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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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    Further progress on the navmesh. I'm managed to get it to determine which "cells" are on the edge of the map. Next, I need to determine how far from the edge each cell is.

    Oh, and in case anyone wants the times for this, it's taken .5486 seconds to generate what you see here.

     
  2. Axtel_Sturnclaw

    Axtel_Sturnclaw

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    Looks good!
     
  3. squared55

    squared55

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    Thanks. :)

    New video update!

     
  4. squared55

    squared55

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    Some level design (looks far better without the white background):
     
    Last edited: Feb 28, 2017
  5. stephanvdw

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    i've played the demo.
    I think it's really good and fun:D
    but the sound effects are not ideal.
     
  6. squared55

    squared55

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    Thanks for playing!


    I completely agree. That's why we're in the process of changing them. :)

    Same scene as above; better lighting
     
    Last edited: Feb 28, 2017
  7. squared55

    squared55

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    Done. :)

     
  8. Axtel_Sturnclaw

    Axtel_Sturnclaw

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    I concur...
     
    Last edited: Aug 13, 2013
  9. squared55

    squared55

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    Glad to hear it. :)

    Kind of got the mesh separated into regions; still needs work.

     
    Last edited: Aug 16, 2013
  10. squared55

    squared55

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    Navmesh update:
     
  11. abysswolf

    abysswolf

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    if you need help with assets, props and models tell me !
     
  12. squared55

    squared55

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    Thanks for the offer, but I think we'll stick with the currect team for now. :)

    The pathfinding is working!
    Sort of...

     
  13. LightSource

    LightSource

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    Better than anything I can do. I bow to the master.
     
  14. squared55

    squared55

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    I wouldn't exactly call myself a master at anything. :)

    Now the agent can follow the path (as long as it moves slowly enough)
     
    Last edited: Aug 19, 2013
  15. Axtel_Sturnclaw

    Axtel_Sturnclaw

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    What he said...
     
  16. squared55

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    Agents can now locate targets that are off the map (or rather; close to them)! This could pave the way to some really cool things... like JETPACKS!

     
  17. Axtel_Sturnclaw

    Axtel_Sturnclaw

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    Now THAT sounds neat!
     
  18. squared55

    squared55

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    Improved the generation algorithm to weed out mesh regions that are too small. In addition, a glitch that caused nodes to hang over nothing has been fixed. The pathfinding algorithm itself has been improved as well. Now, it finds the shortest path more often.

     
  19. squared55

    squared55

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    Here's a video that shows the map generation pathfinding in action.

     
  20. squared55

    squared55

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    I've made my first few tentative steps towards dynamic obstacle avoidance:
     
  21. Axtel_Sturnclaw

    Axtel_Sturnclaw

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    At the risk of repeating myself, let me say this again: Looking good!
     
  22. squared55

    squared55

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    Thanks. :)

    Avoidance in action:

    Now I need to make the unwalkable zones better fit the contours of the objects in question.
     
  23. squared55

    squared55

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    Took a 1 week vacation. :)
    _____________________________________________________________

    Dynamic avoidance in action. The unwalkable zones are limited to that of the object, and it works with the vast majority of colliders (box,capsule,sphere,convex mesh, and most concave meshes). It runs pretty fast, although there still some optimizations to be made.




    (same angle, same time, one showing the whole AI map, including previous shorter paths that are now blocked, the other just showing the current path)
     
  24. Axtel_Sturnclaw

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    I was starting to wonder what had happened... Good to see you back!

    I take it that this allows the AI to move around things like moving rigidbodys(or however you spell the plural of rigidbody) and the like...
     
  25. squared55

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    Yep! All the obstacles in that shot are rigidbodies. They update their positions every .5 seconds (or whatever the developer decides), so that's why the sphere's blocked areas lag behind a tad in that picture.
     
    Last edited: Sep 2, 2013
  26. squared55

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    Started working on generating the Cover Map. These show all the lines of sight that are recorded by the game. The hope is that enemies will be more mobile when using cover, and the enemies won't just dart in and out of cover like Whack-A-Moles. This will also lead to better flanking behavior.

     
  27. squared55

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    Tried giving the enemy a shader similar to the gun models. Better textures are on the TODO list!
     
  28. Axtel_Sturnclaw

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    Taking a vacation again? Or just maintaining radio silence?

    Either way, this looks good! I would definitely go with more realistic textures, maybe turn the gloss effect completely off...

    I would also turn off the gloss on the players arms...

    As for the red screen damage effect, I assume you are fading a red texture in front of the screen, or by GUI effects... I would recommend having a texture that is red around the edges, and more or less clear in the middle. Maybe blood drops, around the edges, or cracks, whatever works...

    As a matter of curiosity, what font are you using for the displays and readouts?
     
  29. squared55

    squared55

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    Right now, just prototyping a bunch of level assets. Nothing really show-worthy yet.

    As for the screen damage, it's definitely going to be improved in some way, but as you can probably guess, there are other things to be done first.

    I have darkened the enemy materials; however. (I like the gloss, but I probably overdid it in more than a few places) :)

    As for the font, it's EthnoCentric. Available at a bunch of different places; all say it's free for commercial use (AFAIK).

    http://www.dafont.com/ethnocentric.font
    http://www.1001fonts.com/ethnocentric-font.html
     
    Last edited: Sep 25, 2013
  30. squared55

    squared55

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    Made the inverse LOS map; in other words, places to take cover. It took longer than it should have, as I had to revamp the whole cover map system due to a small problem. Basically, while that room on the other side of the map may be safe, I just can't have the enemies running all the way there. So, I had to find a way around that:



    Next up, the actual AI behaviors!

