Live Warfare: Real-Life First-Person-Shooter Mobile App
Future real-life FPS App. Imagine a Call-of-Duty type app that lets you play in person in real life, and your phone is your weapon.
Live Warfare: Real-Life First-Person-Shooter Mobile App
Future real-life FPS App. Imagine a Call-of-Duty type app that lets you play in person in real life, and your phone is your weapon.
See video about us on Fox News, and please donate, even if it's just $1. Every backer makes a huge difference. Please help us get this app in your hands.
What the heck is Live Warfare?
This app allows players to battle each other using smartphones and simulating close combat battles in real life. You’ve all played first-person-shooter games like Call of Duty or Battlefield. Now imagine using your phone to play in person against your friends (or against people you don’t like for that matter). It’s like playing paintball or airsoft without the physical or financial pain, but with functionality of military field-training exercises (FTX) combined with the best video game features … all in real life.
When we say realistic, we mean it. This is not your old laser tag game or another color-based shooting app that loses its appeal shortly after recognizing the flaws of its unreliability and the loopholes for cheating. It’s also not an ad-driven app that markets candy bars while you’re knee deep in an epic battle with other combatants hunting you down in person.
Live Warfare is the most realistic simulation of in-person close combat ever achieved on a smartphone platform. Since the real world is the canvas for this simulator, it’s true-to-life simulation is not achieved through too many fancy graphics, but through insightful design that stays true to real-life warfare, hence the name, “Live Warfare”.
Basic Game Play:
Players “bump” with opposing players to get into the same lobby and designate teams. After teams are set, the host player activates the countdown to action.
The most basic essence of the application is its use of the smartphone’s camera to see the player’s view in real time (i.e. the view down the barrel or through a scope). Every time a shot is fired, it takes a picture and overlays the exact size and location of the shot(s) based on factors such as caliber of the weapon used, recoil, phone gross movements, and phone fine movements (see “Features” section for more info on this). When a positive hit occurs, the soldier verifies the hit and the picture is immediately sent to the victim who is then injured and disabled. An injury converts to a kill only after the system verified the validity of the kill shot through an algorithm involving time-stamp comparisons of other game shots (e.g. a shot of the shooter that occurred a split second before).
At the end of each game there is a local and international scoreboard. You earn higher ranks and Armory Units based on your performance. Armory Units can be used for weapon upgrades with higher stats so long as you’ve reached the necessary rank to be qualified to handle the respective weapon. An inexperienced player cannot jump right into using a high-powered weapon (the only exception is for our cherished Kickstarter contributors). As we grow, we’ll incorporate nearly every loved feature of the big FPS games into Live Warfare. But we’ll always stay true to realistic and accurate game play.
Critical Game Features
Here are some of the features that make Live Warfare the most realistic, challenging and entertaining in-person military simulator ever created for a smartphone application.
Dead Man Walking:
If you’re lucky enough to know any of our real-life hero veterans with purple-hearts, ask them what happens after getting shot. The world immediately changes, and you can’t wipe away that bullet wound pretending like it never happened. Real bullets don’t allow soldiers to cheat; close-combat military simulators shouldn’t either.
When a soldier is shot in real life, they’re actually affected by that hit. Automatic time stamp recognition determines who really got the first shot in a close-quarters face off. It then eliminates subsequent shots by that soldier as well as cheating by combatants who got shot first. This eliminates the unrealistic face-to-face “10-hit shootouts” often found in laser-tag style games where both combatants stand in front of one another and get shot multiple times with little effect until they run out of health points.
Toy blasters and phones are easy to wield around, but in real life, weapons have mass to them, and some weapons are more accurate than others. A steady hand is critical. This app simulates gun weight, accuracy and hand steadiness by allowing the gun site to float based on minor phone movement. The sensitivity of the floating gun site is based on an algorithm that takes into account the true-life weight, size, range and accuracy of the firearm being used.
For instance, the gun site of a long range sniper rifle lags behind the phone’s movement when the phone changes direction abruptly, but will have very minor reactions to small phone movements while aiming steadily. On the other hand, a close-quarters pistol site has only modest lag when the phone is moved abruptly, but is more sensitive to small movements when aiming. Of course, recoil is also part of the algorithm.
