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Assets Arcade Light Gun Shooter

Discussion in 'Works In Progress' started by dizzymediainc, Apr 29, 2020.

  1. dizzymediainc

    dizzymediainc

    Joined:
    Apr 6, 2014
    Posts:
    134
    Arcade Light Gun Shooter
    > Complete System <

    A fully custom & flexible system that will allow to be able to make all kinds of varying games like virtua cop, house of the dead, area 51 and so on, by simply changing values in inspector.

    For now, testing out features and showing they work, once it's complete,
    i'll make actual full game scenes.​

    Latest Update:


    Features:

    • Players Set/Track (Count, Features, etc.)
    • In-Game UI (Health, Etc.)
    • Enemy Spawning (World Space or Screen Appear)
    • Credits (Per Player, Count, Add/Reduce credits, Use credits, etc.)
    • Hold Fire (Pauses all player actions, displays hold fire UI)
    • Stages/Scenes (Setup stage counts and amount of scenes per stage, data used for auto tracking during gameplay)
    • Stages/Scene Stats (Stores game stats during runtime, can be called back at any time or on stage/scene end) - Hits, Accuracy, Kills, Misses, Etc.
    • End Stage/Scene UI (References, etc.)
    • End Stage/Scene (Displays end scene when called, shows game values stored)
    • Game Over (Displays game over scene if player health drops to 0)
    • 2 Players Options (UI, Game, Etc. updates and displays properly based on player count)
    • Gore (sets gore active on players/enemies, etc. based on playerpref/menu value)
    • Unlimited weapons/decals
    • Decals spawn per weapon
    • Impact particles spawn per weapon
    • Pooling (Decals & Impacts), Min/Max
    • In-Game UI (Weapons, Bullets, Grenades, etc.)
    • Spin/Rotate UI (Revolver)
    • Tracks weapons, bullets, etc.
    • Bullet eject (animated)
    • Individual sprites (for non-bullet eject use)
    • Crosshairs (uses crosshairs set)
    • Displays gun shots (screen flashes, crosshair flashes, etc.)
    • Pickups (Weapons, Items, etc.)
    • Destroyables (Boxes, windows, etc.)
    • Explodables (AI Throwables, Barrels, etc.)
    • Secrets (Init secret action, area, etc.)
    • Waypoints (Alter waypoint setup, speed, etc. via editor/runtime)
    • Look At (looks at transform set)
    • Rotate Towards (rotates transform set)
    • Move To (moves towards transform set, non waypoint use)
    • Zoom (updates FOV/zoom via realtime)
    • Movement Speed (set in editor/runtime)
    • Rotation Speed (set in editor/runtime)
    • Controls hit points, detects hits, etc.
    • Explodable (explodes after critically damaged)
    • Displays particles (for destroyed parts)
    • Releases car parts (when destroyed, i.e doors, wheels, etc.)
    • Breakable windows (shatters when shot)
    • Vehicle movement (waypoints or transform)
    • Destroy force (applies force on destroy)
    • Destroy event (invokes event/actions on destroy)
    • Menu UI (References, etc.)
    • Stage loader (loads stage selected)
    • Settings (i.e volume, graphics, gore, etc.)
    • Game Modes (Free play, Time, etc.)
    • High Scores (based on previous gameplay)
    • Players (handles active players, actions, etc.)
    • Shooting/Attacking (3 different weapons) - switch between weapons based on pickups
    • Health (Min/Max) - tracks health
    • Grenades (Min/Max) - Kills every enemy currently active
    • Reload (displays reload ui when out of ammo/allows reload of specific weapons)
    • Streak & Combos
    • AI Type (Friendly, Pedestrian, Hostage, Enemy)
    • Hit detection *single or multiple colliders/body parts* (i.e one base collider or ragdoll)
    • Movement (Nav Mesh or Transform Movement)
    • Attacking *Close/long range and throwables* (i.e guns, grenades, etc.)
    • Death Force (Rigidbody + Force)
    • Death Events/Actions (i.e calling functions)
    • Screen Appear (In front of camera)
    • Cover (Appear from cover or cover after attacking)
    • Explodeable (Head or body)
    • In Vehicle Actions (i.e jump out, attack, etc.)
    • Gore (blood hits, body parts on explosion, etc.)
    • Player Damage (UI hit display, i.e blood, bullet holes, blood swipes, etc.)
    • IK (Hips & Head)
     
    Last edited: Apr 29, 2020
    TokyoWarfareProject and cs747 like this.
  2. dizzymediainc

    dizzymediainc

    Joined:
    Apr 6, 2014
    Posts:
    134
    Initial creation stage for "Arcade Light Gun Shooter"

