Hi everyone, I've made a basic level to test out some functions of a first person shooter type game and I wondered if you wouldnt mind taking a look and giving me any feedback you like. www.willgoldstone.com/robotest Regards, Will
Cool. Nice test. I seemed to run out of ammo after wasting about a dozen little robots. I love the distant city scape. it really works well. looking forward to more versions, levels Cheers Willie
Problems I was having: I can shoot through the ground if I shoot at the right angle It is too easy the explosion when my bullet hits the ground and not a robo is ugly I have to jump to get over the bridge I never won because both times I tried it freezed and then crashed
Very Nice, I like the robots and the background city. Not sure if you are aware of this, but here are some screnn shots. Also Shooting at the wall, bullet goes thru and shooting at the ground(missing the robots) explosion are not the same as hitting the robot. Not sure if it's intentional. I also like the audio Ray
You can get rid of the lines in the sky by setting the repeat value of the sky textures to clamp instead of repeat. How are you handling bullet collisions? I think the best way is raycasts. Here is my bullet code: Code (csharp): var speed = 0.00; var randomMovement = 0.00; var gravity = 0.00; var framesPerRay = 1; var extraRayDistance = 0.00; var damage = 0.00; var explosion : GameObject; var detachChildren = true; private var velocity : Vector3; private var hit : RaycastHit; private var frames = 0; frames = framesPerRay; velocity = transform.TransformDirection(Vector3.forward) * speed; function Update () { frames ++; if(frames >= framesPerRay Physics.Raycast(transform.position, velocity, hit, (velocity.magnitude * framesPerRay * Time.deltaTime) + extraRayDistance)) { frames = 0; other = hit.collider.gameObject; Detonate(other, hit.point, hit.normal); } velocity.y -= gravity * Time.deltaTime; if(randomMovement != 0) velocity += Random.insideUnitSphere * randomMovement * Time.deltaTime; transform.rotation = Quaternion.LookRotation(velocity); transform.Translate (0, 0, velocity.magnitude * Time.deltaTime); } function Detonate (o : GameObject, p : Vector3, r : Vector3) { o.SendMessage("Damage", damage, SendMessageOptions.DontRequireReceiver); if(explosion) { object = Instantiate(explosion, p, Quaternion.LookRotation (r, Vector3.up)); } if(detachChildren) transform.DetachChildren (); Destroy (gameObject); }
Cool, nice work so far. Suggestions: Wait a little longer to destroy the pieces of robots. Rather than simply destroying the pieces, fade them out (this could be acheived by switching to an Alpha shader and slowly turning down the opacity). Turn down the mouse sensitivity; It's really high as it is now Smarter AI Limited ammo (I realize you aren't finished yet) I'm looking forward to updates!
I'm pretty sure this is the best game ever solely based on the fact that it has exploding lego people.
Wow great work - It just feels like what a 'prototype' should feel like. very clean, simple and loads of possibility for expansions. You've proven out all of the very core mechanics (shooting, getting a key, basic AI, good movement, etc) Looks like you've got a nice little platform on which to start building lots of fun stuff... How did you make your robots blow up like that? I love it.
This player crashes Firefox on me. I tried it 3 times and each time it crashed at about the same point in the game. I attached a screenshot FYI. I ran the Apple Hardware Test 3x to make sure it isn't my hardware. My system specs: iMac 17" Intel Core Duo 1 GB RAM OS X 10.4.8 Firefox 1.5.0.8
Hmmm... I just tried it with Safari and it crashed right as soon as I reached my 15th point. Anyone else?
That's because you're a better player than me I submitted a bug report and just tested all the demo players on the Unity website. This player is the only one I have problems with.