AdhocCombat
Got 5 minutes to spare, bored, in Windows or MacOS and have a Firefox, Safari or Chrome based browser? Time for some AdhocCombat!
Be assigned to a random faction and fight AI controlled bots and sometimes other players!
Pick from different weapons: Assault Rifle (all round weapon), Shotgun (better at close range), Light Machine Gun (bigger magazine), Marksman Rifle (long range), Grenade Launcher (AOE), or Rocket Launcher (slow firing but big AOE).
Fight for control of objectives on the map. You can only take objectives that are linked to an objective you already own (but if your faction has no objectives - you can take any objective).
Walk from area to area in the world and be automatically connected to the appropriate server.
Put down sandbags to use as cover.
AdhocCombat is in early development - hope to improve it and add more features! There will be occasional user/score wipes during development. The service may occasionally be down during maintenance/releases/fixes. I am using "spot" instances in AWS for cost purposes so sometimes the server(s) may be shut down. So, if the game is not working at the moment you could try again a few hours later.
Default controls:
- Left Mouse: Fire
- Right Mouse: Aim
- Middle Mouse: Third Person
- W: Forward
- A: Left
- D: Right
- S: Backward
- R: Reload
- Z or \ or Ctrl or Alt: Crouch or Prone
- 1: Primary Weapon
- 2: Pistol
- 3: Fabricator (puts down Sandbags)
- U: Change Loadout
- O: Settings Screen
- P: Change Team (for only this connection)
| Status | Prototype |
| Platforms | HTML5 |
| Rating | Rated 1.0 out of 5 stars (1 total ratings) |
| Author | SpeculativeCoder |
| Genre | Shooter, Action |
| Made with | Unreal Engine |
| Tags | 3D, Experimental, First-Person, FPS, Multiplayer, Prototype, Unreal Engine |
| Languages | English |
| Inputs | Keyboard, Mouse |
| Multiplayer | Server-based networked multiplayer |
| Links | GitHub, Homepage |
| Content | No generative AI was used |

Comments
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Might I ask:
1. Please don't make the models of the enemy disappear outside rendering distance, make them Gifs or something. Its hard when I optimize my MG tower for sniping distance just for the enemies to appear from thin air feet away from the obelisk.
2. Let players order around a squad of 2-3 npcs, or even just a duo. My build never has defenses. No amount of meticulousness on fort design is useful if there is no one manning it. And I need to leave the obelisk if I have to build outer perimeter defenses and walls.
3. Buff damage, I'm shooting rubber bullets and it's annoying
Amazing game, satisfied my cravings. BTW did you see A14?
Thanks for the feedback! Glad you liked it.
The rendering issue is both that there is a hard limit on range (will always need this but could maybe increase it a bit) but also a very early version of a "visibility" system. This is indicated by the number at the bottom of the screen that shows how visible you are. It is intended to allow you to sneak around or hide from enemies such that you don't even render. It is not very obvious though so doesn't look that good right now :) Ideally it would "fade in" or "fade out" enemies so the mechanic was more obvious.
Definitely would like to do better on the AI. At the moment it is a basic "move toward capturable objective and engage enemies". Ideally they would respond to other friendlies and work together etc. maybe even responding to player instructions. Ideally they would also recognise structures like bunkers/sandbags and use them for extra cover etc.
If you have issues with mouse look in Firefox (slowly looking down) try using the fullscreen button (this appears when the game has loaded).