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Socoder -> In-Development -> NOT Inferno (WIP title)

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Fri, 28 Jul 2017, 08:04
GfK
Will have a closer look at that when I get to making levels....

Implemented some of the weapons. This one is a AGM-114 Hellfire, but it'll be given a different name in-game. Notice how it's the actual missile that's come off the weapon pylon and there are three remaining. The other missile I've done - Hydra-90 - is contained inside a 19x weapon tube so I just spawn the missile in the centre of that as you can't see a difference when there are no rockets left anyway.

The flame effect uses Unity's native Shuriken particle system, and this effect contains on average, 12 particles at a time.

I've avoided using any in-built collision code here. Once I know how far the missile is going based on it's speed and deltatime, I'm just doing a quick forward raycast to see if it's going to hit anything.


Fri, 28 Jul 2017, 08:26
Jayenkai
AM1-G4!!!
Fri, 28 Jul 2017, 08:52
GfK
Am fucking having that!! \o/
Sat, 05 Aug 2017, 06:35
GfK
missile go boom!


Sat, 05 Aug 2017, 06:59
Jayenkai
Oh my, what a lovely explosion!
Sat, 05 Aug 2017, 06:59
Dabz
They look like a very therapeutic missile them mind!

Dabz

-=-=-
Intel Core i5 6400 2.7GHz, NVIDIA GeForce GTX 1070 (8GB), 8Gig DDR4 RAM, 256GB SSD, 1TB HDD, Windows 10 64bit
Sat, 05 Aug 2017, 09:31
rockford
Boomtastic!
Sun, 06 Aug 2017, 09:03
GfK
CLICKY <<first crack in years at foley sound effects. Needs work but it's a start.

: Download
Sun, 06 Aug 2017, 11:19
Jayenkai
As long as it's not too loud.. that's get annoying on loop during the entire game!!

-=-=-
''Load, Next List!''
Sun, 06 Aug 2017, 14:29
GfK
Yes, it would! The sound will actuall change pitch etc as the helichopper changes position on screen and climbs/turns etc so it will sound a lot less repetitive..... unfortunately helicopters is helicopters and that is the sound they make.

Saying that... it's amazing what sound you can create with a dyson vacuum cleaner and a garden cane.
Sun, 06 Aug 2017, 16:31
Jayenkai
LOL!
Real world SFX kick arse!!
Tue, 08 Aug 2017, 08:25
GfK
It's a bit too "whistly" for me. Will run it thru Soundforge later to lessen the effect but it works pretty well so far...

CLICKY
Tue, 08 Aug 2017, 08:33
Jayenkai
Awesome!!!
Fri, 11 Aug 2017, 09:50
GfK
Change of plan from the last version. I had a radar at the bottom and you could manually cycle through targets but I don't really want it that fiddly. So instead I've opted to have an automatic targeting system. Basically it checks an area in front of the player for anything that's 'targetable'. The problem there is that I don't want a perfect circle for the detection area so the solution I came up with is to do [what Unity calls] a SphereCast from a point just ahead of the player and at the same altitude, to a distance at ground level in front of the player. This will give me the elongated detection area that I'm after, which is narrower nearer to the player and wider at the other end (like a spotlight, if you will).

I originally had this raycast from the player's position - problem with that is that it was possible to auto-target enemies that were slightly behind you, which is just silly, since none of your weapons would be able to hit them there.

The enemies (in this case, the test subject - a 2K22 Tunguska) now have a "watch range" (white circle) and a "kill range" (red circle). They'll detect and track you in the watch range when they have a clear line of sight, and the kill range speaks for itself.


Fri, 11 Aug 2017, 09:55
Jayenkai
Complicated stuff!!
Good luck
Fri, 11 Aug 2017, 09:56
GfK
Is there any way you can turn this thread into a worklog or sommat?
Fri, 11 Aug 2017, 11:14
Jayenkai
How would you like that to work, and/or appear?
Fri, 11 Aug 2017, 12:58
GfK
Probably just an entry in the Showcase thingy, I guess.
Fri, 11 Aug 2017, 17:15
therevillsgames
Cool! Cant wait to see the terrain looking a bit more interesting (I want to pop up behind a hill and unless fire and fury )
Sun, 13 Aug 2017, 05:52
GfK
M230 chain gun is working. FIRE AND FURY! \o/



Cant wait to see the terrain looking a bit more interesting
Yeah that's a pretty low priority just now. Main focus is to get all the mechanics working before adding the pretty stuff - the Tunguska doesn't even have a proper texture yet!
Mon, 14 Aug 2017, 09:59
GfK
All three weapons now working. Gone for the traditional AH-64 config of Hellfire, Hydra, Chaingun. Tho I'll call them something else later.

Got to say, the automatic targeting is fecking awesome. Much better than the manual targeting I was using previously.



(Note: The white lines are just visualisation Gizmos to help with debugging etc - they won't be there in the finished thing)
Mon, 14 Aug 2017, 16:08
rockford
Ratta tatta boom!!!
Tue, 15 Aug 2017, 13:20
Dabz
Mint stuff... this game is up there on the me want list as well!

Dabz

-=-=-
Intel Core i5 6400 2.7GHz, NVIDIA GeForce GTX 1070 (8GB), 8Gig DDR4 RAM, 256GB SSD, 1TB HDD, Windows 10 64bit
Wed, 16 Aug 2017, 09:26
GfK
Can kill stuff now! Weapons work by causing damage to anything within a set radius of the impact point, rather than just destroying the thing they hit. So if you hit a tank, and there's something weaker like a jeep or a soldier next to it, those will die before the tank does.


Sun, 20 Aug 2017, 12:40
GfK
AI is pretty much done. Will have to tweak it as I introduce different vehicles; i.e. some can turn on the spot, some can't.

Here, the purply circle is the tank's "patrol zone". If you're anywhere near the tank, but it can't see you, it moves to a position within it's own zone where it can see you. If you duck out of sight, it'll move again. If it can't see you from anywhere in it's patrol area, it'll just sit there til you make a move.

The red square is the calculated path's start position, and the black square is a navigation node. Here there's just one as it's a direct line, but it uses Unity's native NavMesh system (with underlying A*) to calculate paths around objects. You can have it automatically make an object follow a path by use of NavMeshAgents, but I've opted to just use the naviation path, and use my own code to move stuff along paths. There's more flexibility that way.

Ultra-pleased with how well it works.


Sun, 20 Aug 2017, 13:02
Jayenkai
Sounds like it might be tough!
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