the way up to the cartel beach level). Keep those updates coming!

    Is time a gift or punishment?
  • TOGSolidTOGSolid Drunk sailor Seattle, WashingtonRegistered User regular
    MegaMek wrote: »
    Just picked this up on steam, complete blast to play so far (got 3 stars all the way up to the cartel beach level). Keep those updates coming!

    That beach level is a motherfucker. Every time I think I'm done with "the main group" another pack of guys come barging out to wreck my shit.

    I've been playing this since Alpha 2 and it just keeps getting more awesome. I can't wait to get the customization options in so I can give everyone shotguns. :D

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  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    edited July 2014
    Man, I keep putting this game aside for a month or two and they keep putting in big feature updates. The replay recording feature is iffy at the moment (audio and video record separately, video is flipped upside down) but it'll be nice when it's working. Otherwise, just a load of great stuff here. You level your squad to unlock new class types, leveling the squad gives Doctrine Points for upgrading things like accuracy and reflexes with certain weapons, you use the stars you earn from clearing levels to unlock weapons and equipment, and individual squad members become more proficient with whatever you equip them with. Also, loads of equipment now; used to just be rifles and pistols, and now there are a bunch of different types of weapon in each category, snipers, body armor types, assault shields, grenade types, tazers, etc.

    One nice added feature is being able to place a "do not move until all tangos eliminated" checkpoint on Plans. So instead of guys walking through a door, shooting at somebody once, and moving on with killing them, now they will stop and eliminate everything they see before moving on. There's also a random mission generator now, so you can make something new each time if you've already been through all the regular maps or something.

    It's a pretty great tactical game, for people who were waiting for this to be more fleshed out.

    Ninja Snarl P on
  • TOGSolidTOGSolid Drunk sailor Seattle, WashingtonRegistered User regular
    edited July 2014
    Man, I keep putting this game aside for a month or two and they keep putting in big feature updates. The replay recording feature is iffy at the moment (audio and video record separately, video is flipped upside down) but it'll be nice when it's working. Otherwise, just a load of great stuff here. You level your squad to unlock new class types, leveling the squad gives Doctrine Points for upgrading things like accuracy and reflexes with certain weapons, you use the stars you earn from clearing levels to unlock weapons and equipment, and individual squad members become more proficient with whatever you equip them with. Also, loads of equipment now; used to just be rifles and pistols, and now there are a bunch of different types of weapon in each category, snipers, body armor types, assault shields, grenade types, tazers, etc.

    One nice added feature is being able to place a "do not move until all tangos eliminated" checkpoint on Plans. So instead of guys walking through a door, shooting at somebody once, and moving on with killing them, now they will stop and eliminate everything they see before moving on. There's also a random mission generator now, so you can make something new each time if you've already been through all the regular maps or something.

    It's a pretty great tactical game, for people who were waiting for this to be more fleshed out.

    Yeah, the devs really don't fuck around. Every time I get the urge to play again they've added a whole bunch more cool stuff. I've been having a ball with it ever since I originally bought it over a year ago.

    TOGSolid on
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  • TeeManTeeMan BrainSpoon Registered User regular
    Man, I keep putting this game aside for a month or two and they keep putting in big feature updates. The replay recording feature is iffy at the moment (audio and video record separately, video is flipped upside down) but it'll be nice when it's working. Otherwise, just a load of great stuff here. You level your squad to unlock new class types, leveling the squad gives Doctrine Points for upgrading things like accuracy and reflexes with certain weapons, you use the stars you earn from clearing levels to unlock weapons and equipment, and individual squad members become more proficient with whatever you equip them with. Also, loads of equipment now; used to just be rifles and pistols, and now there are a bunch of different types of weapon in each category, snipers, body armor types, assault shields, grenade types, tazers, etc.

    One nice added feature is being able to place a "do not move until all tangos eliminated" checkpoint on Plans. So instead of guys walking through a door, shooting at somebody once, and moving on with killing them, now they will stop and eliminate everything they see before moving on. There's also a random mission generator now, so you can make something new each time if you've already been through all the regular maps or something.

    It's a pretty great tactical game, for people who were waiting for this to be more fleshed out.

    Would you say this has more in common with Frozen Synapse than SWAT 2?

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  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    The big difference from Frozen Synapse is that there are no turns and you manually swap between realtime and planning mode. You can set up one big elaborate plan to try and encompass everything, or you can plan one phase at a time, see what happens, then plan the next phase. It's a lot more reactive setting. There's also more interaction with the environment with breaching, flashbangs, opening doors, etc, and you can sync everything up with Go orders so timing maneuvers isn't an issue. Enemies respond based on what they see and hear, so there are commonly situations such as having one guy rip open a locked door with a crowbar so another guy can flank unseen. People don't always go down to a single hit, either, so every time you exchange fire, there is risk; enemies also carry different weapon types that determine reaction speed and accuracy, so you have to be careful where you place team members depending on their weapons.

    The similarity with Frozen Synapse is pretty obvious, but it plays very differently, albeit definitely with tactics as the core of the game. There are multiple mission types and you really have to handle each one properly; try to do the slower, more sure approach of enemy elimination missions on, say, execution or bomb missions, and there's a fair chance you'll fail frequently. So the setting inherently has far more in common with SWAT 2, but the control system is also robust enough that it bears similarity with Frozen Synapse.

  • TaranisTaranis Registered User regular
    Have they added unit control options since a year ago? I remember it wasn't possible to have units cover down on a sector of fire while moving.

    Also, is there a demo version of one of the more recent builds?

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  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    You can easily direct which way they look while moving now; holding right mouse button and dragging temporarily makes them look in a certain way, and holding CTRL + RMB means they will strafe to keep looking in a direction until you give them other orders. So you can have them take a quick glance at corners, or have them walk along a storefront and look inside the entire time while still moving in a given direction.

  • TOGSolidTOGSolid Drunk sailor Seattle, WashingtonRegistered User regular
    The big difference from Frozen Synapse is that there are no turns and you manually swap between realtime and planning mode. You can set up one big elaborate plan to try and encompass everything, or you can plan one phase at a time, see what happens, then plan the next phase. It's a lot more reactive setting. There's also more interaction with the environment with breaching, flashbangs, opening doors, etc, and you can sync everything up with Go orders so timing maneuvers isn't an issue. Enemies respond based on what they see and hear, so there are commonly situations such as having one guy rip open a locked door with a crowbar so another guy can flank unseen. People don't always go down to a single hit, either, so every time you exchange fire, there is risk; enemies also carry different weapon types that determine reaction speed and accuracy, so you have to be careful where you place team members depending on their weapons.

    The similarity with Frozen Synapse is pretty obvious, but it plays very differently, albeit definitely with tactics as the core of the game. There are multiple mission types and you really have to handle each one properly; try to do the slower, more sure approach of enemy elimination missions on, say, execution or bomb missions, and there's a fair chance you'll fail frequently. So the setting inherently has far more in common with SWAT 2, but the control system is also robust enough that it bears similarity with Frozen Synapse.

    I usually describe Door Kickers as "imagine someone made a top down version of Rainbow Six: Ravenshield."

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