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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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    Thanks!

    I'm working on thinking up attachments for when I add them (likely after I finish the levels and story). Here's what I have so far.

    Sniper:

    X-Ray scope - Lets you see enemies up to a certain distance, and lets you shoot though thin cover

    Power shot - Only 1 shot per clip, but increased damage

    Close range scope - Decreases zoom on scope, increases hip fire accuracy. Lowers damage, increases rate of fire. and shots per clip.

    SMG:

    Ricochet Bullets - bullets can bounce off walls and enemies if they hit at a shallow enough angle. You CAN hit yourself!

    Burst fire : Reduces recoil, but the gun is no longer full auto.

    Shotgun:

    Shield Burst: Removes your shield every shot for more power.

    Explosive shot: Rounds explode on contact

    Power shot: Enemies within melee range take increased damage

    Pistol:

    Riot shield: A riot shield that uses ammo when hit. If you run out of ammo, the shield disappears. Decreases accuracy.

    Hacking bullets: If you kill an enemy with a headshot, they are hacked. It chooses the closest enemy to it, walks up to it, and self-destructs. Decreases damage.

    Increased clip size: Infinite ammo + massive number of shots per clip.


    Assault Rifle:


    Scope: Attaches a sniper scope to the gun. Increases ADS accuracy, but decreases hip fire accuracy

    Grenade bullets : Instead of fire bullets that hit instantaneously, you fire grenades. Increased AOE, but no
    headshots.

    Bayonet : Increases melee damage


    Burst Rifle:


    Laser sight: Gives you pinpoint accuracy.

    Increase ROF : Allows you to fire another burst immediately after the previous one has been fired. Decreases accuracy.

    Semi - Auto : Your gun is now more effective against armored targets.


    Auto-Shotgun:

    Single shot: This gun fires only 1 bullet instead of 3. This shot is more effective VS Armour

    Bonus pellet : The gun fires 1 more pellet per shot.

    Anyone have any other ideas?:D
     
    Last edited: Jan 13, 2013
  2. FBTH

    FBTH

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    Sounds incredible. Reminds me of a mix between Halo and for some reason also Timesplitters
     
  3. squared55

    squared55

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    Thanks!

    I have a VERY rough layout of a new sniper model. Thoughts?

     
    Last edited: Jan 13, 2013
  4. FBTH

    FBTH

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    Looks amazing!! Just needs textures and a little more detail, looking forward to playing this game.
     
  5. squared55

    squared55

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    <Stuff's Changing>
     
    Last edited: Feb 22, 2017
  6. squared55

    squared55

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    <Stuff's changing!>
     
    Last edited: Feb 22, 2017
  7. SevenBits

    SevenBits

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    I quite like the last one; the forth.
     
  8. TVE

    TVE

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    Which lighting color looks best? I'm trying to decide what I should use in my final level.



    1st one :]
     
  9. squared55

    squared55

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    Okay, light blue it is! Thanks guys!
     
  10. poncho

    poncho

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    wow, GREAT JOB squared!
    cant believe you are a 1 man army, im only a programmer and watching your job makes me want to learn blender, at least at basic level to make weapons and assets like those
    question, is that AI just enemy behavior?, do enemy learn from you or just react in a predictable way when interacts with player?
     
  11. squared55

    squared55

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    Thanks!

    It's pre-made behavior (I have to mark cover locations and everything), but there's a bunch of randomization. I'm planning on making them react to the player's weapon choice, or average amount of movement, but they don't do anything too advanced yet.
     
  12. SevenBits

    SevenBits

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    Damn.
     
  13. squared55

    squared55

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    I didn't choose red because that is the theme of the second last level; I didn't want to use the same thing twice in a row.

    Anyways, I've started to work on attachments. Here's a picture of the laser sight for the burst rifle (Iron).


    And the grenade bullets attachment for the AR.
     
    Last edited: Feb 28, 2017
  14. Cheburek

    Cheburek

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    looking cool so far! Can't wait too see more.
     
  15. SevenBits

    SevenBits

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    I like where you are going with this. Wish I had the time (and money) to continue developing my FPS.

    Quick question. Are you using an existing FPS framework, or did you code one yourself? The game doesn't "feel" like any of the FPS kits I've tried, but it plays exceptionally well. Just wondering.
     
  16. squared55

    squared55

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    It's a smashed-together hybrid of Eteeski's stuff and my own coding, with a ton of fine-tuning.
     
  17. Lin3D

    Lin3D

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    looking great .....the level is looking amazing...u can improve the particle systems and the animation...then its gonna b a grt game...looking frwd for more updates..
     
  18. levijgraham

    levijgraham

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    Great game! I love the A.I besides that they run so damn fast. Gun need's some sway other than that very solid.
     
  19. squared55

    squared55

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    Yeah, the animations are awful. I'm going to polish them up after I finish building all the levels.
     
  20. squared55

    squared55

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    Thanks! :)

    Could you clarify as to what you meant by "gun sway?"
     
  21. squared55

    squared55

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    Some more attachments



    Sniper power shot, made in response to:

    Shotgun explosive rounds

    And a rough outline of the attachments menu:

    Thoughts?
     
    Last edited: Feb 28, 2017
  22. METALWINGS

    METALWINGS

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    I tried the demo , the game is really hard. i think you should add some difficulty system at the startup :)

    anyway you have done a great job.keep it up.
     
  23. squared55

    squared55

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    Thanks!:)

    The difficulty in that level was similar to that of the later portions of the game. In addition, the attachments make the game easier to some extent. There were also no health pickups in that level. I''ve yet to have someone die on the first level!


    UPDATE:
    Here's an updated picture of the new attachments menu.