    Out of curiosity, would anyone be interested in me offering this AI package on the asset store?
     
  31. Axtel_Sturnclaw

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    Probably. If it contained out-of-the-box, plug-and-play mecanim support? Definitely!
     
  32. squared55

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    Hmm... I could definitely give instructions on how to set up a blendtree (I'll have to, I need it for Paragon Evolved), but I don't know how to just make a script generate one by itself. Anyways, more on that later, if I do decide to offer it.

    Spent the better part of the last few days fixing the navmesh generation. May seem like a small thing, but I can't have the enemies trying to walk through walls.

    BEFORE:



    AFTER


    Also ran a stress test with 20 enemies. Too lazy to grab a pic, but it peaks at >500 FPS. :)
     
    Last edited: Sep 29, 2013
  33. Axtel_Sturnclaw

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    I was more talking about having a setup of variables and such, that the system uses to talk to the blendtrees. That way, the user is free to set up their animations any way they want... But, having an auto generated blendtree would be extremely convenient... Maybe have a editor window with slots for all of the different animations and such... As far as generating blendtrees from script goes, I have no clue... However, one of the recent releases of Unity included the ability to generate a mecanim avatar definition at runtime, or from script, not sure which.


    Yep! Intangible enemies are very tricky! It may start off small, like clipping walls, but then it will inevitably get worse... Maybe bullets will not damage it? Or, horror of horrors, it will become invisible! (Yellow because it is nearly impossible to see ;))

    I have one phrase to sum that behavior up: "Tricksy Hobbitses!"
     
  34. squared55

    squared55

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    Oh, that'll be no problem (I THINK; don't quote me on that); I'll have to do it anyways.

    *Applauds*

    ___________________________________________________________

    Started making the Bump maps for the weapons. Words cannot describe how much I detest UV mapping.
     
    Last edited: Feb 28, 2017
  35. squared55

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    My first go at a diffuse texture:
     
    Last edited: Feb 28, 2017
  36. Axtel_Sturnclaw

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    I applaud your work! It looks really good!

    As far as texturing goes, I use dDo, but I have some small glitches, namely, the maps seem to have a small offset coming out of blender... You are using blender, right? If so, is there any method you are using to fix this problem? Or do you even have it?
     
  37. squared55

    squared55

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    Thanks. :) I don't use dDo,but I think I know what you're talking about. Used GIMP for these, (greyscale bumpmap, + diffuse texture), and I just paint a little over the UV edges.

    A small update:
     
    Last edited: Feb 28, 2017
  38. Axtel_Sturnclaw

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    Okay... Looks really good! Can't wait for you to do the rest of the weapons!

    Just a small suggestion: Would it be possible to add the shield from the blue guy? Maybe as a 100-200 credit weapon from the store? I think that would be tons of fun...

    Couple of questions... What package(if any) are you using for the character controller? I'm sure you mentioned it somewhere in the 18 pages of this thread, but I am not quite motivated enough to go hunting through all of them...

    Also, what system are you using for the GUI? I am assuming the built in GUI system...
     
  39. squared55

    squared55

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    Thanks. :)

    I've been wanting to add a shield for quite some time, but just never got around to it. I'm thinking a laser shield that runs on ammo (and shatters when you run out). That would allow for upgrades to size, strength, visibility, etc.

    I used the built-in GUI, and didn't use any movement package. I've posted my GUI script in quite a few places; I could PM it to you if you want.
     
  40. squared55

    squared55

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    This update can be summed up in 1 word: UNITY PRO! (Alternatively: BLOOM!) :)



    It looks way better in action, so stay tuned for a video later this weekend.
     
    Last edited: Feb 28, 2017
  41. Axtel_Sturnclaw

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    Looks AWESOME!!!

    Really good! I take it that you got Pro? Or is this just the trial?

    I was going to do a Portal 2 ARG BSOD style remark about the quality of your images, but realized I was far too tired to make any sense out of hexadecimal code right now...

    But, this is really looking good right now!
     
  42. squared55

    squared55

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    Glad to hear you like it. :) Yes, it's the full version of Pro.
    __________________________________________________ ___________________________

    Here's a video of the game in action!

    <Video not currently available>
     
    Last edited: Feb 23, 2017
  43. GeneBox

    GeneBox

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    This is looking better and better every time I visit the thread. Great job so far!
     
  44. taichiu727magnus

    taichiu727magnus

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    glad to see that you are slowly improving the quality of your game!
     
  45. Archania

    Archania

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    Very impressive work.
    Keep it up.
     
  46. squared55

    squared55

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    Thanks guys. :)

    Improved the Store menu:
     
    Last edited: Feb 28, 2017
  47. Axtel_Sturnclaw

    Axtel_Sturnclaw

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    Looks much better than the other version!
     
  48. squared55

    squared55

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    I agree, but that's not saying much, lol.

    <Video not currently available>
     
    Last edited: Feb 23, 2017
  49. KubeX

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    Awesome. What's your estimate of when the game might be finished?
     
  50. squared55

    squared55

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    I'm not sure. Hopefully within the next few months, but that could VERY easily change.