Flight of the Valkyries Bullets:
In certain conditions, bullets can ricochet. Their flight path can even be affected by wind conditions. But in real life, their flight path can’t take turns around corners (at least not yet). Unlike the mythological female Valkyrie, who decides which soldiers die in battle and which live, a bullet does not get to pick it’s own victim of choice. That job is up to the soldier; it’s determined by the firearm’s line of site and shooting abilities.
Sound and laser sensors often register hits through sound and light reflection, especially when players are close to one another. It’s as if the projectiles change flight paths in mid air around corners or by bouncing off of mirrors. On the other hand, a well aimed shot is often not registered due to distance, the sensor’s functionality, or the sensor being hidden, whether intentionally or not.
If your firearm doesn't have a clear line of site to your opponent, that opponent can’t get hit. The picture of that opponent showing the augmented reality hit proves the true flight of the bullet and accurate shot of the soldier. The only exception to this rule is found in geo-based weapons systems such as mines, grenades and drone attacks that are also being integrated into this experience. There is more to come on this front below.
Live Warfare uses picture verification because seeing is believing. One of the other attempts at reaching high accuracy was to count a hit every time the camera sees a color matching the other players’ shirt colors. When we first heard about this concept, we got excited about the potential prospects, but after just a few tests, it’s limitations and frustrating performance became clear. Far too many accurate shots are not picked up by the camera due to various lighting conditions. Just as frustrating is the number of false hits that occurred when another object with a similar color is in the background. Moreover, the ability to cheat is far too easy and tempting. Once players figure out that shooting any similarly-colored object provides a hit on the opponents, the game turns into a photography session of stationary objects.
Another drawback is that only the colored clothing article registers a hit. So unless players cover themselves with unique colors from head to toe, only torso shots qualify.
By adding soldier verification of real pictures, every part of the body can be hit, and cheating is simply not an option since the evidence is in the picture. Like they say, a picture says a thousand words.
All projectiles are not created equal. Higher caliber bullets have a bigger impact than smaller caliber weapons. The size of the projectile is simulated proportionately by the size of the hit marks on the killcam.
Geo-Based Weapons Systems:
Location-based weapons in Live Warfare only require proximity rather than direct line-of-site hits. These weapons utilize gps and triangulation methods for determining hits within a certain proximity of the weapon.
Mines and Claymores: Lay down a mine or claymore to prevent your enemies from going down a path or make a trap. The app records the GPS coordinates of the planted device, and if an enemy dares to step there, ... BOOM, POW, BANG, KAPLOW ... you get the point.
Grenades: Pull the pin by sliding it out on the face of your screen, and swing your phone as if you were throwing a grenade, but don’t actually throw your phone. Using your phone’s accelerometer it will know how far the grenade went and using geo coordinates, players in the explosion radius will be eliminated.
Some Future Features to Add … (if we can just reach some stretch goals)
UAV / Radar: A radar feature enables players to get an aerial view of their team’s locations. An advanced UAV would also show the enemy positions. Of course when we incorporate UAV, we’ll also need to incorporate counter UAV features.
More Weapons: EMP grenade, flash bang, AK47, G36C, ACR 6.8, MSR, BARRET 50CAL, Desert Eagle, G18, UMP 45, P90, SPAS-12, AA-12, etc.
Air Strikes: Using your radar map view, you can call in an airstrike giving players in that area a pretty bad day.
R/C Vehicles: Real R/C vehicles carried by players can be driven deep into enemy territory and detonated to eliminate opponents. Attacks can come by land, air, or sea. We’ll be posting a video of our prototype app-controlled R/C car below. The picture below is a sneak peek at the prototype built by our R/C specialist, Doug, from USA RC Jets. We didn't expect to get this far this soon, but that's what happens when you are lucky enough to have such a good team.
Care Package: Augmented-reality care packages are dropped from the sky and land on the battlefield. Reaching them first and defending the position, provides much needed supplies and some surprise perks.
WiFi Direct communication to ensure smooth operation in all playing fields regardless of network reception. This has the added benefit of eliminating network data usage for players.