    Thread where I got the GUI skin (second post)


    I NEED HELP IN DECIDING HOW ATTACHMENTS SHOULD BE UNLOCKED

    Should they be:

    -bought through an in-game store (not sure how I'd make that work story wise)?
    -earned by defeating x number of enemies in a certain way?
    -all items are found in every playthough in the same location?
    -Items are randomly placed throughout the map. Not all items will be in every playthrough.
    -Something else?


    Keep in mind that the game will likely have less than 10 levels
     
    Last edited: Feb 28, 2017
  24. SevenBits

    SevenBits

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    I think all of those are good ideas.
     
  25. squared55

    squared55

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    Thanks, but I need to pick just one! :)

    I don't think I'm going to do the store - too much effort to implement, and it would make zero sense story wise. I'm also wary of making you have to defeat enemies, as this would cause players to focus on only 1 weapon, something I'd rather avoid. But, I'm not sure I'll have enough room to add every attachment in a set drop location, and you will only get, say, the assault rifle explosive rounds at the end of the game. If I reduce the drop locations, and make them spawn randomly, then you may never get the laser sight you want! (unless, of course, one does multiple playthroughs)
     
    Last edited: Jan 20, 2013
  26. squared55

    squared55

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    New video update! If you're interested, you can see some of the attachments in action.

     
  27. Ethaninja

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    Ah haha fair enough.
     
  28. squared55

    squared55

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    <Stuff's changing!>
     
    Last edited: Feb 22, 2017
  29. SevenBits

    SevenBits

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    Liking the level so far. Perhaps a boss?

    As for attachments, I think that would depend on how science fictiony you want your game to be. Perhaps an attachment that can recycle ammo?
     
  30. squared55

    squared55

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    Hmmm. How would that work? I have one gun in particular that is balanced by low ammo, and this could be a great attachment for it.
     
    Last edited: Jan 22, 2013
  31. squared55

    squared55

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    I think I'm going to upload a new demo level. My question is, out of the three new levels I've made, which one would you like to play the most?

    Level 2

    Level 3

    Level 6

    Also, should it be a webplayer, or download?
     
    Last edited: Feb 28, 2017
  32. dtg108

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    I say 6, and definitely webplayer :).
     
  33. squared55

    squared55

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    What about the 6th level makes it more appealing? I just want to know so I can use it in other levels. :)
     
  34. dtg108

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    It just seems like there's more variety. I don't know how to explain it, it just seems like there is an open space as well as narrow hallways, not just one or the other. Great work by the way!
     
  35. squared55

    squared55

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    Thanks!
    Got another question: If you HAD to choose between the open spaces and the hallways, which would you take?
     
  36. SevenBits

    SevenBits

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    Hallways, by a narrow margin. I think in large environments it can be harder to focus on the objective, but it is also easier to escape from enemies and stealth them. I think a good measure is always needed. Since your whole game thus far seems to consist of corridors, maybe an open environment like a terrain or huge conference or assembly room would be better (read: highly recommended).

    Also - release both a web player and a PC and Mac standalone. Webplayer is great if you have the hosting, otherwise, I want a standalone.
     
    Last edited: Jan 22, 2013
  37. dtg108

    dtg108

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    I'd say open spaces :D. Otherwise, it just seems TOO linear if that makes sense. And like you said, there's nowhere to hide and very limited choices.
     
  38. squared55

    squared55

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    Wow, these last few posts have been incredibly useful! Thanks guys! :)

    The problem I've been having is making large levels, and then filling them. I think I need more props.
     
    Last edited: Jan 23, 2013
  39. squared55

    squared55

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    Okay, new webplayer demo! (The level is near the end, so it should be hard)


    I need help in balancing the attachments, so any feedback regarding that (or anything else) would be great! :)
     
    Last edited: Feb 24, 2017
  40. Goregaming

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    This is Nice,
     
  41. squared55

    squared55

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    Thanks.:D

    Would you guys rather see an attachment for a sniper that

    A) slows down time when scoped

    OR

    B) increases the rate of fire in exchange for damage?
     
  42. freakdave

    freakdave

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    I vote for A, nice game by the way.

    Also, i found some typos, it should read ....Assault Rifle.... (instead of Assualt) and ...Anti-Material... (instead of Anti-Materiel).
     
    Last edited: Jan 24, 2013
  43. SevenBits

    SevenBits

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    Oh, definitely A. That would be so cool.
     
  44. djc-smithers

    djc-smithers

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    what are your computer spects
     
  45. squared55

    squared55

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    Thanks for pointing those out - I'm opening up unity to fix them right now!


    Also, I just an "enhanced reflexes" mod, AKA, "A."
     
    Last edited: Jan 24, 2013
  46. squared55

    squared55

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    Not that great:

    i3 - 370m - 2.4 ghz
    4 GB RAM
    ATI mobility Radeon 5650 (underclocked desktop 5570, IIRC)
     
  47. FBTH

    FBTH

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    When I play the demo, it's a little laggy. I have a high end computer but a severly poor graphics card :(

    Thank goodness Blender is still works pretty fast

    Looking good, cant wait to see the finished project. I'd love to show it to my friends and play it with them!
     
  48. squared55

    squared55

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    Thanks! :)

    It's laggy because I didn't lightmap that level yet, to keep the web player's size down.
     
  49. SevenBits

    SevenBits

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    I have a MBP from 2008 that can play it just fine. If a 5 year old video card can beat your computer, I suggest that you upgrade.
     
  50. FBTH

    FBTH

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    Oh yeah I know, It needs a WAY better graphics card, my old one was shot so Im using the one that came with my tower. I hopefully will upgrade it soon.


    My computer tower is around 6-7 years old so from 2007 or '08