Hi,
I have been working on this game since the beginning of June. It is a first-person shooter where you must kill guards (still trying to think of some unique aspects, if you have any ideas that would be awesome!).
Pretty good looking AI in my opinion. I’m sure you have some tweaking to do for AI but it looks so far so good.
When I was watching the video I kept thinking about sound propagation. I think the guys at the other fire pit would hear the initial gun fire and come a running to protect there buds.
That was just my first impressions, so no expectations here for you to follow that path.
Looking good for mobile. Saw the ‘lighting’ effect on the gun near the fire pit. May want to make it a little more orange.
Keep at it.
Edit: Adding some melee into the mix would increase the play for the player to do something different with enemies close. That point when the game restarted and the guy was close to the rock seemed a little too close for comfort. But if you do add a melee attack, make it something different. COD and most other shooters have been using the same knife swipe for years.
Bulletstorm did some unique stuff, but it was over-hyper realistic.
Nice question.
Was just going to mention those are some powerful bullets, but wanted to also echo Whiteleafs question.
Are you asking generally, or for this game specifically?
If generally - yes this is doable with proper animation rig setup in the 3D animation package.
The performance for the destruction is pretty good, and there are no realtime shadows, it is all baked. However, the shaders I am using are pretty laggy on older devices like the iPod Touch 5.
Another suggestion: I like the destruction part, but maybe you could integrate it more reasonable. Like leaving a hole in a wall and filing it with a destructable wall.
This looks like the best mobile FPS I’ve seen so far; smooth controls, smooth gameplay, what looks to be no lag(or maybe 30fps, either way performance is much better than most), and looks great.
I didn’t think the lighting in my game looked good at all :S Anyways I used a baked GI resolution of 20, and I use lightmaps atlas size 2048, so there are 3 lightmaps for that level which takes up like 8 mb or so (maybe it’s 12mb, can’t remember).