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[WIP] RADIANT - Sci fi Team Based FPS - (gameplay video!)

Discussion in 'Works In Progress - Archive' started by Whiteleaf, Feb 8, 2016.

  1. Whiteleaf

    Whiteleaf

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    What is RADIANT?

    RADIANT is a team based, fast paced multiplayer FPS. Need some cover taking that control point? No problem, Protector's can place Drop-Shields to aid their teamates in the most desperate of times. Need to get rid of a room of enemies? No problem, throw a SmartGel grenade around that corner. Need to hold enemies off for a period of time? No problem, Tank has got your back cover with his Shock-Molotov.

    What separates RADIANT from other multiplayer FPSs?

    I plan to have multiple 'worlds' in RADIANT. Getting bored of playing on Earth? Go join a lobby in another time and/or universe with new weapons, new characters, new maps, and possibly new game modes.

    What price? $60?

    No! That's the best part about RADIANT - it's all free. You heard me, 100% free! If you want you can donate $5 to the developer(me) and get some cool features, though, new HUD color, colored name, special 'membership' only battle icon, and access to 'membership' rooms(with more features to come!). I'd also like to address that I would never sell this game for above $10, as it the graphical quality doesn't reach anywhere above that.

    Wow! All for free? What else is there??

    Along with it all being 100% free, RADIANT can run on almost any computer. This means you can enjoy gameplay with getting very low framerate and/or stuttering.

    Here's the current progress in a gameplay video:

     
    Last edited: Feb 17, 2016
  2. Whiteleaf

    Whiteleaf

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    Update 1: Teams, Grenades, Crouching, and more


    Hello, everyone! Welcome to the first update. I got quite a bit done today, most notable are in the title.

    I have all the teams planned out: (and 2 implemented, Team Morphos and Team Foxtrot)

    (oldschool notepad ftw!)



    And here's Morphos and Foxtrot's icons, these will be changed in the final product:

    (left Foxtrot, right Morphos)





    And finally, them in the game:





    Which brings me to the next feature, teams! :D


    Teams were a tricky thing to add, of course I could've used Photon's default script for this but I want to make everything on my own in this project. Firstly I have the 2 team buttons, when either one is pressed it calls a function in the networking manager which creates the player, but with the team id you give it. If id = 0, team Morphos, 1, Foxtrot, etc.



    team example, where the player is aiming at the enemy "Henry". The player is on the red team, where as Henry is on the blue team, therefore an enemy.


    There's a nasty bug I need to squash tomorrow where it doesn't add up score when it's told to(I'm using an RPC). I think there's also a bug where grenades don'y sync properly, all this will be fixed tomorrow.

    Also, crouching! This is networked, both animations and colliders.



    Player on Team Foxtrot crouching behind cover.


    Crouching is all executed by this code:





    Pretty simple, kinda sloppy in some parts, but hey, it works for now and isn't 100% necessary to make it super efficient currently.


    That's all I have for today, as for grenades, there's not much besides this coffee cup spawning when it 'explodes':





    Be watching out for a gameplay video sometime in the next few days, tomorrow after I fix some bugs I'm going to make a new map that me and some people will play on! (probably a remake and better version of the current map--Arena)
     
  3. Whiteleaf

    Whiteleaf

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    Scoreboard! (and respawning, no longer will your screen freeze!)


    Two players on Team Morphos shown on the score-board.

    Name, kills, deaths, and score are all networked! I spent half of the time making this fixing the bugs and glitches that it had, glad that's all over! Team colors also correctly sync over the network again, they were broken before.

    Currently it's messed up on some resolutions, but I will fix that. It randomly chooses an image from a spritesheet for your 'rank'. Once I get the scoreboard working without issues I'm going to add real ranks, which I'll need a rank script for. I'll also draw new icons once that happens. :)

    I'm probably either going to work on chat or the main menu right now, probably the main menu as it's more vital (even though it won't be final).
     
  4. Whiteleaf

    Whiteleaf

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    Chat!



    All players receive it across the network, and if there are more than 7 messages it deletes the oldest one. It also fades out after 5 seconds if it's not being used! I was gonna do the menu--and now I am but it took like 30 mins to implement chat, so nice feature done in little time. :) Next step is to make the menu and make it connect to Photon--then allowing the players to join rooms with ease. Seems pretty easy, I just have to make it connect to the lobby and then make the room browser, which hopefully should be pretty easy as well due to PhotonNetwork.GetRoomList(). I'm also going to look into custom room properties, to store the player count, map, gamemode, name, etc.
     
