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Third Person Shooter Game - Special Agent

Discussion in 'Works In Progress - Archive' started by fano_linux, Sep 10, 2012.

  1. fano_linux

    fano_linux

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    Third Person Shooter Game - Special Agent

    I'm developping a TPS game with allot of interactions to the scenary, like climbing and some parkour style.

    Check out the video preview.







    This game will be a template to any person who want ready to go animations to use in game development.
    When it's done i'll release it with all source animations done in 3ds max.

    http://www.motiontracks.org

    News

    Better camera controll,
    Better character controller with auto camera rotate
    New animations





    New Animation
    Aim and stand at the corner




    WEB PLAYER
    Take a look at the webplayer, it will be better, now is just to show some work i've done with animations and scripting. At this version you can stepup obstacle, cross obstacle, climb wall, walk close to wall and fence animations.

    The fence animations will be improved, for now is just for testing purpose.
    http://www.motiontracks.org/index.php?route=information/information&information_id=7

    Better corner animation - Aim



    NEW ANIMATIONS CHECK IT OUT


    NEW JUMP, LAND AND GRAB ENEMY ANIMATIONS - Things are getting hot

    Check it out:
    Grab the enemy and point a gun to his head.


    NEW ANIMATIONS

    Grab the enemy, hang him, put him on his knees, give him a little scare when you don't grab him at first.
    Webplayer is comming right the way



    Progress

    New GUI system, Take Down enemy, better landing... Some bug correction.

    Video:
     
    Last edited: Sep 24, 2012
  2. hellraizerhhh

    hellraizerhhh

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    Looks pretty cool, guess youll have to know exactly the height of your models so people can tailor their scenes around it.
     
  3. fano_linux

    fano_linux

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    Thank you man, yeah i'm animating with reference, so if the obstacle for example has the same size of my reference it should be good.

    One way to test it is to get the model with the source animation at 3ds max and run the animation with the obstacle reference.

    Anyway thank you for commenting
     
  4. hannes-dev

    hannes-dev

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    good job :)
     
  5. hellraizerhhh

    hellraizerhhh

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    Are you working according to a "grid" and a set size or are you arbitrarily making an obstacle a certain size? Just asking since its always best from a level design perspective to make everything modular and usually in powers of 2 so things snap perfectly on the grid and to eachother. I
     
  6. fano_linux

    fano_linux

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    Thank you
     
  7. fano_linux

    fano_linux

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    Well the goal here is the animations, so i've done the animations with one reference object, and i import that object to unity with the same scale as my character. So i'm not using a grid. My reference is my animation, so i build the envirorment following the character size and animation object reference.
    For example: To cross that first obstacle, i've created the animation and the object in max, and by the character size the natural and possible height limit is the box height. So when i'm in unity just transfer that from max.

    Thank you
     
  8. fano_linux

    fano_linux

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    Check out the new improvements, also the web player will be avaliable soon
     
  9. Myhijim

    Myhijim

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    Ah you are on the parkour train of thought to ;)

    I planned to use it in my FPS with my team :)

    Do you lock the bones of the hand to the wall? Or is the wall just perfectly in sync with the animation
     
  10. fano_linux

    fano_linux

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    haha nice, if you are interested i'll put it together (animations source + code) at my store so you can use it as you want.
    About the objects, i do not lock them, as my goal is to sell my animations at motiontracks.org everithing is about the animations, so they are just sync to the objects in scene.

    Thank you
     
  11. fano_linux

    fano_linux

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    Next will be the crouch corner and aim animation. stay put
     
  12. a_haouchar

    a_haouchar

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    Are you going to release this on the asset store in the future? The code is what I'm interested in.

    Thanks
     
  13. fano_linux

    fano_linux

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    Yes of course, the animations source in 3ds max for you to use at your own character and the source code with the working game.
    Just need some time to finish the main functionalityes, so the webplayer will be released.

    Thank you
     
  14. JamesArndt

    JamesArndt

    Unity Technologies

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    As long as you stick with using an established scale factor you'll be fine. I would suggest using Meters for scale. The human or any character would be to real life scale in meters and make all of the world objects to real life scale in Meters. This way it's universal for folks and yourself.
     
  15. fano_linux

    fano_linux

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    Great tip, thank you i'll keep it in mind. For now i'll stay as i am just to finish the hard part o the game, movement controllers etc, but for sure i'll make a default standard to my objects size.

    Thank you again
     
  16. PrimeDerektive

    PrimeDerektive

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    You need to work on the running... you're obviously just CrossFading a single animation for the locomotion based on input and not velocity, because when you stop running your dude runs full clip in place for a moment, and when he's pushing into a wall he's running in place when he should be stopped (see 0:36 in your last video). You should associate animation blend weights with the character's movement speed/maximum movement speed for smoother transitions, and use a walk animation too, so he doesn't go right from idle to running.
     
  17. fano_linux

    fano_linux

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    Yeah, i'm not worried about it right now cause i'm codding another part of the game, but it's the movement speed, for example: when he's walking at the wall i change the controller, to respond just at horizontal axis, so the movement speep still increase, i know how to solve this, but thanks for your observation.

    Anyway it's a great tip...
     
  18. Ali-Nagori

    Ali-Nagori

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    nice work , and i hope you get your goals with project ,
    i just want it to know for how long you had being working on this.
     
  19. fano_linux

    fano_linux

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    thank you i hope that too... Well it's about 1 week for the codding, and a life time for the animations... some i'm doing right now, others i've done in the past.
     
