Jump to content
Sign in to follow this  
  • entries
    3
  • comment
    1
  • views
    872

WoA V - Update 1

Sign in to follow this  
CaseyHardman

694 views

I decided to see what I could make up for the Week of Awesome V here on GameDev.net.

My time is rather limited by work, and I came to the party a few days late, but we'll see what I can rustle up.  So far, I've put a little under 5 hours into the project.  I'm off Saturday and have a shorter shift on Sunday, so I'll be trucking away to try to wrap everything up on those days.

 

It's just me participating.

I'm using Unity3D with C#, MagicaVoxel for art (if you can call it art), and probably BFXR for sound effects (if I can get to it).

 

THE VISION

I've chosen the themes "Castles" and "Alien Invaders".

The game is a 3D, voxel-based over-the-shoulder shooter, with simple WASD/arrow-key movement and mouse-based third-person aiming.

You fly a little alien hovercraft to invade a castle, slaying the little knights and their contraptions, left-clicking to shoot.  It's a small invasion; why send more than one alien when you're so technologically advanced?

While your camera will let you look up and down, your shots always come out of the front of the hovercraft, instead of angling up or down with the camera.

This gives it a simple, arcade-y feel.

 

I plan on implementing three different kinds of enemies:

 

Swordsmen move towards you and swing their blades at you, dying in 1 hit.

Lancers keep further distance, throwing arcing spears at you and dying in 2 hits.

Archers keep as much distance as they please, firing true-flying arrows at you from afar.

 

If I can get to it, I want to implement...:

 

Trebuchets or ballistae.  Medieval siege weaponry that swivels on the ground, rotating but never moving, aiming towards the player and periodically firing fat, slow projectiles that throw the player and even the nearby enemies away and deal damage.

Destructible castle mechanics.  I'd like to design levels such that the player must blow holes in walls and go through them to reach new areas, and may carve their own path to the interior of the castle.

 

PROGRESS SO FAR

Scrambling to implement stuff I've probably implemented a hundred times in Unity before, I've got:

 

- Third-person camera that slides along walls and has some light smoothing applied.  All that good stuff.

- Hovering.  The player model (currently a large cube) is suspended above ground and smoothly maintains the same height above ground while going up or down slopes.  I want to make the player overshoot the hover height if they land with high velocity, then bob up, and possibly tilt a little during it, because it all looks very stiff right now - but that's one of those polish features I'm not going to focus on until I know I can get the core mechanics down in time.

- Basic shooting for the player (hold left-click to keep firing; projectiles travel straight forward until they hit something or expire).

- Basic enemy following AI, health, and death.  They alert to the player if they're close enough, and try to keep the player within the desired range (lancers want about 10-15 feet, swordsmen want melee range, and archers will probably be standing still at all times).

 

Tomorrow, I'll try to make good use of 2-4 hours to get some art going, take some screenshots, and get the enemies dealing some good old fashioned Medieval hurt to the player.  If core mechanics can be wrapped up nicely tomorrow, I'll have Saturday and Sunday to focus on content, polish, a tutorial, and audio.

 

 

Time is pretty short, so we'll see how it goes.

I participated in the Week of Awesome III and ended up with a game that had no audio and wasn't quite as well-explained as I wanted it to be.

I'm hoping this time around I can temper the scope and crack the whip (at myself) enough to get something finished.

Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By nxrighthere
      BenchmarkNet is a console application for testing the reliable UDP networking solutions.
      Features:
      Asynchronous simulation of a large number of clients Stable under high loads Simple and flexible simulation setup Detailed session information Multi-process instances Supported networking libraries:
      ENet UNet LiteNetLib Lidgren MiniUDP Hazel Photon Neutrino DarkRift More information and source code on GitHub.
      You can find the latest benchmark results on the wiki page.
       