  5. Whiteleaf

    Whiteleaf

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    Main Menu, and room browser!



    First when the game starts it checked whether not you've opened the game before, if you haven't it asks for name. Once you load it up again it loads your name and greets you. I'm planning to add daily bonuses in the future to this.

    Room browser!

    When there are no rooms:



    When there are rooms: (dont mind the text on the right, that's broken atm)


    It shows the room name, map, max player capacity, and eventually the gamemode.

    What the person making the room sees:



    Little things like the map image position needs to be changed, as well as the map name. I thought making the room browser would be fairly straight forward, but it took a few turns every now and then. Now off to make a new map and fix all the bugs I'd found last night play testing. Also, no video, sorry about that. :( We found one bug where when you respawn your character messes up, so you have to restart every time you die. Not fun!

    Hopefully a video sometime soon, though. Maybe near the weekend.

    Feedback is appreciated.
     
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  6. Whiteleaf

    Whiteleaf

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    Why Unity? :(



    Sad thing is is that the scene is really simple and the baking settings are, too. By the way this is the new level which is baking lighting. In the mean time while it's baking I have to do something productive, so I remade the shotgun as the original looked terrible:



    I'm gonna have to find other stuff that's going to occupy me though while I'm waiting.
     
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  7. Whiteleaf

    Whiteleaf

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    Update 2: New Map, 3 New Classes, New Dynamic Team Chooser, New Dynamic Team Colors, and more!

    Hello everyone! Welcome to update 2! :D

    I've been working on several of these features for multiple days, and probably spent the most time on the dynamic team chooser/colors. Let's get into it! We'll go over my
    second favorite feature I've added, the dynamic team colors and team chooser. Firstly, the room creation has 2 new features added. First being the teams, second being the ability to add maps to the map list without lifting a finger(metaphor):

    New team chooser, basically there are 2 team options. Team 1 is the left button, Team 2 is the right button. When the game starts the colors on opposite sides of the map will sync correctly depending on what teams you chose, as well as their names.


    Example of the new teams, team 1, Morphos, will be facing team 2, Foxtrot.


    And the new map chooser, I made a map script that allows you to define the maps properties, such as map ID/name so the game can load it, allowed gamemodes on that map(not implemented YET--gamemodes will be the next thing I work on), as well as the recommended amount of players. You click on the map icon in the top left to change the map.



    The map script:



    The logic behind it is that when you create a new map, you create a new map 'tab' and assign the map script to it(or duplicate the prexisiting one which is easier, then just change the values). You then add the scene to the build settings, then take it's 'id' shown on the side, and put the mapID to that. Or you can change the mapName to be the name of the scene, I usually do both to be safe but it can load either one.

    Then, the button you actually click to select a different map has it's own map script, which is actually where the info comes from to load the map you selected. Each time you select a new map it changes the buttons map script to those values, including the image, name, id, etc. It then takes the button's id/name and creates the room with that level.

    (note: new map will be shown in a video sooner later)

    This is what the team chooser is like in game. Chose Team Naxuum vs Team Talisum? Then you got yourself 2 sides with those colors, yellow and purple.



    Chose Team Morphos vs Team Forest? Red vs Green! This is an amazing feature as I literally don't have to do anything fancy to make it happen. There's this script which handles it all, I attach this to objects I want to be a certain team color. Then when the room loads the master client sends an RPC to everyone that sets the colors. This is the script for the colors: (btw the team materials are assigned at the start of the room by the manager using custom room properties, basically takes team 1's "matName" as well as team 2's and loads them from resources and then puts them in a custom variable so I don't have to load them each time I want to use them)



    Also, here's the team script:



    What's great about the map and team scripts is all I have to do is assign some variables, add them to the list and boom the game takes care of the rest. Pretty neat and efficient!

    A little note, I also redid the spawning entirely. My problem before was that I was connecting to Photon's servers, and then connecting to the only room directly in the level scene. This posed a huge problem when I made the menu, as all I needed to do now was to connect to the newly made room. This new method is also 100x more efficient and faster than what I was doing originally, which is very good! (the new spawning manager has over 240+ lines of code currently, and will be exceeding 500 soon as I'm going to add more functions).

    Next, new classes!