  20. fano_linux

    fano_linux

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    New animations Stand and Aim at wall corner. Check the video

     
  21. brunodante

    brunodante

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    Nossa cara, muito bom. Sou brasileiro também e estou gostando bastante do seu jogo pelo que vi até agora. Também tenho ideia de fazer um jogo de Terceira Pessoa, porém mais voltado para o esquema RPG. Sou muito iniciante mesmo no Unity 3D e não sei fazer absolutamente nada. Isso é meio constrangedor para mim, mas queria perguntar se voce tem skype. Tenho algumas perguntas para te fazer.
     
  22. fano_linux

    fano_linux

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    Opa tenho sim, me add ai: steffano.moura.tiens.br

    Obrigado pelos comentarios cara.
     
  23. mrbdrm

    mrbdrm

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    very good keep it up :)
     
  24. fano_linux

    fano_linux

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    Thank you... stay put new animations are comming really soon
     
  25. fano_linux

    fano_linux

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  26. fano_linux

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    Just a tip, if you try to rotate at idle, the rotation it's a little bit slow. But if you run or walk and use de A or D key, it will rotate smooth.
    It will be fixed too, just for testing purpose i'll let it be this way for now
     
  27. MD_Reptile

    MD_Reptile

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    I like it, I like the whole wall strafe thing, where he does a corner look, nice job there.

    And I did a similar project trying to get wall climbing like that, seems you have a better polish on your stuff, and the animations are much better, I think if you keep working you could have a pretty cool project here.

    Some tips/suggestions though, maybe instead of walking default...do a jog/regular run by default, then "sprint" on shift, and only walk for another key (alt or something), because he feels slow at the speed he is going even running.

    and maybe (you probably thought of this already) have him able to get crouched and press the low walls too, kinda like most cover shooters these days. Good work though I like it.
     
  28. napster

    napster

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    Looks pretty good !
     
  29. fano_linux

    fano_linux

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    Very kind of you, thank you for your comment.
    By now i'll not animate the jogging and sprint because of the time, i have to code and animate and i have allot of animations (like climb pipe, ladder, etc..) and code to finish it take too much time, so to release it fast i'll keep it this way for now, but thank you for the tips, they are really nice.
     
  30. fano_linux

    fano_linux

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    Thank you
     
  31. fano_linux

    fano_linux

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    Checkout new Corner aim animations video at the first page.

     
  32. fano_linux

    fano_linux

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    Hi there, check out the new video, new animations are done, please take a look:

     
  33. impheris

    impheris

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    great work :D really nice
     
  34. fano_linux

    fano_linux

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    Thank you impheris
     
  35. fano_linux

    fano_linux

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    Hey guys, check out some progress to the game template from motiontracks.org.

    Now you can have better jumping, landing and grabbing enemy and pointing a gun to his head...

     
  36. NiloBR

    NiloBR

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    é impressão minha ou o sam fisher encarnou no seu personagem??? hehe... enfim... ótimo trabalho.... tá ficando bacana...
     
  37. fano_linux

    fano_linux

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    Opa haha... nao diria encarnou, mais eu adoro a serie, foi e tem sido uma inspiração pra mim. Sempre uso um game como referencia pra animar. Se não fosse tão dificl e nao tomasse tanto tempo eu adoraria refazer todas as animações do sam hehehe.

    Obrigado pelos comentarios.
     
  38. fano_linux

    fano_linux

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    NEW ANIMATIONS

    Grab the enemy, hang him, put him on his knees, give him a little scare when you don't grab him at first.
    Webplayer is comming right the way

     
  39. xxxDjdogxxx

    xxxDjdogxxx

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  40. fano_linux

    fano_linux

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  41. fano_linux

    fano_linux

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    Progress

    New GUI system, Take Down enemy, better landing... Some bug correction.

    Video:
     
  42. crucio777

    crucio777

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    looks awesome ! , i was thinking how do you make the main character to do the take down , i mean interacting with other characters ,
    btw the main character looks like an terrorist to me (probably because of Cs XD)
     
  43. fano_linux

    fano_linux

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    Thank you crucio777, in fact it's very easy to interact to other meshes, i'm keeping it simple to make people understand it.
    hahaha i don't know if it's the CS terrorist, but it's a free model i've got from web, i'm not a modeler.

    Thank you again
     
  44. BEIEIA

    BEIEIA

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    incredible
    I'm anxious waiting for the launch to make the purchase.
    congratulations
     
  45. fano_linux

    fano_linux

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    Thank you, i hope to finish the first version of the pack until next week.
     
  46. crucio777

    crucio777

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    err i thought this was a game :: ? what is this exactly animation pack or a game or something else :confused:
     
  47. fano_linux

    fano_linux

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    Sorry if i made you confuse. Let me explain:

    I'm an animator/Programmer, so my plan is to sell my animations, the game template is a testing environment for people to see the animations running, and try to help them use simple interactions. The source code of the game will be free to anyone hwo buy the animation package. And i'm going to sell this pack at a really cheap price. For now it has almost 110 animations (almost cause i'm finishing some others).

    The package will contain: Animations source (Bip files to apply to any 3ds max Biped rig)
    Source code of the game.

    After that i'll put some tutorials and documentation

    Thank you
     
  48. crucio777

    crucio777

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    oh now i understand :eek: i saw your site and its pretty cheap i could afford them (as a colg student just with my allowance which is pretty bad :( ) if i need them , i just need the source it will help me alot i know 110 anims should cost around 40- 90 $ (idk or even more it depends on the quality ofcourse ) if you could develop a flexible plan i would really appreciate it :D (i am not asking them for free ) , anyway nice job and i shall stop irritating you for today :D
    btw no need to be sorry for my dumbness :D
     
  49. fano_linux

    fano_linux

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    You don't irritate me, i like the fact that you are interested in my work. Stay around.

    Thank you again
     
  50. fano_linux

    fano_linux

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    Just PM you crucio777.

    Best Regards