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BeGone - Multi-Player Shooter Preview

Discussion in 'Made With Unity' started by ProtonOne, Mar 28, 2009.

  1. ProtonOne

    ProtonOne

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    The game has evolved quite a bit since the first page in this thread. It is now 4vs4 and round based (like counter-strike).

    It uses the Photon network library, so there shouldn't be the connection issues that come with peer-to-peer connections.
     
  2. Fishypants

    Fishypants

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    This is looking amazing! Great job so far! More screenies please . . .
     
  3. GrimWare

    GrimWare

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    Looks great! Keep up the good work :D
     
  4. Blacklight

    Blacklight

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    Are you going to post a webplayer demo? If so, when? If not than my head will explode...
     
  5. Mattew_XL

    Mattew_XL

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    Nice! but in the 3rd image the soldier's rifle texture has an ugly white boreder... :?
     
  6. Aram-Azhari

    Aram-Azhari

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    I really love the look and feel of low health mode. Very Creative.

    Keep up the good work,
    Aram
     
  7. Dakta

    Dakta

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    Wow, you really have pulled through with this!

    Amazing job! Definitely can't wait to see more screenshots, gameplay videos, and maybe even a beta to try out ourselves (getting some third party gameplay feedback is probably a good idea)
     
  8. ColossalDuck

    ColossalDuck

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    Absolutely brilliant. AAA quality from what I can tell.
     
  9. fallingbrickwork

    fallingbrickwork

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    I too would love to see a gameplay video... go on, just a sneaky quick peek!

    Best Regards,
    Matt.
     
  10. GoldFire33

    GoldFire33

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    This is inspiring, thanks for posting screenshots and updates throughout the process. I am curious (and sorry if this was already mentioned and I missed it), but have you been developing this by yourself? If so, how much do you work on it per week?
     
  11. Vert

    Vert

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    Looks fantastic and is incredibly inspiring to see such a graphically polished game. If I am not mistaken the terrain details are from the Terrain Assets pack?

    Also, maybe I missed it in this thread, but why are the newest screens in third person when the game was originally a first person game?
     
  12. Vancete

    Vancete

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    OMG! It's so niiiice! :D
    What's the current project progress?
     
  13. GlitchInTheMatrix

    GlitchInTheMatrix

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    looks great,I recommend add vertex color to your stages.

    add occlusion to vertex and will looks fantastic!
     
  14. ColossalDuck

    ColossalDuck

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    Ever going to post any updates on this amazing project?
     
  15. Vinícius Sanctus

    Vinícius Sanctus

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    Roger that! Updates please!
     
  16. sciguy77

    sciguy77

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    Uh oh, was this project abandoned?
     
  17. ProtonOne

    ProtonOne

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    Thanks for all the support guys, I've been making great progress lately (mostly on the back end server side).

    The game has changed from 1st person to 3rd person for a few reasons (cool effects possible in 3rd person). But there is an accuracy mode (right-click) that zooms to an almost first person view.

    Here's some new screenshots:





    :wink:
     
  18. sciguy77

    sciguy77

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    Looks really good! Looking forward to release. :)
     
  19. Vinícius Sanctus

    Vinícius Sanctus

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    Awesome indeed! Demo please!
     
  20. spaceMan-2.5

    spaceMan-2.5

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    nice work man!,,, are you using dynamic shadows?
    how many fps do you have with all that meshes..

    congrats!
     
  21. ColossalDuck

    ColossalDuck

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    Thank you for not letting such a great project die out. I can't wait for the end results.
     
  22. Vancete

    Vancete

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    Very nice, if you release a closed beta or something like this, please contact me :p
    Greetings ;)
     
  23. ColossalDuck

    ColossalDuck

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    and me if you would :D.
     
  24. Dakta

    Dakta

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    Just tell us all when you’re ready to beta this amazing looking work!
     