    Update #1


    Updates:
    • Screen flash on shot
    • Muzzle flash on shot
    • Muzzle flash follows mouse
    • Ammo per weapon type
    • Ammo indicator (revolver cylinder)
    • Ammo indic. updates based on ammo
    • Shootable objects (enemies, static objects, etc.)
    • Reload (sounds, indicator, etc.)
    Update #2


    Updates:
    • Reload request (voice and text)
    • Health badges
    • Pickups
    • Enemies
    • Breakable glass
    • More!
    Update #3


    Updates:
    • Enemy (finalized setup, move to, attacking, etc.)
    • Added player 2 functions (add credits, use credits, UI update, etc.)
    • Game over functions added (display, count down, etc.)
    • Destroyable car (breakable parts, car death, etc.)
    Update #4


    Updates:
    • Camera Features (Move, rotate, zoom)
    • i.e camera rotates towards current active enemy, zoom updates based on their distance to the camera
    • Enemy attack indicator (circle indicates the wait before firing)
    • Breakable objects (props, windows, etc.)
    • City environment
    • New enemy model(s)
    Update #5


    Updates:
    • Added enemy body parts hit detection (detects hits and reacts based on where you shoot, i.e leg, stomach, chest, head, etc.)
    • Added enemy instant death on head shot
    • Added screen appear enemies (enemies that appear directly in front of the screen)
    • Added pickup to breakable objects
    • Added new back end functions/features for screen appear enemies, moving enemies, etc.
     
    Last edited: Apr 29, 2020
  3. dizzymediainc

    dizzymediainc

    Joined:
    Apr 6, 2014
    Posts:
    134

    Update #6


    Updates:
    • Reworked all AI code (1 script has setups allowing you to set AI to enemy, ally or pedestrian type, each has their own functions, etc.)
    • Added action choices for each AI type (i.e step out, move to, etc.)
    • Added actions for after movement is done (i.e look at, animation, attack, etc.)
    • Reworked object interaction code (better setup, pickups, etc.)
    • Added more breakable objects (bottles, TV, boxes, etc.)
    • Added enemy explosion (for grenades, kills all AI on the screen)
    • Added player grenades (shoot able icons for each player)
    • Added rifle weapon to player (shoot action, enemy hit, etc.)
    • Shoot able enemy projectiles
    • Player gets hurt from shooting allies or pedestrians
    • Added weapon pickup voice (i.e "RIFLE!!")
    • Replaced reload voice (matches weapon pickups)
    Update #7


    Updates:
    • Rifle UI Updated (bullets)
    • New Weapon (shotgun)
    • Shotgun UI Updated (bullets)
    • Receiving damage makes you lose weapon pickup
    • New Enemy Attack - Step Out
    • Enemy Rifle Attack Animation Updated (changed)
    • Incoming Vehicles Carrying Enemies
    • Pickups Highlight (highlights pickups making them easier to see within the world)
    • Pickups Text Indicators (text to display what the pickup is in world space)

    Bug Fixes:
    • Enemy Attack Indicator (resets now for each attack)
    • Enemy Move To (sometimes would not reach destination if hit prior to reaching move to point)
    • Reload Indicator (used to glitch if pressed fire too quick, now displays reload with proper gaps, no matter how fast you shoot)
    • Incoming Car Physics (would sometimes fly all over the place)
    • Fixed physics with a few objects (sometimes, destroying one object, would make another fall over and effect the pickup dropped)
    Update #8



    With this update I completely re-wrote the entire Weapon UI system to support a few different setups for the ammo update, allowing either switching sprites or using the bullet eject method and updating the bullet positions.

    A new addition is the Decal System which spawns decals and impact particles based on object/tag hit and i can set different decals/impacts based on weapons as well as tags (i.e revolver + wood, automatic + concrete, etc.)

    Updates:
    • UI Update (Bullet eject when fired & UI bullet position updates per shot)
    • Bullet eject pooling (pools bullet ejects per weapon)
    • Decal System (New system that handles all decals and impacts)
    • Decal pooling (pools decals/impacts) - Bullet Decals (Display on object hit)
    • Bullet Impact (Displays on object hit)
    Update #9


    Updates:
    • Added intro cutscene
    • Added explodables (i.e barrels) which effects everything around it (i.e enemies, windows, pickups, etc.)
    • Added hip & head IK to enemies
    • Added stage/scene system
    • Added scene statistics (per stage, per player)
    • i.e shots, kills, hits, accuracy, etc.
    • Streak/combo counter
    • Streak Popup
    Update #10


    Updates:
    • Added "Use Gore" feature which can be turned on and off from the menu (if true, it will use head/body explosions, body hit blood squirts, etc. | if false, none of that will be used and the game will play without gore)
    • Added explodable head shots (i.e new head model, particles, head pieces, impact decals, etc.)
    • Added new body explosion (i.e body parts, particles, impact decals, etc.)
    • Added new bloody squirts from body part shot (i.e particle on leg, arm, etc.)
    • Added enemy check per area (cannot move on from area until all present enemies are dead)
     
    Last edited: Apr 29, 2020
  4. BongoBen

    BongoBen

    Joined:
    Mar 9, 2018
    Posts:
    30
    Awesome! With which Systems/Lightguns is this compatible?
     
