Posts Tagged ‘FPS’
Hey guys! I’m back with my LD26 minimalistic FPS information. Here is a video with weapon animation testing. Don’t worry about sounds, they are just for testing now.
Hi there! Me and my comrades are working on minimalistic first person shooter on this Ludum Dare. I almost implemented base FPS system now. Here is screenshot.
New monster and zone almost done!
Check out the video:
I’ve been working with physics and lighting.
I had some problems to optimize the entire theme of light and shadow with the mobile hardware, because some older devices do not support anything but OpenGL1.1 and the ones supporting OpenGL2 only have two lights (hardware acceleration) dynamics, and are directional.
I also had a hard time trying to coordinate all the events of the generation systems and balance enemy load, these are synchronized via environment variables with the AI, once you load the level you meet certain standards for each part phase, it run macros that direct action through the gaming experience.
I made several models in 3DStudio and Maya, textures with Photoshop and it has been more difficult than I thought, but also a lot of fun
I’m making a summary of what I’ve done since the last update:
- Added a compass (triangle in front of the avatar) to know where to go next
- Creation of optimized materials compatible with light and shadow
- Creating a new enemy: mini skeleton, with its animations, etc..
- Creation of a series of doors with different animations, particle systems and so on, that are synchronized to provide a consistent flow to the game
- Including transients and environmental sound effects are played according to a given priority
- resource optimization: its a need to use the least number of objects in memory and AI’s possible, it’s an art to know how to do this and mantain the FPS high, almost between 40-60+
In six days I have to submit the game to the markets.
And it is working in Blackberry PlayBook, iPhone4+, iPad (1,2,3), Pc (win,linux,mac), etc
Phew, finally got it all uploaded and done! I’ll do a post-mortem later, right now I just want to sleep. Thanks LD!
WASD to move, SPACEBAR to jump.
MOUSE to look, LEFT-CLICK to do stuff.
>>> You’re the type of guy who starts fires, just so you can save people from them and be a hero. First you’ll set your Fire Bomb, then you’ll rescue your Victims. Maybe your plan will go awry (it probably will) and you’ll just have to ESCAPE by yourself, leaving the rest behind in their screaming agony?
- 8 different endings
- dynamic fire propagating system
- dynamic level destruction! wow!
- totally unrealistic model of firefighting
- … and more!
Made with Unity3D, some super simple models in Maya, some sounds recorded on a Singstar USB mic + Audacity, and some simple textures in Photoshop.
Me and Eddie Cameron did a game based on Francis Ford Coppola’s “The Conversation.” I did art / design, and Eddie did code / design.
We got done with about 80% of it. We have a pretty good skeleton, but the gameplay needs some serious tuning and I still want to add character animations.
It’s a single player, multi-character FPS in Unity3D.
Basically, you have to eavesdrop / record a couple’s conversation as they walk around a crowded plaza — without them noticing. To do that, you have 2 long range “sniper” mics watching them… and a guy on the ground following them with an “aura” mic in a briefcase. Keep track of them and don’t lose them in the crowd!
Important stuff to know before playing:
*** A yellow arrow hovers above your target for 30 seconds as an aid at the beginning of the game. After that, you’re on your own.***
*** Also, keep your briefcase guy out of the couple’s LoS, or else you’ll lose! They have really long LoS! ***
*** Oh, and there’s one huge exploit. See if you can figure it out! ***
Unity Web build, 7.1mb: http://dl.dropbox.com/u/19887116/polonius1/WebPlayer.html
Swarm was my entry to LD8. The theme of was, well… “swarm”. I know, I know, I’m no good with coming up with names for my entries. Anyway, for this game, I coded an entire 3D engine (octree based) from scratch. So, I spent most of the 48 hours debugging octree code, and crammed in some gameplay towards the end. Since I never spend more time on gameplay – it still should be as fun to play as most of my games
This is an in-development screenshot, showing some octree debugging going on.
That’s how the game looks like. Shoot down all the pink, eyed balls to encounter the uber-cool-final-boss-with-superior-AI. (I got feedback suggesting that at least one person actually played long enough to encounter the boss – so I consider the gameplay aspect successful.)
Here’s a mirror of the original submission: Swarm