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Sci-Fi FPS

Discussion in 'Works In Progress - Archive' started by squared55, Jan 6, 2013.

  1. squared55

    squared55

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    I've finally started texturing the rest of the weapons. Here's the dragon:

    $Dragon.jpg
     
  2. squared55

    squared55

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    And here's the Halberd's new texture:

     
    Last edited: Jan 12, 2014
  3. Cheburek

    Cheburek

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    really cool stuff. One thing only, I don't really dig the helmet HUD feels a bit makeshift.
     
  4. static_cast

    static_cast

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    Looks awesome, downloading now.

    Will review with helpful feedback later! :D
     
  5. static_cast

    static_cast

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    Well, here is my review:

    The mechanics could use a little more work.
    --The regular walking seemed a little bit unrealistic, but I'm pretty sure it was intentional given the halo-style jumping.
    --The recoil wasn't very fun, because it seemed like hardly any recoil on the main weapons but then millions more on the Tsunami.
    --For some reason the mouse movements were odd. Probably a sensitivity issue though

    Gameplay was awesome + fun!
    --Good job, I enjoyed how intense and calm it could be at times.

    The graphics were decent...
    --Given that I played on Brick to Low quality

    Good game, and keep working on it!
    - static_cast [Fructose Games]
     
  6. squared55

    squared55

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    Thanks. The HUD is on the TODO list. Rather low on said list, but on it all the same. :)

    Thanks for the feedback!

    In response to the walking, you'll notice that moving doesn't really effect your accuracy. This was deliberate. I wanted to give camping no advantages, besides the element of surprise. Head movement would make it less accurate.

    As for the weapons recoil, much of it is more noticeable when hip firing. It also depends on your attachments. For example, the Bolt Rounds drastically increase recoil. They also seem the same due to the amount of zoom. The Iron actually has much less than, say, the Dragon, but the zoom levels makes it appear the same. As for the tsunami, the best strategy is to simply ignore the recoil. If you do that, it's borderline OP. You can also decrease the kick with upgrades attachments.

    The Halberd and Hailstorm, which aren't in the demo have higher amounts of recoil as well.
     
  7. squared55

    squared55

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    The first level is DONE! 8-ish left, and then release!

    $Level1.png
     
  8. Axtel_Sturnclaw

    Axtel_Sturnclaw

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    Looks good! Big but good.

    Looking forward to release!

    Are there any mechanics of the game that we have not seen yet? And would this support modding?
     
  9. squared55

    squared55

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    A unique way of acquiring upgrades, but other than that I want to get this game done so I can work on another idea that I'm half-way into writing a design document for.

    No clue. I won't be going out of my way to support it, but I also won't try to stop it.
     
  10. squared55

    squared55

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    I'm trying out a different style for some of the later levels:

    Thoughts?
     
  11. radar089

    radar089

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    your modeling does not suck man
     
  12. superflyninja

    superflyninja

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    Excellent looking game. You did it on unity free?? Best of luck with greenlight etc!!
    Just one question. The lights. How did you do the strip lighting? Like the sci fi ceiling panels with that look like coloured LED strips? (Or the circular lights on the scope of the gun)
    cheers
     
  13. squared55

    squared55

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    I used Unity Free up until last fall. The glowy bits were just a self-illum materials added to various parts of the model. Bloom really helps the effect, but you can fake it (Bloom) in Unity free with lens flares or a translucent plane in front of the light.


    It may not be as bad as it once was, but trust me, it used to be REALLY bad. :)
     
  14. KubeX

    KubeX

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    A new level with slightly different tile sets. Nice. This is going to make the campaign mode more interesting.

    (2000 greandes!!!)
     
  15. squared55

    squared55

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    You seem to have a grudge against modular level design. :p
     
  16. Axtel_Sturnclaw

    Axtel_Sturnclaw

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    A little too clean, and far too shiny... Also, the transitions need work; eg: Right above the "Sector 20", and the far end of the overhead piece... Other than that, looking good!
     
  17. squared55

    squared55

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    That's the point. :)

    Noted. :)
     
  18. Cheburek

    Cheburek

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    I definitely dig the "clean" look. I don't think you need to add gore or trash or something to make it look more AAA, because it would only ruin the art style imo.

    I think you should add some variety in terms of level design, for example make a big open level like a multi-story generator room or something. Maybe add some props like mutants in testubes (like in Aliens movie) :D. Maybe experiment with different tilesets/textures for different levels, so each looks unique.

    Also you mention campaign a lot, will there be bosses? I mean like BADASS bosses (not just re-use same model but with different color and more hitpoints like some games do) - sorry if this was answered earlier, this thread is quite long.
     
  19. superflyninja

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    Well congrats again it looks great :D Ill get checking self illum mats cheers !
     
  20. squared55

    squared55

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    Thanks for the feedback.

    Working on it!

    Do I want there to be? Yes. I have quite a few ideas. Will they likely be implemented? Probably not.
     
  21. squared55

    squared55

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    New enemy:
    $ScreenShot519.png
    $MysteriousEnemy.jpg
    Can anyone guess what this guy can do? On a side note, taking a clear picture of him in action is pretty hard.
     
