Posted on
Thursday, March 31, 2011
by thegogglesdonothing
Currently working on getting some assets into the game, should have enough done by the end of next week to have a completed level full of wondrous wonders for you to mock and laugh at.
Once the level has assets in it I'll start working on making the modular level parts for it as well as adding in AI for the second version, as well as getting some enemy designs done and maybe adding some more weapons and getting them modeled and textured to boot.
Lots done, but still a lot to do, hopefully I'll be able to get all of it sorted for the summer show.
Heck if I cant I'll just make a target practice game using prefabs and coloured checker textures.
...
...
I may do that anyway.
Posted on
Wednesday, March 23, 2011
by thegogglesdonothing
Most of the scripting is now done, I still have more to do, however there is enough working scripting done for me to start making more assets for this game. To compliment the second weapon, the needler clone, I have added 2 new types of enemy to the game, they aren't able to do anything yet due to no AI being implemented but that will come soon.
The first part of the level now has stuff in it and a couple of ways to get around the cargo bay, needs more stuff and I'm unsure whether or not there needs to be less rooms and more corridors.
Also decided to use the Web Player rather than the standalone for anything that isn't a final level.
Most recent version can be found here
- Click on the player to focus it, escape shows/hides the cursor
- WASD to move
- R to reload
- tab to change weapons
- Left Mouse to shoot
Now to decide what assets I'm gonna need to make.
Posted on
Wednesday, March 16, 2011
by thegogglesdonothing
Dissertation handed in, a good 7000 words of waffle there. After having completed that I can safely say I don't want to ever write about gaming addiction again and if I do, it'll be far, far too soon.
On the making stuff side of things, I've managed to get another weapon made, one slightly inspired by Halo (*cough*blatant rip off*cough) that fires large shards that detonate on impact. They're purple.
Conditional ammo pickups are implemented for the new gun and the old one will have its ammo pickups updated soon. Other slightly more mundane scripts have been added in case I need them; rotating objects and picking a random material from an array.
The cargo bay looks more like a cargo bay, will be using the random material script to get more out of single prefabs as well as the level being (slightly) different each time you play it. Weapon switching will be added at a later date (possibly once I add another weapon) finishing the level itself is a priority in itself, more important than more weapons seeing as I want feedback for iterating it AND for it to be finished for the summer show.
Shard Gun Test
- WASD/Arrow keys for movement
- Left Click to fire weapon
- R to reload
- Blue spheres are ammo
- Red cylinders are enemies!
- Some instructions in game
- Press R to reload
- Blue containers are ammo
- Red cylinders are enemies!
Posted on
Thursday, March 03, 2011
by thegogglesdonothing
Possibly the best thing about making a FPS in Unity, is that someone has more than likely done what you're thinking of doing, or at the very least something that can help you.
That said, with a little bit of poking and bug fixing my game now has;
A (mostly) completed gun script. (its a laser beam :D)
A working ammo counter.
Ammo Pickups.
Big red cylinders you can shoot at.
All this avaliable here
While I'm here I may as well talk about some of the things that have influenced this Sci-Fi shooting gallery.
First of all my aim for this years final major project was to have a playable game (which it currently is) the other games I had designed for this were;
Lumberjack Attack: A 16-bit Robot Unicorn clone featuring a butch lesbian lumberjack as the protagonist
Unnamed RPG: Final Fantasy type with elements from Legend of Dragoon.
One of these would have been easy to make but lacking in level design and the other would have been a bit of a pain and would have had a lot more level design. I decided to settle on my 3rd idea, You are not unique. This idea was inspired by games like Mass Effect and Halo, with some HL2 thrown in for good measure. More recently I have added in some elements from the Warhammer 40,000 franchise, the weapons for example (Lasguns of the Imperium) and the infantry wearing advanced armour (Tau infantry) of which my protagonist will be.
The level I decided to make was the opening level, like Halo it is based aboard a spaceship and has the main character fend off alien boarders, originally it was split into 3 parts, a landing bay/cargo part, an arboretum and finally the ships main reactor. Now I will only be making the first part and iterating it as many times as I can, hopefully having something awesome at the summer show.