    Classes were fairly straight forward, the same thing as the map selector. A made a class script:



    Then I have a string that is what the manager uses to create the players, as each different class is a different prefab. I take the "loadName" which is usually MODEL_PLAYER_CLASSNAME. It then loads the prefab with that name from resources.

    Here's the window for choosing a class: (images will be added soon!)



    Assault is your generic assault rifle class, Rusher is a slightly more difficult class with a shotgun, Operator is a CQB class which has a super fast gun with little damage and decent amounts of energy consumption, and Protector--we'll get to him soon. ;)

    On a side note a found a free glow shader that looks BEAUTIFUL, especially since it's the look I'm going for. Although I found it can lag quite a bit on lower end machines, so for right now there won't be any glowey stuff. I'll add an option for it when I add the options menu(and pause menu). Here's a demo scene from the glow shader: (called MK Glow System)



    Now that I think about it maybe the mobile shaders won't lag on lower end PC's because well, they're optimized for mobile.

    Lastly, my favorite feature I've added in the past few days--the new class, Protector.



    Why do I love this class so much? Look at his weapons and his mask in the picture above. He's a support class, and isn't very powerful, but when he gets his drop shield he will be an essential asset for capturing and point, or defending a point. I honestly freakin love the gas mask, it just looks so cool. Plus his dual pistols, which also play and animation depending on an int (0 = play left shoot 1 = play right shoot). I'm also planning to add visual laser shots, so that should be cool.

    Bit of a teaser for what's to come...

     
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  8. Whiteleaf

    Whiteleaf

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    Yay! Finally a gameplay video:

     
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  9. zenGarden

    zenGarden

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    Good progress.
    The floors and ceiling needs some color material or a texture.
     
  10. Whiteleaf

    Whiteleaf

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    Thanks, I don't know how "graphic-ey" this game will get. For a few reasons, first is that I'm not (edit )aiming towards a realistic game and I suck at realistic texturing and modeling, second is because I'm trying to aim for good performance on all if not most PC's. I have a laptop with 4GB of ram and a dual core w/ intergrated graphics from 2006 and it runs this game fairly well. That's not to say there won't be any graphic stuff, just not at the current state.

    Also, I played some on a browser game, ROBLOX, named Strobe II and that's one of the main looks I'm going for. (simple neon lights)



    Thanks for the feedback!
     
    Last edited: Feb 14, 2016
  11. RavenOfCode

    RavenOfCode

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    This looks pretty sweet, I will like to see how this turns out.

    Keep up the good work! :)
     
  12. JaredMerritt

    JaredMerritt

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    Looking for a professional touch to your project? I am a skilled PBR 3D artist and texture specialist. PM me if interested!
     
  13. Whiteleaf

    Whiteleaf

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    Thanks! I'll think about it.

    Thank you!
     
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  14. Whiteleaf

    Whiteleaf

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    New scoreboard! Right now I'm using legacy GUI, but that will be changed in the near future.



    I've also decided that I will try to make this game look as nice as possible, rather I'm going to try to make it look somewhat realistic. This means higher poly models, kinda low-medium res textures, etc. A great example of a game that does this but runs extremely well is Assault Cube.


    (picture courtesy of PlayDeb.net)

    Most of the game is 128x128 textures, but the game can run on almost any machine. This will be my motivation to make my game playable no matter what you have. Later today I will be taking some pictures of textures (I heard noon is best time because of no shadows basically, so I'll try tomorrow to take some around that time). I also have several free texture libraries I've found, such as CG-Textures (now known as Textures.com but I still call them that), and a few others. I won't be using the others much though as they don't have as many textures to offer as CG.

    Other little thing-- I made a loading bar for creating a level. Just adds a little satisfaction for some reason.
     
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  15. Whiteleaf

    Whiteleaf

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    oops, I forgot to attach the video:

     
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  16. Whiteleaf

    Whiteleaf

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    Today I took around 54 pictures of objects around my house and around my front and back yard, considering I'm only 14 I don't really have much money to buy a camera, so I used my parent's one. Holy crap, this thing takes photos at 4k, lol. I am gonna scale them down to either 512 or 256, or 128 but dang. Eventually I'll be buying a decent hand held camera to take around with me so I can take photos of everything I see.

    This is the start of hopefully, a very large personal texture library!
     
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  17. Whiteleaf

    Whiteleaf

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    I have just made 6 seamless 256x256 textures, and for my first time doing so I'm very pleased. I took a lot more photos but either they were blurry, or weren't at the right angle. I've learned a lot from this first try--and next time I'll probably use a tripod. I'm making a video on it so I'll post that here once it;s done (probably 30-1 hour, editing and stuff).

