Jump to content
  • Advertisement
  • entries
    44
  • comments
    19
  • views
    2496

100 Days of VR: Day 7 Creating a VERY Simple First Person Shooter

Josh Chang

599 views

Welcome back to day 7, after the behemoth that was “yesterday’s” Survival Shooter tutorial, I’m itching to get back to coding something.

At this point, we have gained enough experience to start making some very simple gameplays on our own. And that’s exactly what I’m going to do!

Note how I say gameplay and not a full game.

In the future I’d like to be able to create a full game, but for now, I’d like to just focus on just being able to put what I learned to use.

Now the question is: what shall we make?

The answer: A first person shooter!

Why an FPS? Well, that’s because:

  • There are a lot of tutorials showing us how to make an FPS that I can reference.
  • I hope I can use this project as a base to start porting over the VR game logic.
  • How different could it be from Survival Shooter?

So let’s get started!

What I’m envisioning is a First Person version of the Survival Shooter that we just finished:

  • The players spawn in a simple environment.
  • Different types of enemies will spawn that chase the player.
  • We shoot them until they finally bring us down.

Also from this point on, these posts will probably finally be a lot shorter as each day I’ll be trying to figure out new code while writing my experiences.

Creating the environment

Getting assets for the environment

If there’s anything I learned from the past 3 tutorials is that we have to first setup the environment.

In the past 3 tutorials, everything has been provided for us, this time around, we have to somehow create them ourselves.

How hard could that be…. right?

Luckily thanks to the Unity Asset Store, I was able to find a couple of generous free 3D environment development kits.

The specific one that I’m interested is the Mega Fantasy Props Pack

 
0*9KM58056Y04RFWG4.png

I clicked download and then click Open in Unity. From there that launches the Asset Store in Unity.

Prior to this point, I already created a new project called First Person Shooter.

I downloaded the pack inside Unity and then imported it to my game.

You’ll see this folder in your Assets folder in the Project pane

 
0*CedDF4K26QI_5NOX.png

(Note, I also already created a Main scene)

From what we learned in the Survival Shooter from the previous tutorial, we’ll create parent environment object for everything.

After looking at the assets, I noticed something: there aren’t any assets for the floor.

After digging around, I found that Unity has their own terrain editing tools.

Using the Terrain Editing Tool

To start working with the Terrain editor, right click in the hierarchy and choose 3D Object > Terrain to create a terrain game object:

 
0*ED9U9j4FF-N2vEwi.png

Our terrain is just a white plane, however playing around with the tools provided, I learned a bit about how to make a floor.

The first thing to do is to change the size of the terrain.

Clicking on the terrain object, click the cog setting option and then under resolution, change the Terrain Width and Terrain Length to 200 to make it smaller

 
0*3o-pa4DEhaah4BSo.png

Next we want to change the material of the ground.

Under the Terrain component, we can select the 4th option to paint with a texture.

Under Texture, we want to add a texture, in this case, I’m going to pick the grass material that was provided by the Asset kit, specifically grass_1_fixed_d

Also after experimenting around a bit I found that being setting the size of the terrain to all be 1 makes everything looks better.

 
0*0jBsnYG87Ib0fv5H.png

And when you apply these settings you’ll have grass at its finest:

 
0*g-PVl27X-rcO-vUj.png

Ah grass!

I found out that you can add multiple textures to our “artist canvas”.

Once we have multiple textures, we can select our “color palate” and pick one of the multiple Brushes available to paint in the terrain.

Let’s add another texture to our terrain: Dirt_1_fixed_d and add the same settings.

 
0*kPUe1Yj7nKuCAtE2.png

Now we can paint around on top of our terrain.

I’m going to paint the center of the Terrain with dirt. This will be where we’ll add all the houses and other structures.

We’ll have something like this. Masterful, I know!

 
0*AqU6uBua6AQGYS1g.png

We might come back to this later (or spend an even longer time looking into how to make better terrains), but I think this is good enough for an example stage.