  25. liorlior

    liorlior

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    might got a idea when its finnisd?
    Sorry for the bad word i am dutch and not really awake enough to write(speak) good English at the moment

    Looking forward to the game realy cant wait to play hopefully its in about 2 weeks finishd or mayby a beta,demo version?? :?: :?:
     
  26. Pulov

    Pulov

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    impresive shots, they remember me the ArmaII game
     
  27. ninjadingo

    ninjadingo

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    mewants teh beta when its redy.
     
  28. Dakta

    Dakta

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    Look at that guy up there! He joined the forum late at night and did battle with English to tell you how awesome this thing is! Reciprocate! ;)
     
  29. PolyMad

    PolyMad

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    Waiting for a demo/video.
     
  30. ProtonOne

    ProtonOne

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  31. sciguy77

    sciguy77

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    Looks awesome, will it be free?
     
  32. ProtonOne

    ProtonOne

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  33. MatthewJCollins

    MatthewJCollins

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    It looks awesome, nice work! I can't wait to give it a try!
     
  34. Blacklight

    Blacklight

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    I was salavating at the sight of that video.

    Me wants game and ME WANTS IT NOOOOOOW!
     
  35. ColossalDuck

    ColossalDuck

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    Why? Don't get me wrong, I love free. But this is simply brilliant.
     
  36. Ozu

    Ozu

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    Any progress? Release date perhaps?
    Looks awesome btw
     
  37. GeneralGrant

    GeneralGrant

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    Foshiz.


    There is no hand holding a gun. You have to remember, guns have weight (perfect excuse to go to the gun range :p)
     
  38. Carnivore

    Carnivore

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    If I remember he said he'd take care of the arms later on, wrote that on the first page of this thread or so.

    Besides that:

    I thought the screenshots were great, but having seen the video now: Awesome! Sounds, graphics and animations create a great atmosphere. Congrats, I think there are many Unity-users out there whose goal must be to create such a nice work one day. Including me.
     
  39. sciguy77

    sciguy77

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    any progress?
     
  40. theLuke

    theLuke

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    Wow, those graphics are impressive (although I would probably be running it at minimum settings).
     
  41. capanno

    capanno

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    If you want latency results for far away places, like say, South Africa, let me know! :p
     
  42. ProtonOne

    ProtonOne

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    I got a little distracted playing with the Unity 3 beta, but am back squashing the remaining bugs and planning which features are required for launch, and which can be added after.

    Just for fun, here are a couple pics with the awesome Beast lightmap rendering in Unity 3:

    This 2nd image isn't from the game directly, but from a possible future secret feature.
     
  43. lues de fabulam

    lues de fabulam

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    Ew, is that Beast making the vegetation contrast so much and look glitched?
     
  44. CorruptScanline

    CorruptScanline

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    This is starting to look really nice. For the vegetation remember you can edit vertex normals manually for the leaf geo. Check this out for more info:
    http://wiki.polycount.com/VertexNormal
     
  45. Artimese

    Artimese

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    everything looks awesome except the vegitation lol :(
     
  46. larsbertram1

    larsbertram1

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    it might be easier to use a modified shader. something like this maybe:

    Code (csharp):
    1.  
    2.  
    3. Shader "Nature/mySoft Occlusion Leaves" {
    4.     Properties {
    5.         _Color ("Main Color", Color) = (1,1,1,1)
    6.         _MainTex ("Main Texture", 2D) = "white" {  }
    7.         _Cutoff ("Base Alpha cutoff", Range (.5,.9)) = .5
    8.         _BaseLight ("BaseLight", range (0, 1)) = 0.35
    9.         _AO ("Amb. Occlusion", range (0, 10)) = 2.4
    10.         _Occlusion ("Dir Occlusion", range (0, 20)) = 7.5
    11.         _Scale ("Scale", Vector) = (1,1,1,1)
    12.         _SquashAmount ("Squash", Float) = 1
    13.     }
    14.  
    15.  
    16. SubShader {
    17.         Tags {
    18.             "Queue" = "Transparent-99"
    19.             "IgnoreProjector"="True"
    20.             "RenderType" = "TreeTransparentCutout"
    21.         }
    22.         Cull Off
    23.        
    24.         CGPROGRAM
    25.         #pragma surface surf TreeleavesLambert vertex:treevertex addshadow alphatest:_Cutoff
    26.         #include "TerrainEngine.cginc"
    27.        
    28.         half4 LightingTreeleavesLambert (SurfaceOutput s, half3 lightDir, half atten) {
    29.           lightDir = normalize(lightDir);
    30.           half NdotL = saturate(dot(s.Normal, lightDir));
    31.           half diff = NdotL * 0.8 + 0.3;
    32.           half4 c;
    33.           c.rgb = s.Albedo * _LightColor0.rgb * (diff * atten * 2);
    34.           c.a = s.Alpha;
    35.           return c;
    36.         }
    37.                
    38.        
    39.         //@TODO: soft vegetation
    40.        
    41.         void treevertex (inout appdata_full v) {
    42.            
    43.             //Viewdir in object space
    44.             float3 objSpaceCameraPos = mul(_World2Object, float4(_WorldSpaceCameraPos.xyz, 1)).xyz * unity_Scale.w;
    45.             float3 ovd = v.vertex.xyz - objSpaceCameraPos;
    46.             float dp = dot(ovd, v.normal);    
    47.            
    48.            
    49.             TerrainAnimateTree(v.vertex, v.color.w);
    50.            
    51.             //If viewdir is same direction-ish as normal, flip it.
    52.             v.normal = v.normal * -sign(dp);
    53.         }
    54.        
    55.         sampler2D _MainTex;
    56.         float4 _Color;
    57.        
    58.         struct Input {
    59.             float2 uv_MainTex;
    60.             //
    61.             float3 worldRefl;
    62.         };
    63.        
    64.         void surf (Input IN, inout SurfaceOutput o) {
    65.             half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
    66.             o.Albedo = c.rgb;
    67.             o.Alpha = c.a;
    68.         }
    69.         ENDCG
    70.     }
    71.    
    72.     SubShader {
    73.         Tags {
    74.             "Queue" = "Transparent-99"
    75.             "IgnoreProjector"="True"
    76.             "RenderType" = "TransparentCutout"
    77.         }
    78.         Cull Off
    79.         ColorMask RGB
    80.         Pass {
    81.             Tags { "LightMode" = "Vertex" }
    82.             AlphaTest GEqual [_Cutoff]
    83.             Lighting On
    84.             Material {
    85.                 Diffuse [_Color]
    86.                 Ambient [_Color]
    87.             }
    88.             SetTexture [_MainTex] { combine primary * texture DOUBLE, texture }
    89.         }      
    90.     }
    91.  
    92.     Dependency "BillboardShader" = "Hidden/TerrainEngine/Soft Occlusion Leaves rendertex"
    93.     Fallback Off
    94. }
    95.  
    96.  
    97.  
    it comes with a hacked lighting term (half diff = NdotL * 0.8 + 0.3;) and flips normals when looking at the backface.

    lars
     
  47. ProtonOne

    ProtonOne

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    Yeah, the trees look really strange in Unity 3. It's just a beta so I think/hope that it will be fixed.

    I've been meaning to check out your custom shaders lars. The screenshots you have been coming up with are pretty cool. I heard a rumor somewhere that unity 3.x would some terrain improvements.
     
  48. Roundhouse

    Roundhouse

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    Aug 29, 2010
    Posts:
    17
    Great game! I just played a couple of rounds. It looks amazing!

    The beta deployed is already using Unity 3 right?

    There seems to be a balancing issue between the SWAT and the Militia. Seems that the SWAT's guns are weaker than the Militia's.
     
  49. KaiserJ

    KaiserJ

    Joined:
    Sep 28, 2010
    Posts:
    4
    this game is great, and i can't wait to see where you'll go with it next!
     
  50. emergence

    emergence

    Joined:
    Aug 25, 2010
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    386
    LOL, this game is a BLAST!

    I played it for several hours, and I loved it!

    The simplicity + browser is why. I just love it.

    Thanks for this!