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Frontiers - sci fi RPG


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#41 Sollthar

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Posted 27 August 2011 - 07:08 AM

The final game will allow customizable keys, so you can use the buttons you like - this is just my basic setup.

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 fireside

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Posted 27 August 2011 - 04:41 PM

Quote

Player will only turn once you walk or fire.

It might just be the turn radius, but something feels really awkward about turning the character.
Currently using Blender and Unity.

#43 Sollthar

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Posted 27 August 2011 - 06:01 PM

Will have a look at it. Detail tweaks are still a far way off though.

#44 Sollthar

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Posted 11 September 2011 - 06:47 PM

New gameplay video with many updates in code and animation:



#45 Annihilator

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Posted 12 September 2011 - 11:21 AM

This is amazing! Is it easy to code with Unity3D ? Does Unity3D have Editing Tools for making Maps/Levels ? And i was wondering if you need licence 'IF' you want to have a commercial release. I want to try this game. Very nice job - keep working.
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#46 Sollthar

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Posted 12 September 2011 - 12:22 PM

Thank you!

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 CaptSuperCow

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Posted 14 September 2011 - 07:04 PM

Your game looks amazing and the fact that you've done it all yourself is even more astounding. I can't wait to see further progress and I'm also very interested in the Unity3D engine now after seeing this.

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 Sollthar

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Posted 14 September 2011 - 08:14 PM

Thanks! I'll keep the thread up to date with what happens.

I'm mainly using Cinema4D for the 3D work and final cut for the sound editing and photoshop for textures. That's it.

#49 CaptSuperCow

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Posted 14 September 2011 - 08:28 PM

By 3D work, do you mean like the character modeling, animations, prop modeling, skinning and meshing? Or is that done in the Unity3D editor?

Thanks for the fast reply!

#50 tyree

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Posted 15 September 2011 - 12:03 PM

unity is great if you want to make shooters. but if you want a character to be agile and do more than just jump. unity isnt really made for that. shooters were there target audience

#51 Sollthar

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Posted 04 October 2011 - 08:04 PM

Slight graphical update. (And yes, the minimap is a test placeholder). :)

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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 Sollthar

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Posted 15 October 2011 - 12:29 PM

Alright. One year anniversary working on the game is approaching. I've reached the stage where I'm actually taking a step backwards:

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 rouncer

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Posted 15 October 2011 - 12:49 PM

well you should pat yourself on the back, you do have a pretty good functioning game at the moment, its got maps, its got characters... just a few things left over to help fill it up a bit is all it needs.

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.
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.

#54 Sollthar

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Posted 15 October 2011 - 03:42 PM

Thank you!

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 fireside

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Posted 15 October 2011 - 10:32 PM

What type of art/modeling tools are you using?
Currently using Blender and Unity.

#56 Sollthar

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Posted 16 October 2011 - 10:07 AM

I'm working with Cinema4D and Photoshop.

#57 Sollthar

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Posted 13 November 2011 - 02:19 PM

And another post after a bit of silence. :)




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 fireside

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Posted 13 November 2011 - 10:26 PM

Looking good. I saw one guy running against a crate but mostly the AI looked pretty believable. Are you using some sort of waypoint AI?
Currently using Blender and Unity.

#59 Sollthar

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Posted 14 November 2011 - 07:58 AM

They actually don't have any pathfinding at all yet but rather a simple steering system that let's them avoid obstacles.... most of the time, at least. :)

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 Sollthar

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Posted 06 January 2012 - 10:04 AM

Due to the fact that my life pretty much went into a straight downhill ride in the last months, I'm giving this project up. It's been good fun and a very interesting experience. Thanks to everyone who supported me with advice, kind words or tough but honest critique.

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