Search Unity

Work in progress FPS game

Discussion in 'Works In Progress - Archive' started by NightHawk, Apr 3, 2013.

?

How did you like this game?

  1. It's awesome!

    12 vote(s)
    22.2%
  2. I enjoyed it a lot!

    11 vote(s)
    20.4%
  3. It was good.

    9 vote(s)
    16.7%
  4. It was alright.

    13 vote(s)
    24.1%
  5. I didn't like it.

    9 vote(s)
    16.7%
  1. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    To start fighting against enemies, you would press V. There should be an indicator at the bottom of the in-game HUD.

    The art style I'm aiming for is a clean realistic style.

    Prone is a feature that's in several FPS games.

    Once I get online support added, the main focus will be multiplayer.

    Thanks for the feedback!
     
  2. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    Update!

    - Added new animations for the M9, L96A1, 870, Penetrator, and G18, .
    - Reduced RPG-7 explosion radius.
    - Changed a few attributes for several attachments.
    - Changed recoil, accuracy, and damage for the 870.
    - Improved shell ejection for shotgun shells.
     
  3. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    Update!

    - Added the MP7
    - Modified Slug ammo attachment.
    - Changed price for the Combat Muzzle.
    - Changed AA-12 damage.
    - Added new ammunition type.
    - Made "The Hill" easier on early waves.
     
    Last edited: Apr 27, 2013
  4. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    Update!

    - Increased MP7 starting hip fire accuracy.
    - Added Burst Fire, Decrease ROF, Large Barrel, Frag Round, and Heavy Stock attachments.
    - Slightly modified "The Beach" terrain.
     
  5. dtg108

    dtg108

    Joined:
    Oct 1, 2012
    Posts:
    1,165
    WHEN DO WE GET TEXTURES? Lol
     
  6. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    Update!

    - Modified MP7 Accuracy and recoil.
    - Changed "Flatlands" map layout.
    - Re-named "Flatlands" to "Quad-Center."
    - Modified Foregrip model.
     
  7. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    Update!

    - Modified M9 reload animation.
    - Added 20 gauge and Sawed-Off attachments for shotguns.
    - New model for the Landmine.
    - Modified weapon ammunition costs.
    - Modified weapon purchasing costs.
    - Added different aiming movement speeds for different weapons. Some weapons will have different movement speeds when aiming.
    - Attachments that affect aiming movement speed now affect side to side movement speed.
    - Added map details to "Quad-Center"
     
  8. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    Update!

    - Increased penetration level on the Penetrator.
    - Added extra details to Quad-Center.
    - Added extra details to Uphill.
    - Increased idle sway.
    - Idle sway no longer affects the camera when aiming down the sights.
    - Added idle sway to weapons.
     
  9. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    Update!

    - Changed camera sway.
    - Improved optimization on Quad-Center.
     
  10. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    Update!

    - Added barrels to Quad-Center
    - Modified idle sway.
     
  11. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    Update!

    - Added Combat Knife. The first melee weapon ever added.
    - Added kill counter.
    - Fixed RPG-7 crosshair.
     
    Last edited: May 16, 2013
  12. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    Update!

    - Modified weapon motion when walking.
     
  13. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    Update!

    - Replaced "The Hill" with "Black Dawn."
    - Added the Five Seven
    - Added maximum lights option in the options menu
    - Changed crouching and prone spread modifiers for all handguns.
     
  14. killerbat

    killerbat

    Joined:
    Sep 15, 2012
    Posts:
    8
    Most of it was good but the enemy's are to fast and the guns have a lot of recoil
     
  15. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    Thanks for the feedback! I made the enemies a bit fast to make the game a bit more challenging. A slower speed made it a bit too easy. To the point you could easily keep your distance by just sprinting a bit and just taking out the enemy one by one. Although, I may make a speed modifier as an option to make them slower. I am aiming for a more realistic approach on the weapon recoil and accuracy. Firing in short controlled bursts or switching to single shot will keep the recoil controlled.

    Update on graphical improvements:
    I'll be delaying the improvement for the graphical quality. Right now I am going to focus on creation of maps, weapons, and map details, and gameplay improvements, polishing of current weapon models, and later on, improvements to AI.
     
    Last edited: May 18, 2013
  16. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    Update!

    - Added Flash Suppressor to the Five Seven.
    - Modified Five Seven material.
    - Changed accuracy statistics for the Five Seven.
    - Changed weapon info for the Five Seven.
     
  17. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    Update!

