Reimproving my game

Ok as you all know I have made a game called tank domination You can play it here:http://forum.unity3d.com/threads/73743-Tank-Domination I have decided to improve The entire game itself I willl add the following details listed below

  • Improve tank speed

  • Make a Mini map so player can find turrets

  • Improve graphics with New low poly models add skyboxes And improve particle Effects

  • Texture the models

  • make it so the tank can shoot one direction while its moving in a diffrent direction this possibly could be done with mouse look

Any Commets would be Great

regards

-Lucky

sounds like the you are going to improve the faults I found. One other thing is make sure the missile/bullet fired from the tank is rotated in the same direction as the tank. Wen firing most of the time the bullets were coming out of the gun sideways. Its a great start and should be much better once you tweak things as you say you will.

I would also suggest making the turrets only be able to fire at you they are visible on screen. Its incredibly annoying to be moving around and have bullets fly at you because you did not know an enemy was near by. You need to let the player feel more in control. Right now it feels as if I am constantly being ambushed.

Lol The Bullet problem is somthing that I didn’t underStand myself That will be fixed as well

Anyone Else have issues with the game they would like to share

For the bullet position/rotation try to add a bulletSocket as a child of your gun (or gun turret or whatever your weapon is). Then spawn your projectile using the bullet socket transform’s position/rotation.
All major games use sockets (or extra bones in case of characters) for proper accessories mounting.
Each weapon needs an specific bullet socket.

Ok The first thing off is to make new models so How would you like them to look

Ps Im looking for this game to be cartoony so think of that

Any One???

The most glaring issue I can see is not the models themselves; it’s that all the ennemies are shooting you while out of visible range.

This makes the game frustrating pretty fast, because the player cannot feel responsible for losing when a game “cheats” them at every corner.
Don’t get from this that games must not cheat the players; the best games do fudge the results to drive the experience, but they do so while giving players a certain illusion of control or concistency, or give them the impression there is a way to “cheat” back (like using a limited, unfairly strong weapon in the case of a tank).

The minimap might solve this technically, but it’s nowhere as satisfying as seeing the turrets get disabled.

Another problem you’ll begin to notice once that issue is solved is that your static level, once memorized, suddenly loses part of its challenge, making repeat experiences a lot less exciting. A tried and tested method to solve this problem is to keep track of a score which can be based on the number of turrets destroyed, time survived, delay between destroying two turrets, etc. A score also gives some bragging rights when compiled and compared with other players, something else to keep in mind.

Hopefully this helps, and enjoy your game creation process!

Ok I have a tank model And it is working in the game but There is another problem I found that makes some of the tank go through objects This is why I beilive why.

-A tank is more of a cube then a shpere right? but a charecter controler in this case is a sphere or a capsule this is a major problem beacuase the some of the controller does not cover the mesh due to it being sphereical and if it does cover the entire mesh the raduis is WAY outside the tanks boundaries (where you would think it would collide) so any way to change chareter controller to a box more than a shpere?

Hello anyone there?

bump

You can’t change the character controller’s collider to anything other than a capsule. If you need a shape that is closer to the shape of the tank you will need to use rigidbody physics to control the tank.

This sounds like it would have to change the script Alot how much do think im going to need to change from this script?

var speed = 3.0;
    var rotateSpeed = 3.0;
	
	//Dying
	static var dead = false;
	
	//Shooting
	var bulletPrefab:Transform;
	
	//Getting hit
	var tumbleSpeed = 100;
	var decreaseTime = 25;
	var decayTime = 0.1;
	static var gotHit = false;
	private var backup = [tumbleSpeed, decreaseTime, decayTime];
	
		
	//Exit level functiion
	function OnControllerColliderHit (hit : ControllerColliderHit)
	{
		switch (hit.gameObject.tag)
		{
			case "LevelExit1":
				Application.LoadLevel(2);
			break;
			
			case "LevelExit2":
			Application.LoadLevel(3);
			break;
			
			case "LevelExit3":
			Application.LoadLevel(4);
			break;
		}		
	}
	
	function OnTriggerEnter(hit : Collider )
	{
		 if(hit.gameObject.tag == "Fallout")
		 {   
		 
			   dead = true;
			   //subtract life here
			   HealthControl.LIVES -= 1;
		 }
		if(hit.gameObject.tag == "enemyProjectile")
		{
			gotHit = true;
			HealthControl.HITS += 1;
			Destroy(hit.gameObject);
		 }
	 
	
	}
    function Update ()
        {
            var controller : CharacterController = GetComponent(CharacterController);
            transform.Rotate(0, Input.GetAxis ("Horizontal") * rotateSpeed, 0);
            var forward = transform.TransformDirection(Vector3.forward);
            var curSpeed = speed * Input.GetAxis ("Vertical");
            controller.SimpleMove(forward * curSpeed);
			
			if(Input.GetButtonDown("Jump"))
			{
			     var bullet= Instantiate(bulletPrefab, GameObject.Find("Spawn Bullet") . transform.position, Quaternion. identity);
				 bullet.rigidbody.AddForce(transform.forward * 2000);
				 bullet.tag = "ApcProjectile";
			}
			
        }
		
		function LateUpdate()
		{
		if(dead)
		{
		transform.position = Vector3(-39.67359,3.817852, -33.91121);
		dead = false;
		}
		if(gotHit)
		 {
		
		    if(tumbleSpeed < 1)
			{
			//we,re not hit anymore... reset  get back in the game!
			tumbleSpeed = backup[0];
			decreaseTime = backup[1];
			decayTime = backup[2];
			gotHit = false;
			}
			else
			{
			
			//we're hit! Spin our charecter around
			transform.Rotate(0, tumbleSpeed * Time.deltaTime, 0, Space.World);
			tumbleSpeed = tumbleSpeed - decreaseTime;
			decreaseTime += decayTime;
			}
		 
		 }
		}
		
    @script RequireComponent(CharacterController)

bump

Nobody?

meh If no posts I gusse ill just make another topic