Open SDK to enable open source creation of new weapons and weapon styles that could be sold on the Live Warfare Marketplace directly by the respective creator for real money.
Nathan's Adventure / Startup Weekend
Being a competitive paintball and airsoft player requires a lot of long distance driving to the fields and a lot of money to pay for the equipment and field fees. As a 14-year-old boy, I had to rely on my parents for cash and to drive me and they couldn’t always do it. One day when I couldn’t go to the paintball field, I started thinking about ways that I could play something like it, but for less money and without going anywhere. I knew there were a few apps that existed similar to what I wanted to play, but they were inaccurate and impractical for real play.
So, I started brainstorming and developing app ideas for a real-life FPS game that really works. I became obsessed with this idea and spent most of my waking moments working on it.
Eventually, I had an opportunity to enter a school entrepreneurship competition set up much like the popular TV show, Shark Tank. I ended up winning my division and continuing my work on the idea. I now needed a team that could help create a prototype and test the concept further. I believed in it so much that I signed up for Startup Weekend Tampa with my idea to get more constructive input and to hopefully find a team to help. I competed against college students and professional adults with over 50 other business ideas, working hardcore all weekend from morning to night. After our Live Warfare team and I presented our weekend accomplishments, we ended up winning first place!
The best things I gained from that weekend were the connections and quality feedback! At only 15 years old, I had experienced something that would forever influence me to never give up on my dreams. The invaluable input for improvements and future developments led us to a prototype MVP app and then, later, to create an alpha stage app.
I have now launched this Kickstarter campaign to raise the needed funds to make this prototype into a fully functioning smooth app.
Really Need Your Help: Please use these backer-only perks
Making a basic prototype to prove out the concept can be done in a weekend, but making a smooth, fast-response app that’s practical and truly exciting to play is more difficult ... and more expensive. These amazing programmers are generously volunteering their time to help make this dream a reality, but can only do it around their day jobs that put food on the table. Almost all of the money will go directly to development, the rest will cover those dreaded business expenses such as software, business licenses, and legal fees.
So this is where you come in. With a little support, we can finally provide the world with a real-life FPS that actually works and is a blast to play. With more support, we can make amazing upgrades and functionalities only dreamed of in the hundreds of Youtube videos on the web mimicking FPS games like COD into real life.
Please help by taking advantage of the “backers-only” offers on the right side of the screen so we can bring Live Warfare to you and grow this new category of gaming.
The team and I will be forever thankful for your support and excited to see you on the Live Warfare battlefield! Please help make my dream a reality!
$1: Civilian. Early updates on developments (before the general public), a solute and a huge Thank You!
$5: Recruit. 650 Armory Units for in app upgrades (instead of 550 in app), early updates, a solute and a huge Thank You!
$10: Meritorious Service Medal displayed on your online profile and the stripes shown on the bottom of your profile photo during play, 1,600 Armory Units for in app upgrades (instead of 1,200 in app), early updates, a solute and a huge Thank You!
$20: Bronze Star Medal displayed on your online profile and the stripes shown on the bottom of your profile photo during play, a backers-only semi-auto MK 14 rifle fully upgraded, 3,500 Armory Units for in-app purchases (instead of 2,500 in app), early updates, a solute and a huge Thank You!
$25: Soldier's Medal displayed on your online profile and the stripes shown on the bottom of your profile photo during play, a backers-only full-auto ACR (Adaptive Combat Rifle) fully upgraded, 4,000 Armory Units for in-app purchases, early updates, a solute and a huge Thank You!
$35: Navy and Marine Corp Medal displayed on your online profile and the stripes shown on the bottom of your profile photo during play, a backers-only semi-auto MK 14 rifle fully upgraded and a full-auto ACR (Adaptive Combat Rifle) fully upgraded, a suppressor, 4,000 Armory Units for in-app purchases, early updates, a solute and a huge Thank You!
$55: Legion of Merit Medal displayed on your online profile and the stripes shown on the bottom of your profile photo during play, a backers-only semi-auto MK 14 rifle fully upgraded and a full-auto ACR (Adaptive Combat Rifle) fully upgraded; 8,000 Armory Units for in-app purchases, a Live Warfare T-shirt (free shipping in U.S.), early updates, a solute and a huge Thank You!