    - Added game settings. This will allow you to modify parts of the game. Currently you can modify enemy damage, speed, and health.
    - Fixed Five Seven showing wrong information in the shop.
    - Slightly changed Uphill ladders.
    - Fixed spawning issue for Quad-Center.
    - Fixed Five Seven's Flash Suppressor.
     
    Last edited: May 21, 2013
  18. TysonY2

    TysonY2

    Joined:
    Apr 6, 2013
    Posts:
    24
    Having fun with this, good work!
     
  19. MacHulk

    MacHulk

    Joined:
    Apr 24, 2013
    Posts:
    23
    much better than I thought,great work
     
  20. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    Thanks!

    Another update!

    - Polished MK5 stats.
    - Re-made the MK5 to make it a lighter, and smaller grenade launcher.
     
  21. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    Update!

    - Modified Black Dawn terrain.
    - Added starting money to game settings.
    - Fixed weapon movement speeds not working properly.
     
  22. BattleStove

    BattleStove

    Joined:
    May 25, 2013
    Posts:
    4
    Nice work! Once I turned up the quality (defaulted to low) and turned on Fullscreen, the experience improved dramatically.

    In terms of the controls, there were many times when I wanted jump back to the menu screen (either to change map, change quality, or check the controls).To do so I would have to die. Pressing the "ESC" should allow users to pause the game and reach the menu.

    Perhaps the scroll wheel could be used, such as an alternative for pressing 1-4.

    You may already be aware of this, but the level "Gates" was unplayable. I would spawn and immediately fall. Since there is no death box, nor a quit option, I would have close the window and reinitiate the game.
    There seemed to be lag when playing "The Beach." When turning, the gun would twitch.
     
  23. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    Thanks for the feedback!

    The escape button will bring up a menu to exit in a future update. Currently, to go to the main menu you would go to the supply depot and there would be an option there.

    I'll see if I can make the scroll wheel change weapons.

    I'll fix the player falling through the floor in the next update. I did some adjustments to the player and the transform/scale most likely got messed up.

    The Beach is a map that needs some more optimization. I'll be optimizing it in future update.
     
  24. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    Update!

    - Fixed the player falling through the ground on "Gates"
    - Re-created "The Beach" to "Sandfront"
     
  25. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    Update!

    - Fixed enemies not spawning on Sandfront.
    - Fixed enemies not giving you the correct amount of money when killed.
    - Fixed kill count not showing properly.
    - Fixed weapon movement speeds on all maps.
    - Sentry turrets now turn to the closest enemy target.
    - Changed the amount of money the enemies give you when killed.
     
  26. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    Update!

    - Armor upgrades added. There are currently two armors. Heavy, and light armor. Heavy armor gives you increased health and you will not be weighed down by weapons. Although, you will be slower. Light armor gives you increased mobility for lower health.
    - Fixed the A button also firing on Xbox 360 controllers. There isn't built-in support for controllers, but everything should work for programs
    such as XPadder.
     
  27. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    Update!

    - Modified the map layout on Sandfront.
    - Changed wave layout on Sandfront.
     
  28. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    Update!

    - Changed weapon aiming sway.
    - Change health display.
    - Added a first-person view helmet.
     
  29. TysonY2

    TysonY2

    Joined:
    Apr 6, 2013
    Posts:
    24
    I like the concept of the helmet! But, it kinda throws looking down sights off. It makes it look as if your pulling the gun towards the center of your face, instead of the traditional "looking down the sights with one eye" feel. It's nothing gamebreaking, just mildly unrealistic. But I guess you can't complain about that when it's about killing cubes haha :] All in all I like it, as well as the new health. Adds more depth.

    Edit- oh, and grenades look way over sized now...
     
  30. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    Thanks for the feedback!

    The size for the grenades will be decreased in the next update.
     
  31. Darkcoder

    Darkcoder

    Joined:
    Apr 13, 2011
    Posts:
    3,414
    It's an interesting game, I played a few rounds and I have some thoughts:

    • There should be a much longer delay between waves. Right now I'm getting ambushed by enemies before I've even made it to the store, which is pretty annoying.
    • The guns I spawn with aren't marked as bought in the store, so I have to buy them again just to get more ammo.
    • There's some bug with the sentry ammo count if I equip it and buy 1 ammo. I seem to be able to place two of them.

    I didn't play much more because of these issues, but I'd be happy to try an updated version :)
     
  32. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    Thanks for the feedback!

    - I'll make the spawning delay longer in the next update.
    - I may make this a game setting in a future update.
    - I will look into this bug.