    Last edited: Feb 4, 2014
  22. KubeX

    KubeX

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    An elite "soldier" that uses an SMG with a power of a Bison Pistol and can shoot many explosives?
     
  23. adamh1

    adamh1

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    very impressed, doing a scifi FPS myself, and i wish it looked half as good as this one!
     
  24. squared55

    squared55

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    Close; not quite. You'll see in the next video update!

    Thanks. :) Good luck with your project!
     
  25. squared55

    squared55

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    <Video not currently available>
     
    Last edited: Feb 23, 2017
  26. squared55

    squared55

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    Working on a map so large I had to double the far clipping plane:
    $Enemy.png
     
  27. Axtel_Sturnclaw

    Axtel_Sturnclaw

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    Looks like fun... Throw in some cover, and a few capture points, and you might have a multiplayer level!
     
  28. squared55

    squared55

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    Fixed. ;)

    But, yeah, it probably would make a good multiplayer map.
     
  29. Axtel_Sturnclaw

    Axtel_Sturnclaw

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    Yeah, it would... But don't forget all the other things - Team skins, mines, real-time weapon customization, anti-hacking measures, but *sigh* you can't really do anything about the raging twelve year olds...
     
  30. KubeX

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    Generally speaking, the more competitive the game is, the likelier chance of encountering rage gamers. Large competitive communities is something to watch out for. While you've got more players, you've got more ragers.
     
  31. squared55

    squared55

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    That's the indicator for multiplayer success. If people care enough about your game to get angry about it... you're doing something right.

    Here's an update on the map:
     
  32. Axtel_Sturnclaw

    Axtel_Sturnclaw

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    Looking GOOD!

    One of the only gripes I have about the levels in the demo, is that the reflectance values are FAR too high, IMO. This, however, does not commit that sin in my eyes.
     
  33. squared55

    squared55

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    Thanks. :)

    Update!
     
  34. KubeX

    KubeX

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    Holy! That's a huge improvement. I don't know why part of the level is reminding me of 2fort from Team Fortress 2. That map could be a good multiplayer map.
     
  35. indiegamemodels

    indiegamemodels

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    It's look cool! How many people are working on this?
     
  36. Deleted User

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    Still following your work bud. Looking great as usual, love the new level design and effects. Would love to see some multi-player action in the future that's for sure. Keep up the great work
     
  37. squared55

    squared55

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    Thanks. :)

    Mostly just me, but I'm not doing the music or the character models, which are being done by two separate people. The asset store helped out a ton as well. :)
     
  38. Lostlogic

    Lostlogic

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    Looks like you are using a lot of textures from the SF pack (not a bad thing btw.) What are you using to model the new geometry?
     
  39. squared55

    squared55

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    Yep; lots of recycling - not that any players actually care. I'm making the new geometry in Blender. I'm making 12.5x12.5 tiles so they snap together nicely with the rest of the pack.

    The back alcoves of the picture I recently posted are 99% custom geometry. Static batching helps a ton with performance (Combine Children on Unity Free)
     
  40. Lostlogic

    Lostlogic

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    That's a great approach. I wish they would do that with the asset pack. :)
     
  41. OutSpoken_Gaming

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    What is your Greenlight ranking? I hope you're up there!
     
  42. Axtel_Sturnclaw

    Axtel_Sturnclaw

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    It's been a while... Taking another break?
     
  43. squared55

    squared55

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    More not wanting to spoil the entire campaign. I'm also trying to improve my art skills in a second project (which will likely end up transplanted as a level for Paragon).

    Not enough. :)
     
  44. squared55

    squared55

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    New enemy...
    $Grenade.jpg

    Also, the enemy grenade throwing algorithm has been completely redone:

    $Grenade_1.jpg
    $Grenade_2.jpg
    $Grenade_3.jpg
     
  45. squared55

    squared55

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    New update! See the Firestorm mech in action!

    <Video not currently available>
     
    Last edited: Feb 23, 2017
  46. primus88

    primus88

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    The idea is nice. It seems you are doing some projectile spawning similar to sidescrolling spaceship shooting games?
    What you used for the particles? TCparticles.
    If you are using Dx11, then how you cope with the alt+tab switching from the full window?

    Sorry for all the questions, but I think I'm in the same situation as you.
     
  47. squared55

    squared55

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    I just instantiate the grenades like any other projectile. The grenade "ball" is just a simple particle system (Basic shruikan), which gives it that moving look. The trail is a trail renderer. Both rely heavily on bloom for the full effect. The explosions, muzzle flashes, and hit effects use detonator.
     
  48. KubeX

    KubeX

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    I foresee some lag when the firestorm hits.

    Are you also going to prepare a demo for Eteeski's upcoming livestream?
     
  49. squared55

    squared55

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    Surprisingly, there's not much at all. I optimized the particle systems, and the physics are pretty fast. Plus the CPU isn't much of a bottleneck for this game.

    Maybe. Game might be too far along for a new demo. I may want to wait for a final release.
     
  50. squared55

    squared55

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    Started work on a new HUD

    $hd.jpg