#Half-like boomer shooter Dev Log

1 messages Β· Page 1 of 1 (latest)

upper niche
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I'm working on 2.5D fps game that will have similar gameplay elements like in half life 2 or Industria or... duke nukem 3D where action elements can be intense, but also reward player with more tactical approach. Game will have a lot interactions between player, enemies and world. I work on this project for long time (mostly gameplay and logic elements) but since I join this channel that also be good place to share my work!

So far i have most of gameplay and logic scripting so... there will be not a good starting point πŸ™‚ so since now i working on enemies and they interactions with player and world i think we can start here.

upper niche
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Randomize Barks in PatrolState, WanderState, SuspiciousState and AlertState. Voicelines are placeholders just for testing

upper niche
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Enemy now has footstep randomized sound depend on ground and ShootPoint similar to LookPoint

upper niche
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First video shows Squad Controller update: if one enemy after suspicious state enter alert state others enemies also enter alert state.
Second video: enemy shoot sound, miss sound, loot after death and disappear after death.

I also tested enemies react to death bodies but it push too much into stealth game.

upper niche
upper niche
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Added two type of crouch: automatic and manual.
Automatic I will use with hide zone component implemented with enemies, and manual just for vents. Manual is also lower than automatic.

upper niche
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Sunday funday!

  • fixed weapon bobbing
  • fixed weapon numbering
  • improved weapon switch
  • added weapon swing on camera rotation
  • added Dash with placeholder indications and sounds. It can be also set to not active.
pliant garden
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cool project. i am interested to see how it develops!

i'm curious about your rationale for the auto-crouch system.
i would hate that i can't run through a patch of weeds (or whatever) at full speed.
and also, if i wanted to HIDE in the grass instead,
i would always manually crouch for even less visibility.
so i don't understand why you made that system.

upper niche
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That's true, i hear that from others and even I would do that, but I wanted to test things and experiment. This is something so much flexible I can reuse it in different situations with different settings. Because I prioritize player over enemies in situations where visibility could be a problem. I could make it not automatic and then set a different camera height, so if you are in high grass or behind windows player would see a bit more.

upper niche
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Update!

  • now auto crouch can be turn off and i will see if there will be good place to use it
  • change crosshair to dot and each weapon can have his own crosshair
  • experimenting with jumping over things. I implement mechanic that if player would like to be sneaky he can use window or low obstacle and it would jump automatically similar to how third person games do or use just normal jump without any interaction.
upper niche
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First post using unity 6000.0.41f1!
I can't lie... this was hard. There is still "bug" that I can't solve now but still... see something like that is so rewarding!

vivid fjord
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Cool!

upper niche
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research and some HUD sketches

upper niche
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Looks like i have everything πŸ˜„

upper niche
upper niche
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1 part of modular system for level design

upper niche
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Update modular system

upper niche
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upper niche
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Half-like boomer shooter Dev Log

upper niche
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vivid fjord
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Maybe you could give the loot physics, so they won’t just float?

upper niche
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those are just placeholders from doom, propably i will do something with them. Most of things that i drop here are just "done" elements in playgrounds, they need adjustments and gfx sounds etc. πŸ™‚ but yeah! thanks for pointing that out.

upper niche
vivid fjord
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Will you be ablr to respawn enemies with this gun?:)

upper niche
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Thats too big design chellange. It could be possible only in controled scenarios, not in normal gameplay.

vivid fjord
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πŸ‘

upper niche
vivid fjord
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Wow! (Can you interact with boxes and other stuff?)

upper niche
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Blender 4.1, i will jump to 4.4 because i hear good thing about it

upper niche
vivid fjord
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Looks really cool! Are these assets or did you make them yourself?

upper niche
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i make them myself. I did make some foliage before but those was super quick super simple. This time i spend a lot more time on that

vivid fjord
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Wow.

upper niche
upper niche
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still working on demo/vs level

upper niche
vivid fjord
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soviet apartment building vibes

upper niche
upper niche
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same place, so much progress!

upper niche
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learning about lightmapping

vivid fjord
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Wow!

upper niche
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vivid fjord
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Spyware????🐦πŸͺ½

upper niche
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upper niche
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if you ever wonder how much sprites we using πŸ˜„

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i already wrote a new component that will alow us use even more sprites and dont force to make animations one by one πŸ˜„

vivid fjord
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Wow

upper niche
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I was working on AI to optimalize them and fix some errors. I think i find missing fpses

upper niche
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olive cobalt
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the idea of Time Gun is AMAZING! Make a good use of it for puzzle solving and I hope you the best ❀️

amber crystal
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What if there are parts where you have to hop on a piece of debris and rewind time so that it will "fly" you up to a tower that it exploded from?

upper niche
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Okay I'm back! @olive cobalt yes puzzles in our pillars for this game. @amber crystal you can do that already πŸ˜„ only thing that we dont touch are enemies. For now it would be to complex, parametric would be nightmare and player overall would be to much powerful.

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A Lot is happening around project lately, so I've been super busy and didint have much time to post here. BUT! Here's one of things I've been working on recently: I rewrote our dialogue system from inspector list base thing to node graphical system.

Lists are cool when you 1 or 5 things but when normal dialogue take 22 or more positions then... ugh... so nodes works much better

upper niche
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upper niche
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This will be super busy week for the project. We will be at two events one global and one local here in Poland. We also finish documents for the project so we β€žfinish” our first big Milestone. It will be super awesome if this will not stop here ❀️

upper niche
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outside that my back hurts today... it was very productive day!

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jolly timber
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DID YOU IMPLEMENTED CROUCH?

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and how?

jolly timber
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Your player, how is done? Character controller with artificial rigidbody?

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Box collider?

upper niche
# jolly timber DID YOU IMPLEMENTED CROUCH?

yup, i got crouch, "how" is depend on your design. In my project i change size of character controller move camera even lower than character controller size, slow down movement, change bobbing, and change wwise sound bank to crouch steps.

upper niche
jolly timber
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Try it

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It's a problem I had

upper niche
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Do you mean the situation that player is on the edge or fall down while he is crouching? Nothing happens to me. What is the problem?

jolly timber
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And the rigidbody?

jolly timber
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It's just the tip of the iceberg

jolly timber
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You used a rigidbody with a character controller? No

upper niche
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Oh man. Many things can cause that. Maybe your both object intersect so coliders start fighing idk. Still that depend on your design and how you do it

jolly timber
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Like colliding a phys prop for example

upper niche
jolly timber
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I solved it thanks my god πŸ˜„

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You are the half life jesus

jolly timber
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I miss so much the news here

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Happy Christmas btw πŸ₯²

upper niche
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we still working on that project but progress is not that visual

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Thanks!

jolly timber
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its functionality right?

upper niche
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optymalisation, modular system, some tools, art direction, style, narration...

jolly timber
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and water physics?