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Sunset ( Topdown Shooter Prototype )

Discussion in 'Made With Unity' started by sunset, Nov 7, 2010.

  1. sunset

    sunset

    Joined:
    Nov 7, 2010
    Posts:
    61
    Hey Folks,

    here is the Prototype for my next little Project called Sunset.

    http://arela.bplaced.net/sunset/WebPlayer.html

    The Controls are Easy:

    WASD => Walk
    Mouse => Aim
    Left Mouse => Shoot
    1-7 => Select Weapon

    Mouse Scroll = Change Weapon

    The goal of the game, is to reach the door at the northern building as fast as possible. The door is marked with a red transparent block, and the arrow at the right bottom is aiming at the door.

    Since this is a prototype, all grahics are placeholders and will be replaced after all the logic works properly.







    Things to Do:
    More statistiks ( kills, used amo e.t.c )
    Top Lists ( MySQL )
    Sound
    Weapon Blockouts
    KI
    New Weapons
    Better GUI
    Kinetik Damage
    Elements
    Decals
     
    Last edited: Jan 12, 2011
  2. Nikolay116

    Nikolay116

    Joined:
    Mar 21, 2010
    Posts:
    421
    Nice prototype
    how long you have been working on it?
     
  3. Eagle32

    Eagle32

    Joined:
    Jun 20, 2010
    Posts:
    89
    Looks like a good start, good enough to keep an eye on. :)

    I noticed some kind of glitch with the lighting. It seems to just turn off sometimes when you're walking around. If you can find a patch where it happens it occurs you can step in and out of that patch and the lighting will turn on and off as you do. If you move away from that area a distance then come back however it will stop happening, but then you'll find a bit somewhere else where it happens.
     
  4. Thetal

    Thetal

    Joined:
    Nov 5, 2010
    Posts:
    92
    WOW! This game is addictive! One small bug to report - but it could be not a bug but intentional decision, idk. Since my bullets go far far away, the easiest way to go is just spray fire forward - some will hit out of screen enemies greatly reducing number of enemies on the level.
     
  5. windexglow

    windexglow

    Joined:
    Jun 18, 2010
    Posts:
    378
    You can get outside the walls pretty easily, even with the first metal sheets leaning against a wall.
     
  6. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    bullets are affected by physics and spiral off into nothing... i also had some performance issues but there are some nice explosive touches.
     
  7. sunset

    sunset

    Joined:
    Nov 7, 2010
    Posts:
    61
    Hey all,

    thanks for all replies.
    Im gonna take care about all bug reports.

    @Nikolay
    About a week, including experiments for several elements like aiming.

    @Eagle
    I also noticed that glitch, but i cant find what is causing it.
    There are no Scripts controlling the light.
    I have read in the forum that this glitch can be caused, if you export an 2.6 project to unity 3.
    Did someone else have issuses with that?
     
  8. raymix

    raymix

    Joined:
    Aug 25, 2010
    Posts:
    192
    hands down, loved it, any chance you are sharing code for educational purposes, mate?
     
  9. sunset

    sunset

    Joined:
    Nov 7, 2010
    Posts:
    61
    Hello again,

    its time for a little update.

    Fixed spiring bullets bug, and added decals.
    The Frameshift Decals are the best ive seen so far.
    And i defently cant understand why some people complain about ist

    So thats all so far. Have fun with the Update.
     
    Last edited: Nov 11, 2010
  10. sunset

    sunset

    Joined:
    Nov 7, 2010
    Posts:
    61
    Hey guys,

    the next update is on.
    This time i added some new weapons.

    A flame, napalm like gun.
    A cool lightning gun.
    And a smart grenade launcher.

    When you try them, please post some feedback.

    I think i gonna post my scripts in a topdownshooter framework like think
    as soon its ready.

    So have fun.
     
  11. Aiursrage2k

    Aiursrage2k

    Joined:
    Nov 1, 2009
    Posts:
    4,835
    My strategy turned out to be stay as far back as possible and just keep firing the gun while slowly inching forward, meaning that I hardly saw the enemies before they were dead. I choose the second gun since it seemed to have the most frequent fire and range (didnt really see a reason for changing weapon).
     
    Last edited: Nov 19, 2010
  12. sunset

    sunset

    Joined:
    Nov 7, 2010
    Posts:
    61
    You are right aiursrage2k,

    i realy need to tweek the range and the damage of the MG.
    It seems al little imbalanced for now.

    This will be a task for one of the future updates.
     
  13. sunset

    sunset

    Joined:
    Nov 7, 2010
    Posts:
    61
    Hello again,

    here is the next update.
    The range and the damage of the guns have been correted.
    Thanks again for these responses.

    For more taktikal gameplay, elements have been added as a feature.
    And a new enemy type has been added.
    The enemy AI have been improved for this kind of enemy.