    EDIT: Actually probably longer than an hour. I accidentally recorded the video at full size with FRAPS, and if you've used FRAPS you know it records at REALLY high file sizes due to the uncompressed video format. (the file is 8.02 gbs for like a 5-10 minute video :( ) So, probably more like 1 1/2 hours.
     
    Last edited: Feb 17, 2016
  18. Whiteleaf

    Whiteleaf

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    Here's the video on the new textures:

     
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  19. Whiteleaf

    Whiteleaf

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    I remade the first gun I made in the game, named M7A2 as it's a "remixed" version of the M4A1. The textures are very subtle in Unity for some reason but here's the texture map and the picture:





    256x256. I'm pretty happy with this one, but I'm probably going to change the colors and maybe a few other things but this won't be in the final game.
     
  20. Whiteleaf

    Whiteleaf

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    Progress on the new map, ra_acerbus.



    Considering this is my first map the textures are funky, but it's fine for now. Eventually it'll be replaced!

    (also acerbus is Latin)
     
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  21. Whiteleaf

    Whiteleaf

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    ra_acerbus makes appearance!



    In my first level, I made an empty gameObject called "Everything you need for a new level". Sure enough, after putting down spawn points, and putting down team color objects, if you copy that object over it works flawlessly. This is because everything is assigned in the Awake function, rather than needing to be assigned in the inspector. This is awesome and very efficient, it took me 5-10 minutes to make all spawn points, make team color objects(not completed), and copy this thing over and play! Compared to probably 20 minutes assigning things and troubleshooting for errors.

    Next up, new props, as the old ones are too low poly and aren't UV unwrapped so I can't assign textures. It's not worth it making textures for them since they're not detailed enough. Also, in the near future new character models as well as new gun models!
     
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  22. RavenOfCode

    RavenOfCode

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    I'm really liking how its turning out, the UI looks pretty cool (the semi transparent UI thing that I forgot the name of looks nice)! The new map looks pretty cool as well. :)

    Just curious what are you using for the networking? PUN, UNET, something else?
     
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  23. Whiteleaf

    Whiteleaf

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    Thanks, the transparent thing around the corners? That's a 'mask'. Eventually I'll remake it, but for now it's good.

    I use PUN, before I remade this project I actually was using UNET. There wasn't enough information or tutorials to go around so I decided to learn PUN. Within a few days I had a playable game, 3 weapons, and full character animations. I wasn't happy with it though so I remade it again and now it's become this, which I am very proud of. :)
     
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  24. IAmCraigSnedeker

    IAmCraigSnedeker

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    Following this project.

    If you need a tester or anything, let me know. :D
     
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  25. Whiteleaf

    Whiteleaf

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    Thanks, I haven't worked on it in a few days due to "de-motivation" but I'm either gonna force myself to work on it or get some inspiration from somewhere.
     
  26. JaredMerritt

    JaredMerritt

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    Looking good mate!
     
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  27. Whiteleaf

    Whiteleaf

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    Hey, everyone. Yesterday my internet provider went down for a few hours so I was looking through my offline games to see if I'd find something to play. I found a game named Digital Paintball 2, and there's a bit of a story behind me finding this game. I knew that it wasn't offline but I messed about in the game anyways in an offline match.


    (not my image)

    (this happened about 6 months ago)
    So the story was that I was going through some old hard-drives I had on an old computer. When I searching through them I found this game, Digital Paintball 2. I knew it was a decently old game as my older brothers used to play it when they were teens(they're both over 20 yrs old, and I'm 14 so you can imagine how old it is). I took it to my computer but didn't play around with it much as there were no servers. I left it in the dust, until today!

    Today I decided to Google it see how old it was and who it was made by, oddly enough it was made by one guy. I found the source forge page and I was very surprised--this was the same game I had, and it was last updated in August of 2015. I then looked at the publish date--2003! What? This game is 12 years old and it was still being updated? Cool! I downloaded the newest version from the website, and took the tutorial. I went to the server browser and there were 4 servers which had people in them. I hopped on the one that didn't require a password and had 15 people online. I played it for around an hour and then left.

    This game was very inspiring for me, I don't know but it also threw some nostalgia at me--even though I never had properly played this game.

