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TIGSource ForumsCommunityDevLogsOff this rock - Procedurally generated top down shooter
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Author Topic: Off this rock - Procedurally generated top down shooter  (Read 3909 times)
xrm0
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« on: April 21, 2016, 02:08:20 PM »

The story: A distant future, in which the moon has several alien cities and some apocalyptic event occurred to the Earth. You, an alien living on the moon, are getting back home on your spaceship when a malfunction happens and you have to use the escape pod, falling to the Earth.
Now you have to stay alive in a dangerous planet, filled with hostile natives and find a way home.

The implemented enemies are currently zombies and humans. Each enemy has a difficulty level (normal / hard / boss). This difficulty setting affects size, hp, damage, and velocity of the enemy. Implemented guns so far are: pistol, shotgun, submachingeun, three kinds of grenades: normal, explode on contact and sticky. flamethrower planned.

The first building, acting as a tutorial, is designed by a human (me), the rest of the buildings are procedurally generated.

It will be available on OS X, Windows and Linux when finished.

I'm using Unity to develop the game and Blender to create the 3D models.










Update 20
Update 19
Update 18
Update 17
Update 16
Update 15
Update 14
Update 13
Update 12
Update 11
Update 10
Update 9
Update 8
Update 7
Update 6
Update 5
Update 4
Update 3
Update 2
Update 1

« Last Edit: September 24, 2016, 11:26:39 AM by xrm0 » Logged
alhvi
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« Reply #1 on: April 21, 2016, 05:14:06 PM »

Hi! Your game is going really well.  I liked the different weapons and the grenade.

Sound effects are good. I think it could be great with some music for the next update Smiley

Some suggestions:  Check where the zombies are spawning.  After getting in to the 3rd floor, a lot of zombies spawned in the same place where my player was.



After losing the game you could add a defeat screen with a button to retry or exit the game.

I'll be looking forward to new updates.
« Last Edit: April 21, 2016, 07:18:27 PM by alhvi » Logged

xrm0
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« Reply #2 on: April 22, 2016, 01:57:06 AM »

The spawning point was me testing triggers for spawning enemies! Forgot to take it out.

In the next update I'll add the Game Over screen and rebuild the floors, which are in the same state as when I started developing the game.

Thanks for playing!
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xrm0
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« Reply #3 on: April 24, 2016, 01:51:52 PM »

v2.0.3 released, you can download it from itch.io

The changes are:

  • Removed floor material
  • Lightened up player pants' color
  • Lightened up wall's color
  • Game over screen and button to restart
  • Floors redesigned
  • Enemy difficulty changes it's hp / speed / damage / scale
  • Health kit added (player recovers ⅕ of max HP)
  • Player HP bar on the screen's top left
  • Pickup items can now appear outside of crates
  • Improved enemies HP bar
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xrm0
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« Reply #4 on: April 30, 2016, 01:12:58 PM »

v2.0.4 released, you can download it from itch.io

The changes are:

  • Changing guns with the mouse wheel
  • Enemies no longer collision with loot and items
  • Line of sight no longer collision with loot and items
  • Grenades show a time countdown
  • Grenades can be thrown over a longer distance
  • Updated grenade’s explosion range and max damage
  • bugfix: switching guns cleared the gun cooldown. Now the cooldown remains active even when the gun is not the primary weapon.
  • Grenades are thrown when the key is released. While the key is pressed, the range marker is updated with the grenade’s range
  • bugfix: The range marker was collisioning with grenades
  • Made the grenade bounce a bit more when colliding with things
  • Player starts looking to the right
  • Improved blood splatter on hits
  • Healthkit object was made larger
  • Bugfix: gun shells were not colliding with walls
  • Locked doors show the key needed to open them as an icon
  • Added attack animation for zombies
  • HUD shows the amount and type of keys the player has
  • bugfix: Bullets collisioned with pickup items
  • bugfix: Enemies couldn’t see through pickup items
  • bugfix: Player started with no bullets after restarting
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xrm0
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« Reply #5 on: May 08, 2016, 12:09:25 PM »

Version 2.0.5 released

Download it from itch.io

Changes:
  • Change in the visual appearance of the enemies’ HP bar
  • Perspective camera
  • Doors now change their color to show which key is needed to open it
  • Grenade explosion collides with level
  • Bugfix: Minimap follows player
  • Minor changes in range marker
  • Pickup items are illuminated to easily see if they are behind some walls
  • Improved zombies’ AI
  • Improved hit labels style
  • Changed stairs color
  • [draft] Player wields the current gun
  • Attack animations for the player
  • Improved blood splatter for zombies and player
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xrm0
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« Reply #6 on: May 12, 2016, 06:01:59 PM »

I've started yesterday with the algorithm to procedurally generate the floors.