    A little tipp, there is a connection between the enemy and the new element system.
    Just try kill it ; )

    So thats all for today. Waiting for your responses.
     
  14. sunset

    sunset

    Joined:
    Nov 7, 2010
    Posts:
    61
    Hi,

    my last post have been a while ago, so its time for a new one.

    The new enemytype i have posted last time is of course the robot. It can easily
    be killed with the lightning gun.

    In the new update are some new things.
    There are some new statistics you get if you get to the finish.
    Weapons have been tweaked a little bit.
    Weapons can be changed with mousewheel.
    And Weapons dont have any longer infinite ammo.
    The only exeption is the first weapon. It is the one to use if you have no ammo at all left.

    The link heavent changed, but i post it here again.
    http://arela.bplaced.net/sunset/WebPlayer.html

    Because this is a prototype for test purpose, it would be realy nice to get some feedback and critics,
    even if it is negative critic ^^
     
  15. raymix

    raymix

    Joined:
    Aug 25, 2010
    Posts:
    192
    Could you tell me please, how are you doing plasma? I am interested particularly in that beam, can't figure that one out, is it particles or stretched image?
     
  16. sunset

    sunset

    Joined:
    Nov 7, 2010
    Posts:
    61
    Hey Raymix,

    if you mean the Lightningray, that is not that difficult to achieve.
    Its just a LineRenderer with some noise on its points.

    I wrote a script an easy to use script. So I can use the ligthning bolt where ever i want.
    You can take a look at it, in that unity package:
    http://arela.bplaced.net/sunset/Bolt.zip

    All you need to do is to put the script on a GameObject and to add start and end Transform.
    You are also allowed to add the script on the start or end transform.

    Hope you or someone else could find this usefull : )
     
  17. sunset

    sunset

    Joined:
    Nov 7, 2010
    Posts:
    61
    Last edited: Dec 7, 2010
  18. raymix

    raymix

    Joined:
    Aug 25, 2010
    Posts:
    192
    i couldn't ever get any kind of beams or bolts to work in TGE, except using mesh and scaling it or literary shooting particle heavy projectile. But this looks so simple and exactly what i am looking for.

    Can't thank you enough, SunSet, bless you :)
     
  19. sunset

    sunset

    Joined:
    Nov 7, 2010
    Posts:
    61
    Thank you Raymix,

    its always nice to hear things like that : )
     
  20. Stolenbows

    Stolenbows

    Joined:
    Nov 30, 2010
    Posts:
    82
    looks great keep going
     
  21. MichaelMartin_526

    MichaelMartin_526

    Joined:
    Oct 8, 2009
    Posts:
    24
    quite an addictive prototype!

    Very good fun.
     
  22. sunset

    sunset

    Joined:
    Nov 7, 2010
    Posts:
    61
    Hey all,

    time for some Arcade fun. : )
    A highscore systems has been added to the Prototype.

    It is still not perfectly balanced but works already pretty good.
    So show us what you got! Make a Highscore!

    Have Fun.
     
  23. sunset

    sunset

    Joined:
    Nov 7, 2010
    Posts:
    61
    Ok,
    it seems like the game ist to difficult for the most people.
    So I tweaked again a little the weapons und the enemys,
    so they are more easy to kill ^^

    This prototype ist for find out weaknes of the concept.
    If you play the game tell me about your experiencce.
    What was good, what was bad?

    Tell me the truth :D
     
  24. Artimese

    Artimese

    Joined:
    Nov 22, 2009
    Posts:
    794
    Love the electric gun, bullets seem to shoot too slow, explosions are nice, might want to decrease the radius damage on them, i died a lot of times cause of those.
     
  25. sunset

    sunset

    Joined:
    Nov 7, 2010
    Posts:
    61
    Thx,
    i will take a look on the barrels and the grenates the enemys fire.

    The bullet speed looks right for me. Player should be able to evade them.
    Like in the good old top down shooters like contra ^^

    Or did you mean the fire rate?
     
  26. sunset

    sunset

    Joined:
    Nov 7, 2010
    Posts:
    61
    This hasent been planed to be implemented in the prototype.
    But maybe it will improve the gameplay.

    Now you have lives so you do not need to start all over.
    You just restart at the last checkpoint and make your way again.
    All the enemys you killed so far keep beeing dead.

    Would be nice to see more Highscores. = )
     
  27. sunset

    sunset

    Joined:
    Nov 7, 2010
    Posts:
    61
    So more new stuff,
    the kinetic damage feature is build in : )

    Now finally the gun shooting viollet bubbles makes sence.
    It works like a greavity gun. The bubble is a gravity field,
    wich takes every thing on its way with it. Things flying around and hitting
    others inflict damage. Easy : )

    Try it out and tell me what you think.
    You find the gun on button 4.

    Have Fun.