I and my father are creating an action game with robots.
The gameplay is based on games like Dino Crisis 2, Resident Evil and others, with the action from Dino Crisis and the puzzles form RE (or at least we will try to make it )
So far, we have an animated character with some controls, like shooting, walking, running and reloading his machine gun.
We plan to add other weapons too, like shotguns, pistols and rocket launcher (if everything runs OK, two of each).
Of course this is a learning project, but we have a little bit of experience with games, we already have a finished action RPG made in Blender, but we decided to use Unity because itās much more powerful and professional.
Well, hehe, to tell you the truth that was not what weāre after, but I agree with you, itās because weāre learning.
And my father told me about the feet too, so Iāll fix it ASAP.
Thanks for the reply!
heliora
Opa! Brasileiro no fórum!
Yeah, itās good to make this with my father, because itās simpler and itās a family work.
Thanks for the comment!
Alvarus
Thanks Alvarus, and yeah heās left-handed (altough I had not noticed until now :lol: , maybe itās beacuse Iām left-handed too, and I did the animations).
And about the weapon, humm⦠errgg, I mean, itās because he stole this from a right-handed soldier hahahā¦
To tell you the truth, some things about the weapons in the game are already inconsistent , just like this machine gun (HK MG4), itās a belt fed gun, not magazine fed⦠(lots of easier to do)
He shots a Benelli M4 too, but recharge it after each shot (like you can see in the other video), but M4 is a semi-automatic shotgun, ie. it does not need to be āpumpedā after each shot (unless you use some special ammo).
Sorry for the long post, and here are the other weapons we have until now:
Thanks everybody, your comments and criticism keep us motivated!
then I guessed I should use it only when thereās no other option.
But what I donāt understand is: since I use the getComponent on the awake(), is the component really stored in memory (pre-cached) or is it being searched each time in the Update (since it drop the fps)?
I spent the past days increasing the performance of the scripts.
I did a little flying robot too, and I would like to hear what you think, if it fits with the design of the character.
Those ears would have some electrical sparks, and in one part of the game, one of these would act just like the head of a giant robot.
We have some progress in the gameplay, now he can:
*Dodge to left anf right
*Lock on target (if you press the āR3ā button (for ps2 like joysticks) he aims to the nearest enemy.
*Strafe left and right while aiming
*Do somersaults to avoid attacks
I still need to code him to get hit by explosions or other strong attacks (he will be thrown away).
Hereās the vid showing the progress, we hope you like it!
Have the code that decrements the ammo call this script, with something like a SetAmmoCount function. When you get a new ammo count, update the text. Doing it once per frame is overkill - since it can only change so often, and the gun script knows when it changes.
You can save the ammo count in a private var, rather than a static. Globals are bad, and the design of the Unity engine is very conducive to avoiding them.
In idle state in that vid, I get an average of 470 fps and 2.1ms/frame.
When I shoot to fully unload the magazine(40 bullets), it can drop to 150fps, because each bullet gives me 2 draw calls and has a rigidbody and a capsule collider, so I end up with ~100 draw calls.
Is it a bad performance for a scene like that or is it ok?