COUP D'ETAT Jagged Alliance Style Game in Progress!

Hi everyone!

Here is the actual state of the game i’m working on.

I update it as often as i can but things are going very well.

Please, let me know what you think about it.

Cheers!

ADDED : HERE ARE ALL THE VIDEOS!(SO YOU DON’T HAVE TO SEARCH ALL THE THREAD)

4 Likes

Right now i’m working on :

Selection and movement of player soldiers.
Basic hud (Not so complex because unity newGUI is coming soon)
Bullet Behaviour: Mimic the Jagged Alliance 2 bullets + penetration factor, wich means that bullets can go through walls or enemies.
Basic Impact FX handling : Wood, metal, concrete, stone , dirt and BLOOD!!!
Body impact zones. You will be able to aim to the enemy’s head, torso or legs. But if hit the heart, will make a bonus damage. If hit the arm, will drop the gun. Etc
Breackable walls on explosions. (But not like JA2, i mean a more realistic ones!
AP’s: Each soldier has x Action Points to use every turn. Reloading, shooting, moving, and changing poses, will cost an amount of points.

EDIT:
In the video you can see a real time preview only. Selection of multiple soldiers(Not a t the same time) and moving each one. A basic bullet range effect(When exceed the range of the gun that shot, the bullet goes to the floor) and the in-out impact on the enemy.

Hi again!

I’m thinking that it would be fair to mention the assets used in the game. Almost everything i use comes from the asset store, so here we go:

Characters, trees, and other stuff from : Vertigo games Extreme Packs-- Here
Textures from : Nobiax – Here
Character animations: from Gear Worx Productions–Here
Path Drawing : From Starscene software –Here
Shaders from : ABBAS –Here
Pistol model from VR –Here
Energy bars from Mad Pixel Machine –Here
Buildings from : Aureusinteractive Modern modular asset–Here
Ragdoll system: The Arc Game Studio — here

I think that there are all there.

Without all these stuff and the forums support i couldn’t TRY to make this game, so Thnaks(Even paying for some of them :wink: )

Looking great! Thank you for putting me into the credits :wink:

I can’t wait to see more!

Thank you for make this awesome bars! :wink: . Soon, i’ll post a new video with more features, like ragdoll testing and some damage effect to see the bars in action.

Cheers!

Hi again,

In the next video i’ll show how different weapons will shoot. More bullet penetration examples. Ragdoll enemies. Energy bars working and maybe some explosions.

Cheers!

Here we go with the next little step. Ragdoll and blood Splatters.

Enjoy! :wink:

Awesome so far! I love Jagged Alliance.

Hi,

Thanks, I’m glad you like it!

It’s funny because one of the projects that I wanted to do years ago with Unity is a Jagged Alliance clone. No time for that.
Sincerely good lucks with your project. :smile:

Thanks! I’ll try to finish it :wink:

If anyone have some advice or suggestion, please, go ahead and post it!

Cheers!

Hi!! :wink:

Here we have a few shots with enemy damage info and updated life bars. And a explosion with damage and force applied based on distance from the explosion center.

Cheers!

EDIT: Better video now, showing the different damage based on distance.

And the last one for today!

Now you only see an enemy when a playable character see one. In this video the players range of view is very short to see the effect. As soon as the enemy is in range it becomes visible. But if it isn’t, you can hurt him. So if you have an explosive barrel, it is always better to blow it up just in case… :wink:

Cheers!

Hi People!!!

More destruction!!! This time breakable walls. This video shows how the barrel explosion affects the walls based on distance and power. The same thing happends with the enemies damage.

And the bullet reaction on impact with Concrete, Wood and Metal!

I’ll try to show in the next video a first approach to the aiming system and some turn handling(I’m thinking on how to stop every process and how to go one process at a time when it is in turn mode!)

Cheers!

Here we go again!

Some little fixes in the bullet behaviour. Better ragdoll with explosions and hits!. And a bit more of blood!!

The walls now react better too with the explosion forces!

Cheers!

Hi !!! :wink:

Another video showing an AK47 auto shooiting. Added Bullet impact holes.

and Updated Explosions! Now with shockwave effect!

Cheers!

Was always a real big fan of Jagged Alliance so i’m really looking forward to this one. Looks really cool

Thanks! I think it is going pretty well too. Thanks for your interest !

More videos soon!:slight_smile:

Cheers!

Hi there!

Here we go with another update. This is a little preview of the aiming system. Yo can choose the head, the torso, the arms, and the legs to aim to. Of course, the bullet direction is based on the player’s accuracy attribute. If you aim to the chest with a 100% of accuracy, the bullet will hit the heart and apply more damage to the enemy. And if the player’s accuracy is, let’s say, 80%, the bullet can miss the objective, or hit any other part of the enemy that could be in his way. Arms, Shoulders, Neck, Head, Legs and even “OTHER” parts, (You know what i mean ;)) Every part has his own damage factor, so it is more painfull for the enemy if he is hitted in the heart than in the arm.

I’ll make another more longer video showwing the different parts and damages. :wink:

Cheers!

Hi guys!

I’m having some issues with the aiming system, but it is almost done. In the next update video, i’ll show you the full aiming system, and the AP’s handling system in action. I’ll add more animation states and the finish touches to the movement in general. Now if the enemy is behind an object and the players can’t see it, the enemy remains invisible. And the last thing is the buildings roofs. That will fade to transparent when the camera is near and the inverse when is far away.

Cheers!