    I'm pretty motivated right now so I'm going to work on props for ra_acerbus, I have to make new ones as the old ones are too low poly and aren't uv-unwrapped as I never planned for textures. I am going to make the new player model and animations over the weekend as I'm going to have to sketch out some ideas for him before I get started. Texturing will probably take a day or so, that'll be fun! Next, I'll make FPS arms and the new weapons, because I've learned FPS arms are far superior to using the character model for weapons.

    I'll update you guys at the end of the day here for me, or later at night.
     
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  28. Whiteleaf

    Whiteleaf

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    Hey everyone, little bit of an update. I'm going to be set back an hour or two as my computer crashed out if nowhere and apparently the external hard drive I store everything on failed. I restarted it multiple times and finally hard restarting it worked, windows was freezing and wasn't working properly. Thankfully my hard drive is fine, but now I'm running multiple virus scanners (malware-bytes, hitmanpro) and hopefully everything will go back to normal IF it actually finds any sort of virus.

    If it doesn't it might be my main hard drive either failing or it might have bad sectors. I've had issues with bad sectors and my main hard drive before so I'm not going to be surprised if they have come back for more.

    In other news, I'm currently remaking ra_acerbus, now much smaller and more fun. Since I'm on mobile I can't show any pictures, but the level is around 3 draw calls total and just over 150 tris (I think). It is a lot faster than the old model but doesn't suffer from quality that much as it's more blocky, I've completely remade the sketch, the image of it is at the bottom of this post, or it should be.

    It's also a lot cleaner and a lot nicer in the actual model than in the sketch shown, this was actually like a 1 minute recreation of the initial sketch. I hope to get some real pictures of the map in action later today when my computer works again.

    Another thing is I went and took more pictures of stuff around my neighborhood and backyard with my camera. The camera I have is 14 mega pixels and takes photos around 1200 x 800. This is kinda a hand-me-down camera from my sister who had gotten a new camera sometime last year. It works and takes decent quality photos though, so no need to complain here--especially since I got it for free. I had to order an SD card for it as it didn't have one, and Amazon had a Sandisk 16gb on sale for $6.50 with Prime so I bought that as the 4gb cards were the same price.

    That's all for right now, thanks for reading!
     

    Attached Files:

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  29. Whiteleaf

    Whiteleaf

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    ( sorry for spamming wip section ;) )

    Okay, so after the virus scanners ran it found a few things, HitmanPro found a search bar(yuck!!) and some other random stuff, and Malware-Bytes found 5 objects. 2 of them I'm almost positive are either harmless or plain out safe, the 3 others were something called OpenCandy, which after Googling it, looks like it's AdWare. I'm not sure where I got this from, as I have 2 different extensions on Chrome which prevent me from going to unsafe websites/ones with bad ratings. I haven't even heard of any of the sites the mentioned in the 'top websites section' where it's mostly gotten there.

    Good news though, I looked up my issue and the first step was to turn of your computer and unplug it entirely and let it set for 10 minutes; then turn it back on. I followed this and it worked! My computer is now reading drives properly and not acting weird as it was before--although Malware-Bytes hung at like 95% so it didn't finish, which means the viruses are still there. I'll be rescanning when I go to sleep tonight since it took over 3 hours.

    I also sketched out a new map layout, depending on how it's received it might or might not see the sunlight in the final product (no image as I'm on another computer). Other news, I've been taking a lot of photos with my camera and I've gotten quite a few new textures, such as tree bark, wooden panels, bricks, concrete and more!

    I hope to post an update with the new map tomorrow since my computer was basically broken (and still is) for 4 hours of my day. I had to reinstall my internet key-thingy driver as it wasn't working, but once that's done everything bedsides the viruses should be fixed.

    Goodnight! (or morning, or evening, or after noon, or wherever you live)
     
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  30. Whiteleaf

    Whiteleaf

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    Everyone, allow me to introduce the first complete map, ra_acerbus!


    (yes there is a roof it's just invisible because it's a plane)

    Firstly I'd like to say I'm very happy with this map, and I really do like the realistic art style WAY better than the simple/plain art style. This map can handle 3 gamemodes, Team Elimination, Capture the Flag, and King of the Hill(the three current gamemodes). I've currently "completed" King of the Hill, it works but it needs a lot of polishing. So basically there's this ring in the center of the map:



    Then once you step in, it notifies all players (including yourself) that team x has captured the hill.


