Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411490 Posts in 69371 Topics- by 58428 Members - Latest Member: shelton786

April 24, 2024, 06:20:05 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsProject M03 - Stealth Action FPS [gif/nsfw warning]
Pages: [1]
Print
Author Topic: Project M03 - Stealth Action FPS [gif/nsfw warning]  (Read 2139 times)
skarik
Level 0
**


i eat kittens


View Profile WWW
« on: January 15, 2015, 08:38:14 PM »

large gif warning

Project M03 (not actual name)
will be a lewd first-person stealth action shooter.

Expect multiplayer havok: two human teams and one AI team. Everbody hates everybody, just like real life.

----ORIGINAL TOPIC NEAR BOTTOM OF THIS POST----

Game still is in early development. It is being developed with C# in Unity 5.

Quote from: concept
Pervert general has had relationships with every single alien known to mankind, but has dumped all of them. The evil alien exes banded up and, in an act of revenge, take over the world and are slowly working on enslaving mankind and stealing all of the world's resources.

To clarify, mankind will likely be made sex slaves.

----ORIGINAL TOPIC BEGINS----

Project M03 (not actual name) is a first-person stealth action shooter. Two player co-op on the way.

Sometimes things go well.





Sometimes they don't.

Game is written in C# with Unity 4.Whatevernumber

Some demos (first is latest):
2015 01 17: http://EpicHouseStudios.com/tech/proto/m03/Builds_Test05.zip
2015 01 16: http://EpicHouseStudios.com/tech/proto/m03/Builds_Test04.zip
Camera mucking: http://EpicHouseStudios.com/tech/proto/m03/Builds_Test03-camera.7z
8 Days of development: http://EpicHouseStudios.com/tech/proto/m03/Builds_Test03.7z
4 Days of development: http://EpicHouseStudios.com/tech/proto/m03/Builds_Test02.7z (Voices ripped from another game)
1 Day of development: http://EpicHouseStudios.com/tech/proto/m03/Builds_Test01.7z
Inspiration: http://EpicHouseStudios.com/tech/proto/m03/gamemakerbuild.zip

QWERTY, WASD move, QE leaning, TAB holster, Exit is same as entrance. Target is randomized.

Day of posting marks 10 days of development. Currently fixing up HuD, having the unknown controls display, and adding ability to get over 15cm obstacles.

Future is 2-player co-op.
« Last Edit: September 19, 2015, 03:00:26 PM by skarik » Logged

http://epichousestudios.com/ aka panty thief inc
skarik
Level 0
**


i eat kittens


View Profile WWW
« Reply #1 on: January 16, 2015, 08:40:22 AM »

old gif of an ant farm

Simple crowd system w/ pathfinding of sorts. Could use more obstacle avoidance work and varied behaviors.

new demo: http://EpicHouseStudios.com/tech/proto/m03/Builds_Test04.zip
new stuff:
Some players were having issues w/ figuring out one of the more important controls so


And then added arrow indicators


also added ability to walk up stairs and a very subtle 3d hud wobble
Logged

http://epichousestudios.com/ aka panty thief inc
Quicksand-S
Level 10
*****


View Profile WWW
« Reply #2 on: January 16, 2015, 10:20:56 AM »

This is really good so far. I got stuck on the end of a walkway for a good ten seconds, but other than that it worked quite well.

My biggest gameplay concern is that not being able to go anywhere at all with a decent view got frustrating. It might be more fun if enemies patrolled, so players could set up a temporary perch but always have to watch out for approaching enemies. I found the target a bit difficult to see in shadow as well. I mean, I could see the light, but couldn't really be sure where its body was and didn't receive any feedback after my first shot at it.

...and I just realized I wasn't playing the latest version (This was Test03). You may want to put the latest link in the first post. Anyway, I may be back after I've tried it.
Logged

My Old Game: We Want YOU - Join the Fight for Freedom

Twitter - Mostly comments on games, old and new.
skarik
Level 0
**


i eat kittens


View Profile WWW
« Reply #3 on: January 17, 2015, 09:10:36 AM »

Aight, thanks for the feedback.

So tried to make a hit more apparent. Less kick when firing in the scope (you have to zoom out anyways)
this is the particle system (and Unity 4's particle system is the tits compared to Unity 2.6)




and this is what it is in-game. Not as visible as I'd like, but an improvement




you'll notice stealth indicators aren't still obnoxiously scaled up when zoomed in. Also there's patrolling enemies. I like the patrolling a ton.




(i also HAD to try Unity's new sprite rendering stuff)



also the crowd objects rotate to face traveling direction and dodge to both the left and right now so they're not as terrible blah blah tweaks, empty AI list bug fixed, rescaled damage of alien core things


I made the download available in the first post like you said (GOOD IDEA) but
http://EpicHouseStudios.com/tech/proto/m03/Builds_Test05.zip
Logged

http://epichousestudios.com/ aka panty thief inc
skarik
Level 0
**


i eat kittens


View Profile WWW
« Reply #4 on: January 17, 2015, 05:25:01 PM »

Opened up Unity's networking manual for the first time today. Was at first disappointed with how much is already done.