Before I move on, I do want to point out that there are other nifty features that you can use with the terrain system such as:

  • creating hills
  • adding water
  • adding trees and other simple foliage

However with all of that being said, I’m not going to play around too much with those features.

Adding the building

Now that I have created the floor, I’m going to go back to the prefab of the Mega Fantasy Props Pack and start laying them around our dirt patches.

Maybe add a couple of houses in:

 
0*2OxDHODnQGgn_akz.png

Maybe create a backyard by using the fences prefab, manually duplicating (ctrl + D) them, and manually move the new pieces to form a fence.

I created an empty object, Backyard to hold all of my fence pieces:

 
0*q7-KVC3Jo2KUK4d-.png

Make sure to include some space for the players to run into the backyard!

We also want to be able to run on the houses. Let’s add a stair to the roof of one of the houses, like so:

 
0*twrvRPpWFuRRK34J.png

This will be good enough for now.

There’s a lot left to be desired in the map, but for creating a simple environment for us to walk around, I think this is good enough.

Feel free to explore around and add some beds, shelves, and other miscellaneous things in and around the house, however, I’m going to call this a day and move on to the actual gameplay starting tomorrow.

But before I leave, I organized the environment together with an Environment parent object:

 
0*nc7_zbrPo9l1XYbv.png

Conclusion

See? Isn’t that much shorter than the past 6 days?

This might seem relatively shorter than the previous days, but that’s because I’m investigating while also doing some write-ups on the problems encountered, so please bear with me.

Today, we learned more about using assets from Unity’s game store and how to use the terrain system.

We also setup the assets that we downloaded.

Tomorrow, I’m going to start looking into how to create a character that we can control around and move.

Original Day 7

Visit the 100 Days of VR Main Page



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 ggenije
      On picture 1 is actually what I get, but how to make it to look like pic 2?

    • By Mercutio604x
      Hi,
      I am using unitys mecanim system
      I have a layer that controls movement ie idle -> run
      it works fine when I press W I run forward with the animation via transform.position += anim.deltaPosition; // anim is on a child object that has the animator
      I have a second layer for attack set to override 100%, on this layer I have just the head moving and is masked just for the neck up. it plays when I press the mouse button.
       
      Now my problem is when I press W and mouse button, it plays both animations BUT it stops moving forward.
      Theres no location key frames on the attack or any key frames on the root node for that matter.
       
      Please tell me if I am being unclear.
      Thanks in advance,
       
      Also I lost my other acc because I cant remember my pass or the email i used, is there a way I can get it back? like I say the account name and it tells me which email i used?
    • By tspartant
      Hey everyone! My name is Ryan. 
       
      Visualistic Studios is looking for experienced developers of all talents to join a game development team focused on completing contract work for compensation. 
       
      Work Description
      Typically you will either be assisting the team or working on your own contract.
      We usually bid $16-$25/h, however contracts can go above and below that so all pay grades are welcome, just be realistic. 
       
      Short Term Contracts
      Long Term Contracts
       
      We have the highest priority for these skills right now
       
      Programming - Unity, Unreal Blueprints
      Environment Artist
      Character Artist
      Character Animation
      UI Artist
      3D Asset Optimization
       
      VR/Mobile experience is a plus. 
       
      The Process 
      All communication is done through discord. All tasks and design documents will be laid out in "HackNPlan" for organization. 
      Initially, you'll get in contact with me and answer a few questions so I can get a scope of your experience. Afterwards, our outreach team will start looking for jobs that fit your description. Nothing is guaranteed, but if we know you're interested we can start looking 
       
      Our Experience
      For the past 3 years I've been working in game development contracting, and the past year I've been working full time from home. Since then, I've received more and more contracts and I'm now at the point that I have too many for myself to handle. This sparked the idea of creating a game development team for contract work! I've also been running my own hobby company for 5 years, and have a lot of experience in team management. 
       