    (I've been having an issue where some things don't color correctly, not just this hill color)

    The color of the ring also dynamically changes depending on the team colors; which was very simple to implement, so neat feature done in a small amount of time!

    This map is also really fast, I can test the performance on maps easily since the computer I work on this project on is an old computer and is decent, but not terrible. I get over 100 frames on it on the best settings currently.

    Also, I'm having this weird lighting issue; and I'm not sure how to fix it. I've baked the lighting multiple times but it still doesn't work. If anyone knows it would be helpful to give the answer!



    Also--another thing, the pallets in the left corner in the image above are very simple but effective. All that it is is a short cube with a pallet texture slapped on top of it. So overall it's 6 faces and 12(?) triangles, which is good compared to probably over 100 if I would've taken the other more detailed route.

    Tonight there might or might not be a new gameplay video on this map, as KTH still needs a lot of polishing and I need to make an options menu for quality settings, which will be necessary for lower end computers. I've made a small TODO list, consisting of these few tasks:

    -Make Game Over UI (when the round ends)
    -Polish KTH (really need to do this)
    -Make settings menu.
    -More sounds! (footsteps, KTH specific sounds, etc)
    -Simple LOD (disabling renderers on debris, etc)
    -Texture LOD (changing texture size at distance, I think Unity might already do this but it gained a lot of frames when I did this in other projects, so it's very nice but very time consuming)
    -Neater HUD and menu (kinda sloppy and uncomfortable to navigate around)
    -Smaller and less obstructing HUD (the hud right now is huge on bigger resolutions, so I'll have to fix that--plus I don't even like the HUD right now)

    I'm going to complete these tasks over the next few days, so it might interrupt new character modeling. After my main TODO list is done, I've compiled another for after wards:

    AFTER TODO:

    -New map (after all gamemodes are done)
    -Polish all current gamemodes,
    -


    -Lot's of new props

    And lastly:

    -Eventually create the map editor (this is what the dozens of props are mainly going to be used for).

    That's all for right now, thanks for reading. :)
     
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  31. RavenOfCode

    RavenOfCode

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    I like the new map, the graphics are pretty cool too. The only thing I would say needs to change from the gameplay video is the speed of the players, adding a sprint function would fix this issue. They seem to move so slow making dodging super hard.

    Looking forward to the next update! :)
     
  32. Whiteleaf

    Whiteleaf

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    Yep! Currently there is a sprinting feature but it feels useless. One of the main reasons it feels useless is because right now I'm using Unity's default FPS controller and I REALLY don't like it. It makes everything harder when editing the script for it. Once I make my own FPScontroller movement will feel right for an FPS.
     
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  33. RavenOfCode

    RavenOfCode

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    I would agree, definitely make your own controller, you will have alot more freedom to make the game the way you want.
     
  34. Whiteleaf

    Whiteleaf

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    Hey everyone, last few days I've been silent. This is because I literally haven't gotten anything done. I wasted my entire weekend, which makes me mad, so much time that was lost doing something that wasn't working on RADIANT. I wanna try to make a little RTS prototype as I've been into watching stuff like Civilization 5, mostly by quill18. The same guy I learned Photon from, lol. Hopefully this little project will motivate me to work on RADIANT.
     
  35. DevBrandanBK1998

    DevBrandanBK1998

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    This is a pretty cool project keep up the awesome work!
     
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  36. Whiteleaf

    Whiteleaf

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    Thank you!
     
  37. Whiteleaf

    Whiteleaf

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    I forced myself to work on new models, otherwise it would be months until they were made! I decided to work on the human model, since there will be FPS arms, this is the model that will be viewed when you're looking at another player.



    I need to rig it, animate it, and texture it. I'm going to texture it first, though. I'm really happy with this. And you can also see it only comes in at around 818 tris--which is good considering I'm going for a decently low poly game.

    Be looking out for some pictures of it textured sometime within the day or the next day!
     
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  38. Whiteleaf

    Whiteleaf

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    Yesterday I got started on texturing, but got side tracked watching cringe compilations lol. I didn't think much of it at the time because I got the new player model done, which is fine, so maybe I could relax a bit. After coming back to the player model to continue texturing, I didn't really like the model.

    So I took a few pictures of the player models in Assault Cube, as I really like the model structure they had.

    Here's one I mainly used:

    (I zoomed in though because the dude was kinda small)


    I took a few more, I then realized that I could've probably just looked up "assault cube player model" into Google images and more useful ones would've most likely come up. I just stuck with the ones I took, though, as I didn't really care for more 'up close and personal' images of the characters.