  5. dizzymediainc

    dizzymediainc

    Joined:
    Apr 6, 2014
    Posts:
    134
    My system should work across all platforms, utilizing motion controllers those that have them, in place of lightguns if not present.

    It would be nice if it could be compatible with most light guns but some of them use different setups/systems, so i'll need to do thorough testing before giving a specific list.
     
  6. ProgGram

    ProgGram

    Joined:
    Jul 9, 2017
    Posts:
    1
    Good job!
     
    dizzymediainc likes this.
  7. BongoBen

    BongoBen

    Joined:
    Mar 9, 2018
    Posts:
    30
  8. dizzymediainc

    dizzymediainc

    Joined:
    Apr 6, 2014
    Posts:
    134
    BongoBen likes this.
  9. HeadClot88

    HeadClot88

    Joined:
    Jul 3, 2012
    Posts:
    708
    Let me know when this available on the asset store.
     
  10. dizzymediainc

    dizzymediainc

    Joined:
    Apr 6, 2014
    Posts:
    134
    Hey guys! Dropping a little update ^_^

    As the system is mostly complete i'm starting to make a game with it to show off it's capabilities, here's the main menu example for SECTOR 14!

     
    Last edited: Jun 29, 2020 at 7:19 PM
    cs747 likes this.
  11. dizzymediainc

    dizzymediainc

    Joined:
    Apr 6, 2014
    Posts:
    134
    In this video I go over the Decal Set extension for the Arcade Light Gun Shooter system, showing off how easy it is to get your game world setup and interactive!

     
    Last edited: Jun 29, 2020 at 7:20 PM
    HeadClot88 and cs747 like this.
  12. dizzymediainc

    dizzymediainc

    Joined:
    Apr 6, 2014
    Posts:
    134
    In this video I go over the Decal Assign (previously "Decal Set") extension for the Arcade Light Gun Shooter system, showing off how easy it is to get your game world setup and interactive!

    With the changes from Decal Set to Decal Assign comes a whole new UI and some other features :)

     
    Last edited: Jun 29, 2020 at 7:20 PM
  13. dizzymediainc

    dizzymediainc

    Joined:
    Apr 6, 2014
    Posts:
    134
    Here are a few short time-lapse videos showing me setting up and working on various things for the first few areas for Sector 14 (Light Gun Shooter) :)

    Working on:
    - Level Design
    - Lighting
    - Decal Controllers (For decal and impact display)
    - Reflection Probes
    - Light Probes



     
    Last edited: Jun 29, 2020 at 7:08 PM
    cs747 likes this.
  14. TokyoWarfareProject

    TokyoWarfareProject

    Joined:
    Jun 20, 2018
    Posts:
    601
    You nailed the camera motion. Very cool. I'm too busy for this but I save it in favorites.
     
    dizzymediainc likes this.
  15. dizzymediainc

    dizzymediainc

    Joined:
    Apr 6, 2014
    Posts:
    134
    Glad you like! ;)
     
  16. jamespaterson

    jamespaterson

    Joined:
    Jun 19, 2018
    Posts:
    217
    Looks really cool!
     
  17. TokyoWarfareProject

    TokyoWarfareProject

    Joined:
    Jun 20, 2018
    Posts:
    601
    May be for player you could also add cover feature, similar to time crisis, or option for cover to reload.

    May be already implemented or can be done with existing features, but I think it would be worth testing a shoot while move. Like you advance trough a predefined path looking this or other way without stopping. Like not for whole game but for a section could be interesting.

    For gamepad may be some easing may be needed.

    I think is a good idea you make game first because with all the asset flippers out there gonna leave you without a chance
     
  18. dizzymediainc

    dizzymediainc

    Joined:
    Apr 6, 2014
    Posts:
    134
    I'll consider it but those kind of additions probably won't come until a later release, as the initial design is made to replicate games like virtua cop and area 51 :)
     
    TokyoWarfareProject likes this.
  19. dev_2051

    dev_2051

    Joined:
    Jul 25, 2013
    Posts:
    90
    Looks really Awesome, brought back old memories:D

    If you are looking to release your work as a template on the Unity Store, you should do it with bare graphics just showcasing the functionalities.Rest depends upon the skills of the developer how they make use of the kit
     
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