      Get in contact!
      Please fill out this form so we can get all of the information out of the way, then we'll get in contact with you!
      Thank you everyone for reading, hope to hear from you soon!
    • By addictCoderCS
      Hi there,
      I'm working on an web RPG. This is not and action RPG. 
      The problem is I work full-time as a software developer and while I may get some code for the game done at work, I'm still a little short on time. So I'm looking for a second programmer to help me out. Please no beginners. I prefer working with someone who has built a full game (client, game server, web services, db)
      Requirements:
      Proficient in C# Proficient in .Net Core 2.X Experience with ASP.Net Core MVC Experience with ASP.Net Core Web API Experience with Unity 2018 Proficient in SQL and SQLite Proficient in EntityFramework Experience in AWS (RDS and EC2) Experience with IIS I'll handle the cost of any third-party services, domain names, etc. I'm just looking for a little help to get this game built in a reasonable amount of time. It will also be nice to bounce some ideas off each other.
       
      If you are interested, please send me an email: addictcodercs@gmail.com
       
       
    • By GameDev.net
      GameDaily.Biz spoke to Improbable about its new shortcuts to multiplayer game development for Unity and Unreal. 

      Improbable helps game developers build believable online worlds with its bespoke technology, SpatialOS. Now, that task is much easier and accessible for those building games on the technology with the recent release of the SpatialOS Game Development Kit (GDK) for Unity. With these kits, Improbable hopes that developers find it easier to create vast, dynamic and unique worlds.
      This GDK for Unity includes a 200-gamer, first-person project that allows developers to experiment and tinker with their ideas for what their vision of a multiplayer game will look like.
      GameDaily.Biz met with Improbable’s Head of Product Marketing, Paul Thomas, and Head of Comms, Daniel Nye Griffiths, to speak about the SpatialOS GDK for Unity, as well as the upcoming launch of the SpatialOS GDK for Unreal Engine.
      In its first week, the SpatialOS GDK for Unity achieved over 2,000 developer sign ups to use it. “What we're trying to do is basically make it really fast for people to build multiplayer games,” said Thomas. “It comes with all the multiplayer networking so that developers don’t have to do any multiplayer networking. It comes with feature modules to allow [easy] solutions to common multiplayer problems, like player movement and shooting. And it comes with a cool starter project where you have 200 players in a free-for-all scenario. You can obviously use the power of SpatialOS to scale that project up to more players, with NPCs, and things like that. It gives people a really good base to start building multiplayer games.”
      There are several games currently in development or early access that utilize SpatialOS. The first into Early Access was Spilt Milk Studios’ Lazarus, a space MMO where the player becomes a pilot in a universe that ends every week, complete with a map that’s twice the size of Austria. Additionally, Bossa Studios released its survival exploration game Worlds Adrift into Steam Early Access earlier this year.
      Also using SpatialOS is Scavengers from Midwinter Entertainment, a studio founded by former 343 Industries studio head and Halo 4 Creative Director, Josh Holmes; the game is heavily inspired by his Halo 5: Guardians’ multiplayer mode, Warzone. Right alongside that company, Berlin-based Klang Studios is working on Seed, a simulation MMO that, according to its developers, lets players “interact and collaborate to create a world driven by real emotion and aspiration.”
      According to Thomas, for those looking to use the SpatialOS GDK for Unity, there is no limit to  what their games can do with Improbable’s tech.
      “What we're doing is expanding the possible gameplay you can do. Traditionally, when you make a multiplayer game, you're constrained by one single server. So you can say you have a 64-player game with a handful of NPCs or you could have a world that's 3km by 3km. With Spatial, you can go beyond that, test a much broader canvas to start thinking about different gameplay.”
      “You can go for a massive online persistent MMO with 10,000 players and hundreds of thousands of NPCs, something very, very vast and big like that. But you can also have smaller experiences. For example, there's a lot of interesting space in just extending what you see in the Battle Royale genre and session-based gameplay.”
      Thomas continued: “Our partners at Automaton have a game in development called Mavericks. The interesting thing there is they have a Battle Royale with 1,000 people, but what I really find interesting is the gameplay mechanics they've put in, like footprints so you can track people. They've added a cool fire propagation mechanic so you can start a fire that  spreads across the map and changes the world. Or you can add destructible buildings and things like that.”