    • By trapazza
      I'm trying to add some details like grass, rocks, trees, etc. to my little procedurally-generated planet. The meshes for the terrain are created from a spherified cube which is split in chunks (chunked LOD).
      To do this I've wrote a geometry shader that takes a mesh as input and uses its vertex positions as locations where the patches of grass will be placed (as textured quads).
      For an infinite flat world (not spherical) I'd use the terrain mesh as input to the geometry shader, but I've found that this won't work well on a sphere, since the vertex density is not homogeneous across the surface.
      So the main question would be: How to create a point cloud for each terrain chunk whose points were equally distributed across the chunk?
      Note: I've seen some examples where these points are calculated from intersecting a massive rain of totally random perpendicular rays from above... but I found this solution overkill, to say the least.
      Another related question would be: Is there something better/faster than the geometry shader approach, maybe using compute shaders and instancing?
    • By FedGuard
      Hello all,
       
      I would like to start off with thanking you all for this community. Without fora like these to assist people the already hard journey to making an own game would be exponentially more difficult. Next I would like to apologize for the long post, in advance...
      I am contemplating making a game. There, now that's out of the way, maybe some further details might be handy.
      I am not some youngster (no offence) with dreams of breaking into the industry, I am 38, have a full-time job, a wife, kid and dog so I think I am not even considered indie? However I recently found myself with additional time on my hands and decided I would try my hand at making a game.Why? Well mostly because I would like to contribute something, also because I think I have a project worth making (and of course some extra income wouldn't hurt either to be honest). The first thing I realized was, I have absolutely no relevant skill or experience. Hmm; ok, never mind, we can overcome that, right?
      I have spent a few months "researching",meaning looking at YouTube channels, reading articles and fora. Needless to say, I am more confused now than when I started. I also bought some courses (Blender, Unity, C#) and set out to make my ideas more concrete.
      I quickly discovered, I am definitely not an artist... So I decided, though I do plan to continue learning the art side eventually, I would focus on the design and development phase first. The idea being, if it takes me a year or more solely learning stuff and taking courses without actually working on my game, I would become demoralized and the risk of quitting would increase.
      So I thought I would:
      1: Keep following the courses Unity and C# while starting on the actual game development as the courses and my knowledge progress.
      2: Acquire some artwork to help me get a connection with the game and main character, and have something to helm keep me motivated. (I already did some contacting and realized this will not be cheap...). Also try to have the main character model so I can use it to start testing the initial character and game mechanics. For this I have my first concrete question. I already learned that outsourcing this will easily run up in the high hundreds or thousands of dollars... (lowest offer so far being 220 USD) I am therefore playing with the idea of purchasing https://assetstore.unity.com/packages/3d/animations/medieval-animations-mega-pack-12141 with the intention of then have an artist alter and/or add to the animations (it is for a Roman character so some shield animations are not going to work the same way.). This way I could start  with the basic character mechanics. Is this a good idea, waste of money,...? Any suggestions? I then have a related but separate question. Is it a good idea to buy Playmaker (or some other similar software I haven't yet heard of like RPGAIO), and using this for initial build, then changing/adding code as the need arises?
      3.Get a playable initial level ready as a rough demo and then starting to look for artist for level design and character/prop creation.
      ...
       
      I would really appreciate some input from more experienced people, and especially answers to my questions. Of course any advice is extremely welcome.
    • By GameTop
      Dirt Bike Extreme - another game made with Unity. Took about 2 months to complete.
      Take part in extreme motorcycle races across the dangerous and challenging tracks. Dirt Bike Extreme is easy to pick up but hard to master. Race, jump and crash your way and other mad rivals through the amazing tracks as you master the skills and physics of motocross in this high-speed racing adventure. Conquer challenging routes on 23 different runs, discover new bikes and become the best of the best! Over 257K downloads already!
      Windows Version:
      https://www.gametop.com/download-free-games/dirt-bike-extreme/

      Mac Version:
      https://www.macstop.com/games/dirt-bike-extreme/
       

       


×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!