I'm gonna use a method similar to what Neon Chrome uses, which in turn is a variation on how TinyKeep generates the dungeons.

What you can see in the video below is:
1. Generating random rooms
2. Moving them apart until they are not overlaping
3. Create a graph with Delaunay triangulation
4. Create a mininum spanning tree

Step 2 has many bugs and needs heavy tuning. In the video it can be seen there are rooms with no connections with appear as part of the graph, when they shouldn't be.



You can see the video clicking on the image above or going here

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xrm0
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« Reply #7 on: May 15, 2016, 02:21:15 PM »

Less bugs on the level generation!

The steps taken for the generation are:
1. Generate random rooms
2. Move them apart using a basic separation steering behaviour
3. Remove rooms outside the level
4. Create cluster of connected rooms
5. Choose the one with the most rooms
6. Create a graph with Delaunay triangulation on the selected cluster
7. Create a mininum spanning tree on the graph

It still has many bugs but it certainly looks better than last week.

Here's a video showing several floor plans being generated:



You can download the alpha (without this levelgen)
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martincerdeira
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« Reply #8 on: May 15, 2016, 04:01:50 PM »

This looks really promising!  Beer!
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xrm0
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« Reply #9 on: May 25, 2016, 03:49:01 PM »

There's no new build to download as I'm focusing now on the procedural level generation. The generator is now running fine, it has no known bugs.

Things added in the level generation:
  • Calculate the longest path in the graph and use the opposite sides of it as the starting and ending rooms
  • Create the walls of all the rooms

I still need to create the doors between the rooms.


Here's a video showing a generation run:



You can play the alpha (without this levelgen)
« Last Edit: May 27, 2016, 04:28:33 PM by xrm0 » Logged
xrm0
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« Reply #10 on: May 28, 2016, 01:35:47 PM »

The game currently generates a floor blueprint, creates an empty level with that (plus the stairs for the floors below and above) and puts the player in the starting room. And that level can be played.

Now I need to fill the rooms with enemies and props.


Latest video:



You can play the alpha (without this levelgen)
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sftwrngnr
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« Reply #11 on: May 28, 2016, 07:12:26 PM »

Very cool! Thank you for sharing.
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xrm0
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« Reply #12 on: May 30, 2016, 06:49:03 AM »

Changes:
  • Screen showing the progress in the level generation
  • Using the floor blueprint a whole building is created
  • "stairs" between them are placed in the starting / ending rooms.
  • The player can bavigate the building.

Latest video:



You can play the alpha (without this levelgen)
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xrm0
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« Reply #13 on: June 04, 2016, 01:54:20 PM »

With a procedurally generated level, Unity's own NavMesh for pathfinding isn't useful anymore, as it doesn't allow for creating a navmesh at runtime (Unity 5.5 should get a new "Bake API" to do something like that).

So, I had to make a choice:

A. Wait for Unity 5.5 and see if the new API has what I need
B. Migrate now to something else for the enemies pathfinding

I've chosen B and started migrating to Aron Grandberg A* Pathfinding project a few days ago. Haven't finished yet but most of the migration went smoothly.
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xrm0
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« Reply #14 on: June 12, 2016, 02:20:13 PM »

The game is now using AStar for pathfinding. It's been easy to use so far.

I've started to work on three different things:
- The screens outside the game (main menu, building selection, pause, etc)
- Saving/loading the game state
- Completing the building. On the last floor, the player has to activate the satellite antenna interacting with this mainframe-like thing:

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xrm0
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« Reply #15 on: June 16, 2016, 03:09:48 PM »

This this the antenna equipment and the activation animation:



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xrm0
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« Reply #16 on: June 27, 2016, 11:49:48 AM »

I've removed the download links on itch.io as the uploaded build is now very old and what I'm working on now (procgen levels + menues ui) is not ready yet to create a new build.

Changes in the last two weeks:

  • A lot of small fixes
  • Replaced the 3d stairs with a more abstract way of saying the user can go down/up
  • Improved ai performance
  • Main menu
  • Buildings can now be marked as completed by activating the “Antenna device” on the last building floor
  • Cheat system for “debugging” purposes
  • Tweaked the submachinegun stats
  • Intro screen
  • Building selection screen
  • Cities selection screen
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xrm0
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« Reply #17 on: July 07, 2016, 02:54:58 PM »

Added a sentry turret, only missing thing is to use it on the game.

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xrm0
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« Reply #18 on: July 09, 2016, 03:19:17 PM »

The sentry turret is fully functional and there's also some explosive barrels... well, exploding.



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xrm0
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« Reply #19 on: August 08, 2016, 02:37:09 AM »

Not much progress these last weeks, there were improvements in the ui and some bugfixing.
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