    EDIT: Placing two sentries isn't a bug. When you buy the sentry turret you get one free sentry to place.
     
    Last edited: Jun 12, 2013
  33. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    - Re-created the tutorial map.
    - Changed the return sway for the weapon motion when turning.
    - The grenade model is now smaller.
    - The helmet is now less obstructive.
    - The spawning delay between waves is now longer.
     
  34. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    $Captureqc.PNG


    - Re-created the map "Quad-Center."
    - There is now a current wave counter to show which wave the player is currently at.
    - Added a game setting for owning the starting weapons.
    - Added a game setting for the spawning delay.
    - Ejected shells from weapons are no longer visible through objects.
    - Changed the color of the MK5.
    - The MK5 and XM25 grenades no longer push the enemy.
    - Added Mk. II Heavy Armor.
    - Changed the description for the 40 Caliber attachment on the P99.
    - Increased recoil for the P99.
    - Changed the ammo price for the G18 from $80 to $125.
    - The MK5 and Landmines are now starting equipment on Uphill.
    - Made the basic Heavy Armor movement speed slightly slower.

    Quick Fix!

    - Set the price for the Mk. II Heavy Armor to $4500.
    - Changed the ammo price for the MK5 from $350 to $200.
     
    Last edited: Jun 17, 2013
  35. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    - Adjusted selling, buying, and ammunition prices for a majority of weapons.
    - Re-balanced MK5 grenade.
    - Fixed the ACOG and Red Dot Sight for the L96A1.
    - New texture for the Concrete Slabs.
    - Adjusted crouching, prone, and movement recoil modifiers for the G36C and M4.
    - New texture for the ground in the Main Menu.
     
    Last edited: Jun 19, 2013
  36. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    $0000.png

    This is a concept model. Not the final product.
    The next thing I'm going to work on is animation.
     
  37. TysonY2

    TysonY2

    Joined:
    Apr 6, 2013
    Posts:
    24
    Excited to see new bots!
     
  38. carl010010

    carl010010

    Joined:
    Jul 14, 2010
    Posts:
    140
    I cant wait to see those in game
     
  39. TysonY2

    TysonY2

    Joined:
    Apr 6, 2013
    Posts:
    24
    any progress?
     
  40. carl010010

    carl010010

    Joined:
    Jul 14, 2010
    Posts:
    140
    yea man any thing new
     
  41. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    I've been on a vacation for about a month, but now I'm back. There should be an update by tomorrow.
     
  42. CORE-maker

    CORE-maker

    Joined:
    May 25, 2013
    Posts:
    24
    Looking forward to it
     
  43. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    Update!

    - Added shadows. (Shadows will apply when the graphical settings are at High)
    - Added weapon vibration when you shoot.
    - New texture for the barrels in Quad-Center.
    - New texture for the pillars.
     
  44. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    Update!

    - Added more graphical options.
    - Done optimizations to the main menu.
     
  45. carl010010

    carl010010

    Joined:
    Jul 14, 2010
    Posts:
    140
    Anything going on?
     
  46. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127

    There should be an update out soon. I've been working on the AI for the past couple of days.

    EDIT: There should be an update out by tomorrow. I'm reworking the map Gates, and polishing the AI.
     
    Last edited: Aug 7, 2013
  47. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    Update!

    - Added bullet impact sounds.
    - New texture for barrels.
    - AI now has path finding.
    - Gravity has been increased.
    - New texture for the flat ground in Sandfront.
    - Shadows are enabled by default (They can still be disabled in the options).
    - Gates has been re-made into Gateway.

    EDIT: Quick fix!

    - Fixed AI avoidance on Gateway.
     
    Last edited: Aug 8, 2013
  48. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    There should be an update out soon. I have been busy for the past two weeks.
     
  49. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    Update!

    - Re-vamped weapon movement.
    - The wave layout has been changed on Quad-Center.
    - Added a new map, "Overpass."
    - Fixed enemies not shooting.
    - Added new ground texture for Uphill.
    - Added new textures to Gateway.
    - Made slight visual change to the normal enemies.
     
  50. NightHawk

    NightHawk

    Joined:
    May 30, 2012
    Posts:
    127
    Update!

    - All handguns have had their accuracy modified.
    - The wave layout have been re-worked on Black Dawn.
    - New texture for the walls in most levels.
    - Fall damage has been re-adjusted.
    - The position of the sun has been changed in Overpass.
    - Overpass now has a skybox.