      “So I think even looking at smaller scale games, we add a lot of value in terms of the new gameplay you can start adding. I'm just interested to see what people do with this extra power - what they can come up with.”
      While Battle Royale games and MMOs are obvious standouts for genres that best fit with SpatialOS, Thomas introduced some other ideas of genres that could benefit from the technology.
      “I also think there's a space for very interesting MMORTSs as well,” he said. “An RTS where you have persistent systems, like telling AIs to do things and then coming back to them a week later and seeing what's happened is an interesting space.”
      “I also see interesting mobile experiences that could come up. Having these worlds where you lay down some interesting things and then come back a few weeks later to see how they've evolved and changed, and the massive player interaction. Say for example with Pokemon Go, we can actually roam around the world and battle on the streets. I can see something like that working very well. Again, these are just ideas we've had and talked to people about. It's about giving people that flexibility and the ability to explore these ideas.”
      Klang’s Seed
      Griffiths added the possibility of events in a game that will have a massive, rippling, and lasting impact on its world as something that has people excited. One example he gives is how someone on one side of the map can do something that’ll have a knock-on effect for the rest of the world in real time.
      “There's a whole bunch of different angles you can take, some of which are about much larger player numbers or a much larger map, but there are other things you can do which are taking a relatively constrained game experience, a smaller map, a smaller number of players and adding richness to the game as well.”
      In fact, this is something that Thomas refers to as a “persistent in memory database,” meaning that for every object in the game world, there’s a history. Two examples cited by Thomas: “...a player could chop down a tree and that tree stays disappeared forever. Or a player can kill a big monster that was raiding a town and that town no longer gets raided by that monster, and this changes the dynamics of the world. Worlds can have a history. That means players can have a lot more meaning in these MMO worlds.”
      “Normally in MMOs, they're kinda like roller coaster rides: you go into a dungeon, you kill the boss and that guy respawns. It all resets,” Thomas continues. “But in Spatial MMOs, you could have these persistent effects that should change the gameplay meaningfully for all the rest of the player base.”
      “The other one I think that is interesting is the level of dynamism that you could have. So because you can have so much more server-side compute, you could potentially have NPCs roaming around the world changing their mind and deciding all of a sudden, 'oh, we're going to attack this player's base' or 'we're gonna go attack this town' and they have a lot more range and emotion and intelligence to them that you'd not see in other MMOs.
      “Normally in MMOs, NPCs sit there tethered. You go near them and they come and attack you, you run away, and they go back to where they were. In a Spatial MMO, that NPC can trace you across the whole map or a group of them can decide to get together and attack someone..”

      Bossa Studios' Worlds Adrift
       

      Next week, Improbable plans to launch its SpatialOS GDK for Unreal Engine, which will have a big focus on ease of use for access to Unreal, as well as a big emphasis on porting your projects to SpatialOS.
      “One of the things we'll be trying to push is a porting guide so you'll be able to take your existing Unreal game, move it onto SpatialOS and then you can grow to expand it with new and extra gameplay,” says Thomas. “ You can bring across your existing Unreal game and it feels very, very native and similar to Unreal if you're familiar with Unreal.”
      Griffiths continued, explaining how testing these experiences includes free cloud deployments, to a certain point. “If you're developing in SpatialOS in other ways, we provide a sandbox environment so you can get your game running. When you’re happy, you can port it over and sort of experiment with it in a free sandbox environment with a small number of cores to get started.”
      Based on what we learned, Improbable’s SpatialOS GDK for Unity will give developers enhanced flexibility to produce more in depth and engaging videos games. That said, we look forward to catching up with the company in the near future to see how this exciting technology is being used in the different games that we play.
×

Important Information

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

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!