Multiplayer on the way, though it'll be more asymmetrical roles the the gif indicates (sniper role and "spotter" role)




unity networking is so amazing~~
Logged

http://epichousestudios.com/ aka panty thief inc
Quicksand-S
Level 10
*****


View Profile WWW
« Reply #5 on: January 18, 2015, 01:46:30 AM »

Ok. I just tried Test05, so hopefully this time I'm as up-to-date as possible. My impressions? It's still really cool.

I'm thinking maybe a subtle bullet trail would be helpful. I fired at my target multiple times and have no idea why it didn't hit or what was wrong with my aim because I didn't see where the bullet went. I had the same issue when I retried. Trying against other enemies just now, I must've fired about thirty shots and I think I only hit twice, no matter how I adjusted my aim. When I played Test03, I destroyed my target on the second shot so I'm not sure what's going on now.

Anyway, the "sniper and spotter" thing sounds great. If only I had someone to look forward to playing it with. I'll likely have to stick with singleplayer sniping.
Logged

My Old Game: We Want YOU - Join the Fight for Freedom

Twitter - Mostly comments on games, old and new.
skarik
Level 0
**


i eat kittens


View Profile WWW
« Reply #6 on: January 20, 2015, 09:55:13 PM »

Hey, thanks a bunch for playing.

I tried adding some trails but geh...I think I'll just have a miss hitbox for the targets and add a bullet bounce effect of sorts.


Anyways, got multiplayer mostly done and working over the weekend. Click and the bullet comes out on either client or server regardless of lag, even if my networking skills are nonexistent.


Working on adding some gates that enable when the target is killed. The idea is they get disabled by a mechanic similar to diffusing the bomb in Counterstrike, but if they're left disabled too long, they draw attention, so you should re-enable it unless you're too cool for that. Also, the time you have to re-enable it will drop for every gate toyed with. That's the idea anyhow, so could change if it plays like shiet.

Half the gates always turn on, and the other half are randomized so 2/3s of them turn on.

Sketched up some concept for characters today, getting a rough idea of where the art should be going. More on that later.

There will be a dedicated singleplayer mode (because I love my singleplayer) with helper bots. Had some sort of miscommunication with someone, so now the singleplayer AI will control a robot, or maybe two.

Definitely thinking about making this a complete game now.
Logged

http://epichousestudios.com/ aka panty thief inc
skarik
Level 0
**


i eat kittens


View Profile WWW
« Reply #7 on: January 31, 2015, 07:27:39 PM »

Busy with freelance, work, and another project. Bleh responsibility

Been mostly fixing slight gameplay issues and aggro problems. Enemies now don't suddenly know where the player is, and they have a time to turn, making popping up, shooting, and ducking a technique that actually works - although with the drawback of not having visibility on the target. Singleplayer in general is pretty punishing.

Enemies now have somewhat of pathfinding. They go to the nearest point on the line segments representing links in the node system. Restricts motion to sensible areas, so there are definitely places where the player can hide if they do screw up. They also have proper physical presence, so they collide with the world, and have a bit of local collision avoidance.

I tried out Mecanim in Unity, didn't like it, so rolled up a system and motion extrapolation thing using the legacy animation system (which I know by heart from 2.6.1) in a few minutes. Combined that with the aggro revamps and the motion revamps...

...and yay half-retarded motion that's too cute to fix. The local collision avoidance in action!



It had a funky effect on the stationary alienbots, though:

Removed the motion smoothing when in 1 foot radius of the target and bam that was fixed easy.

And then there's this, planned for use in the intro/tutorial

But prolly won't get any more love until the rest of the game is solidly done

Next:
-Work around Unity's input freezing bug
-Add ledge walking for those bits of the buildings jutting out.
Logged

http://epichousestudios.com/ aka panty thief inc
skarik
Level 0
**


i eat kittens


View Profile WWW
« Reply #8 on: February 04, 2015, 09:46:22 PM »


Evidently, the word I wanted was shimmy. You can now shimmy across ledges. It's nifty as hell. It works across any angle and shape of wall, using some concepts I borrowed from

. Amazing what two strangely angled raytraces can do.




Also, getting more of the finer points in! Starting w/ the equip+drop+inventory wheel. Only needed three slots, but four just looks so nice and works well with the D-pad.



And still not directly using any of Unity's 2D drawing functions @>ᴗ<@ I'm a terrible person
Logged

http://epichousestudios.com/ aka panty thief inc
skarik
Level 0
**


i eat kittens


View Profile WWW
« Reply #9 on: September 19, 2015, 03:10:54 PM »

Project was restarted on August 3rd. Since then, the following occurred:

  • Created basic netcode - using the newish RakNet wrapper Unity 5.1 added
  • A lot of arguing over the design of the game
  • More arguing over the design of the game
  • Modular item class
  • New camera, motion, and collision class code design while keeping similar functionality
  • Volumetric heat diffusion procedural skinning for characters
The voxel heat diffusion item was fun to work on, and a massive time saver so far.

Voxelized the model:


Performed the skinning:


Had a little fun with it:




Logged

http://epichousestudios.com/ aka panty thief inc
Pages: [1]
Print
Jump to:  

Theme orange-lt created by panic