$100: Superior Service Medal displayed on your online profile and the stripes shown on the bottom of your profile photo during play, your listing engraved in the Live Warfare App Producer Virtual Hall of Fame; pre-launch downloads (beta & final); a backers-only semi-auto MK 14 rifle fully upgraded and a full-auto ACR (Adaptive Combat Rifle) fully upgraded; 8,000 Armory Units for in-app purchases; a Live Warfare T-shirt (free shipping in U.S.); early updates; a solute and a huge Thank You!
$200: Silver Star Medal displayed on your online profile and the stripes shown on the bottom of your profile photo during play, personal call from Nathan thanking you for your support and courage, your listing engraved in the LW App Executive Producer Virtual Hall of Fame; pre-launch downloads (beta & final); a backers-only semi-auto MK 14 rifle fully upgraded and a full-auto ACR (Adaptive Combat Rifle) fully upgraded; 8,000 Armory Units for in-app purchases; a Live Warfare T-shirt (free shipping in U.S.); early updates, a solute and a huge Thank You!
$500: Distinguished Service Cross displayed on your online profile and the stripes shown on the bottom of your profile photo during play, personal visit with Nathan (in Orlando) thanking you for your support and courage; your listing engraved in the Live Warfare App Executive Producer Hall of Fame; pre-launch downloads (beta & final); a backers-only semi-auto MK 14 rifle fully upgraded and a full-auto ACR (Adaptive Combat Rifle) fully upgraded; 8,000 Armory Units for in-app purchases; a Live Warfare T-shirt (free shipping in U.S.); early updates, a solute and a huge Thank You!
$2,000: Distinguished Service Medal displayed on your online profile and the stripes shown on the bottom of your profile photo during play, real-life operational high-end R/C attack vehicle with video feed and app-controlled operation; your listing engraved in the Live Warfare App Executive Producer Hall of Fame; pre-launch downloads (beta & final); a backers-only semi-auto MK 14 rifle fully upgraded and a full-auto ACR (Adaptive Combat Rifle) fully upgraded; 8,000 Armory Units for in-app purchases; a Live Warfare T-shirt (free shipping in U.S.); early updates, a solute and a huge Thank You!
$5,000: Medal of Honor Donor: The highest military honor displayed on your online profile and the stripes shown on the bottom of your profile photo during play, custom weapon in the Armory with your name engraved on it, a LW competitive region named after you; a war hero statue in in your honor in the Live Warfare App Joint Chiefs of Staff Hall of Fame; personal dinner with the Live Warfare team, pre-launch downloads (beta & final); a backers-only semi-auto MK 14 rifle fully upgraded and a full-auto ACR (Adaptive Combat Rifle) fully upgraded; 8,000 Armory Units for in-app purchases; a Live Warfare T-shirt (free shipping in U.S.); early updates, a solute and a huge Thank You!
Seal Team 10
(Not quite as cool as Seal Team 6, but will have to do)
Nathan Eyal: CEO / 4-Star General and Founder. Nathan is a 15-year old competitive paintball player, first-person-shooter video game player, and airsofter. At age 12 he started his first business, Junior Paintball League, which helped young paintballers get into the sport of paintball by letting them play against other youngsters. He built a website, ran the league, and organized game events. With his vast knowledge of paintball, FPS games, and mobile applications, Nathan is the visionary behind Live Warfare. His daily tasks focus on the gaming experience, UI, content development, spec development and numerous research projects.
Ken Morris: Software project management and QA testing. Ken Morris has vast experience in software project management from his experience as President of Morris Consulting Services, Inc., a software development company with consistent profitable growth every year since 2001. Ken and his team take great pride in their work and produce spectacular results with loyal long-term clients.
Derreck Dean: Senior Software Engineer/Architect. Derreck has been programming since he was 8 years old, and professionally since 16 years old. He primarily developed games when he was younger, and now he works with e-commerce, point of sale, and mobile application development. He has experience working with high-availability web applications (one notable site getting 80 unique visitors per second and consistent 75Mbps per second bandwidth during peak times). Now with 18 years of professional experience, his focus is on writing easy-to-maintain, efficient code that saves time and money today and on future updates as well as maintenance. He works primarily with the Microsoft stack(.NET), yet develops mobile applications for iOS, Windows CE devices, rich web applications, API development, and much more.