    So, from the few reference images I took, in around 10 minutes I completely remade the player model.



    This model is only 662 tris, compared to 818. And honestly I think it looks a heck of a lot better.

    So tell me, what do you guys think about this new model? Do you like the old one or the new one better?

    PS: You can throw harsh comments at if there's something you don't like about it, or just plain out hate it. I like all kinds of feedback, after all that's what makes it better!
     
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  39. RavenOfCode

    RavenOfCode

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    I'm not model expert but I like the new one better, as long as you texture it well. Keeping the performance low seems to be your theme and this model fits right in.
     
  40. Whiteleaf

    Whiteleaf

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    After many many lazy days, I decided to texture and rig the model since I needed to. But I also got some new textures that I had to have to finish him.

    Firstly, here's a full view of the model:



    (blocky weapon is just there to show the rig)

    Here are some closeups of his textures:

    This is his glove texture and his torso cloth texture. I actually made both of these textures, and strangely enough both textures are from one of my parent's vehicles. The base suit texture is from a car-seat, and the glove texture is leather from the inside of the car. Both are seamless and can be used anywhere.


    Here's his boots, neither of these textures are mine, the bottom of the shoe is a rubber texture from Textures.com, and so is the leather. Come to think of it I could've just of used my own leather texture, but oh well. The boots have highlights around some of the edges to give a sense of shape. Also, part of the UV is messed up for some reason around the ankle area, no one will notice it when playing though so I'm not too worried about it.


    And lastly, a close up of his knees, and pants. Pants are a different texture from the torso texture and it's also very subtle, although you can make out that it has a texture rather than it just being a plain color.


    That's all for right now, I'm going to work on animations and then I'll probably make temporary FPS arms.
     
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  41. Whiteleaf

    Whiteleaf

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    (these are most likely temporary)

    FPS arms gave the thumbs up signal, ready to be used!

     
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  42. dudester

    dudester

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    Hey there nice game , I see we both working on similar things (sort of ) Have you considered using make human or perhaps maximo for character creation they qutie good.

    I take it that its kinda king of the hill style gameplay ?

    Like halo multiplayer.

    I haven't tried making my own weapons yet they are quite tricky to make.
    Anyway keep it up , Looks like fun !

    when will we be able to get a test build?
     
  43. Whiteleaf

    Whiteleaf

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    Thanks!

    I'm not using something like Mixamo, or MakeHuman because I'm trying to create everything on my own to learn more about modeling, animating, etc.

    Yes, that's one of the gamemodes. I plan to have a few, which are listed in one of the posts above. yeah, it reminds me a lot of HALO in some places!

    Basically, for my weapons I have 1 weapon script. This controls aiming, damage, recoil, and everything you need to make a gun ( firerate, muzzleflash, range, model, etc, etc ). I then can just attach it to my player and adjust the settings accordingly for each class. I find that the easiest way to make custom guns. Usually when I have more than 1 ( say maybe a primary and a secondary ) I make a weapon script and make 2 weapons ( parent them to the camera ), and attach the weapon script to both of them. Since scripts on objects only work when the object is active, I use a 'weapon manager' script on the player. It uses input to turn the guns on and off.

    As for the test build, I'm not sure. :( I would like to have at least 2-3 maps and 2 gamemodes before I release a public build, as well as the graphic overhaul. I've also currently left this project for now--I'm going to come back to it after learning more about Photon. Right now I'm developing a small generic zombie survival game with online multiplayer, which I'll probably spend about a week or two on before I release it for free. Usually with small projects I learn something new, which contributes to bigger games, such as RADIANT.

    For example, I took a few days to make a small co-op split-screen game using controller support with PS4 controllers. I didn't know how to make controller support before, but now I do since I took a few days to learn how to. A couple months ago I made a small project to learn how to make explosions with physics force and damage based on distance, granted it only took 1 day but I learned how to it and without that project I wouldn't know how.

    I'm not sure when this project will be revived, but probably not for a few months. I definitely don't want to just leave this project to die, though. I really like the way it's coming along and I have high hopes for it.
     
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  44. dudester

    dudester

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    I see well good on you for that , I don't have time right now to learn 3d modeling properly especially characters they can be hard to make .
    maybe just release a test build with the one map you'd be surprised at how much it motivates you to continue .
    Either way good stuff.
     
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