Frontiers - sci fi RPG
#41
Posted 27 August 2011 - 07:08 AM
Player won't turn with mouse rotation, only the camera will - that'll stay that way. Player will only turn once you walk or fire.
You're right about the collision, it's still very basic and many objects are still missing proper colliders.
#42
Posted 27 August 2011 - 04:41 PM
Quote
It might just be the turn radius, but something feels really awkward about turning the character.
#43
Posted 27 August 2011 - 06:01 PM
#44
Posted 11 September 2011 - 06:47 PM
#45
Posted 12 September 2011 - 11:21 AM
ANN-Tech. Team.
http://www.ann-tech.com
https://twitter.com/#!/ANNTechTeam
#46
Posted 12 September 2011 - 12:22 PM
Yeah, unity has all the tools you'd need. There's a free version which you can use even commercially I think, but it doesn't have some features the pro version has (some I found important enough to buy it).
In order to export for PS3, XBOX and iOS, you'll need a license in any way.
#47
Posted 14 September 2011 - 07:04 PM
I am working on a large exploration based based fps but have been struggling with which engine to work with. Your environments seem close in scale to what I'm looking for so I'd like to try out the unity engine.
The question I'm asking you is what programs, other than the unity engine/editors, are you using? I'm just trying to get a gauge of what programs I need vs. what I have. Thanks!
Keep up the great work!!
#48
Posted 14 September 2011 - 08:14 PM
I'm mainly using Cinema4D for the 3D work and final cut for the sound editing and photoshop for textures. That's it.
#49
Posted 14 September 2011 - 08:28 PM
Thanks for the fast reply!
#50
Posted 15 September 2011 - 12:03 PM
#51
Posted 04 October 2011 - 08:04 PM








Sorry, didn't spot your new posts. Yeah, 3D work is done outside of unity. Unity isn't for modeling, it's the place where you put your pieces together. :)
#52
Posted 15 October 2011 - 12:29 PM
After learning a lot about unity, about coding in general and trying out different things (some I liked, some I don't) I'll actually be spending the next weeks back on the drawing board and re-evaluate some of my concepts. Then I'll flesh out this "idea" into a solid, handleable and clear direction and then I'll push forward to develop it to that point.
So there won't be much updates on the game for the next few weeks. At least nothing that's showable in pictures.
#53
Posted 15 October 2011 - 12:49 PM
Any time you want you could probably pull the plug and say its done, even now, maybe. - Just release it as an fps, easy.
Me - I wish I was this close to finishing something... bah I can never get off the drawing board.
#54
Posted 15 October 2011 - 03:42 PM
I don't have a finished game though. I have a prototype with lots of ideas. Given, you can play it already for 30 minutes or so and do some quests etc and a basic shooter mechanism, but it's not what I have in mind as a final product. I'd like this to be more then that. And I'll try to make sure it will be.
#55
Posted 15 October 2011 - 10:32 PM
#56
Posted 16 October 2011 - 10:07 AM
#57
Posted 13 November 2011 - 02:19 PM
I'm changing the combat system from "Arcade Shooter" to "Tactical Shooter".
For that I'm experiementing with new techniques. Currently, the system works similar to a roundbased and skill/itemdependent AP system, but it's in real time and instead of AP's all your actions take a certain amount of time to perform. A quickshot (LMB) is fast but less accurate then an aimed shot (RMB). Some weapons will offer special abilities like forcing an enemy into cover, stunning him for a couple of seconds etc.
Also, it's now possible to give context sensitive orders to your team members like (attack, heal, build defensive turrents) etc.
Feels much better then it did before! Lots of things to add yet still.
#58
Posted 13 November 2011 - 10:26 PM
#59
Posted 14 November 2011 - 07:58 AM
Pathfinding is still above my coding skills, but I'll definately add a proper waypoint system to it in the final version so they won't get stuck by crates (or the player). :)
#60
Posted 06 January 2012 - 10:04 AM
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