Denny Figuerres: Senior Software Engineer. Denny started programming in 1988. Since then he has programmed in many languages including C,BASIC,COBOL, DBASE, Assembly, and now extensively with .NET (especially C# & VB). He has created many applications and systems including desktop and mobile point of sale, credit card processing systems, portable handheld applications, backend system services, and web services. He also has extensive experience with SQL database design and interactivity.
Wesley Mayberry: Junior Developer. Wesley has studied the C# and Python programming languages. He has experience in quality assurance and testing. Wesley currently works with ASP.NET web applications, Silverlight applications, Windows Mobile, WCF, WinForms, SQL Server, and SQL Server Reporting Services.
Nir Eyal: User Design Consultant. A writer for TechCrunch, Forbes, Psychology Today, and a frequent speaker at industry conferences and Fortune 500 companies. Nir has lecturedat the Stanford Graduate School of Business and Design School and has sold two technology companies since 2003. For most of his career Nir worked in the video gaming and advertising industries where he learned, applied, and at times rejected, the techniques used to motivate and manipulate users. He also has an MBA from the Stanford Graduate School of Business.
Kevin Razmus: Videographer. Kevin is an Interactive Media Developer experienced in creating online business solutions, video production and mobile web apps. Kevin loves playing video games, almost as much making them. In his down time he’s working on his own game and helping out the community whenever he can. Kevin has a continued interest in new and emerging technologies such as, Augmented Reality and the Oculus Rift. He developed the Live Warfare Kickstarter video and more of his work can be seen at http://numberfiveone.com/
Doug Drenth: R/C Vehicle Integration. Doug built and owns USA R/C Jets (www.usarcjets.com), one of the biggest online R/C hobby shops specializing in aircraft R/C vehicles. He is an expert on R/C technologies and has already developed our first app-controlled R/C vehicle (see "Some Future Features" section above). He and his team will be developing and integrating R/C vehicles into the Live Warfare experience including R/C cars, tanks and quad copters.
Remo Eyal: CFO and Legal Specialist Dad (A.K.A. subordinate taking orders from Nathan). Remo holds business and legal study degrees from UCF and a Judicial Doctorate from Georgetown Law. He specialized in technology and energy while practicing at Steptoe & Johnson in DC and spearheaded technological and new channel expansions with UMA Solar and TEVA Energy. Remo uses his experience in creating, owning, and selling companies to guide Live Warfare in legal and financial business affairs.
Risks and challenges
1. Money - A major concern for all programming projects is running out of funds before the app is developed. Several measures were taken to minimize this risk. We broke up the project into its core elements starting with the MVP and stretch goals. A conservative budget was developed for each phase accordingly. This helps minimize errors and their effect on the project as a whole, but it doesn’t ensure that our budget estimates are accurate. To that end, we created a Statement of Work and sent out RFQ’s to several high-caliber contract coding companies. Having several quotes provides a good indication of what the coding expenses should be for these specific projects. They also provide firm commitments from several well-respected programming companies. Since the coding process always seems to expand when we get into the nitty gritty of coding, we took some safety margins on top of the quoted amounts.
2. Too many phones - Development will first focus on a handful of the most recent and most popular iOS and Android devices. This will enable the richest and smoothest gaming experience while minimizing time-consuming bug repairs in the Alpha stage. Once we fine tune the app, we'll roll out the software for other popular phones in the iOS and Android lineup.
3. Slow phone response - This was a major concern at the beginning of our venture, so the Live Warfare system is designed from the ground up to be a light fast moving app by avoiding heavy graphics and focusing on streamlined efficient play. For instance, only kill shots get transferred through the server, not missed shots. The prototype has proven the viability of the product and the system's ability to move exceptionally fast. Also, newer phones can provide fire rates rivaling some Gatling guns.Learn about accountability on Kickstarter
- (30 days)