WASD => Walk
Mouse => Aim
Left Mouse => Shoot
1-7 => Select Weapon
Mouse Scroll = Change Weapon
The goal of the game, is to reach the door at the northern building as fast as possible. The door is marked with a red transparent block, and the arrow at the right bottom is aiming at the door.
Since this is a prototype, all grahics are placeholders and will be replaced after all the logic works properly.
Things to Do:
More statistiks ( kills, used amo e.t.c )
Top Lists ( MySQL )
Sound
Weapon Blockouts
KI
New Weapons
Better GUI
Kinetik Damage
Elements
Decals
Looks like a good start, good enough to keep an eye on.
I noticed some kind of glitch with the lighting. It seems to just turn off sometimes when you’re walking around. If you can find a patch where it happens it occurs you can step in and out of that patch and the lighting will turn on and off as you do. If you move away from that area a distance then come back however it will stop happening, but then you’ll find a bit somewhere else where it happens.
WOW! This game is addictive! One small bug to report - but it could be not a bug but intentional decision, idk. Since my bullets go far far away, the easiest way to go is just spray fire forward - some will hit out of screen enemies greatly reducing number of enemies on the level.
thanks for all replies.
Im gonna take care about all bug reports.
@Nikolay
About a week, including experiments for several elements like aiming.
@Eagle
I also noticed that glitch, but i cant find what is causing it.
There are no Scripts controlling the light.
I have read in the forum that this glitch can be caused, if you export an 2.6 project to unity 3.
Did someone else have issuses with that?
Fixed spiring bullets bug, and added decals.
The Frameshift Decals are the best ive seen so far.
And i defently cant understand why some people complain about ist
My strategy turned out to be stay as far back as possible and just keep firing the gun while slowly inching forward, meaning that I hardly saw the enemies before they were dead. I choose the second gun since it seemed to have the most frequent fire and range (didnt really see a reason for changing weapon).
here is the next update.
The range and the damage of the guns have been correted.
Thanks again for these responses.
For more taktikal gameplay, elements have been added as a feature.
And a new enemy type has been added.
The enemy AI have been improved for this kind of enemy.
A little tipp, there is a connection between the enemy and the new element system.
Just try kill it ; )
So thats all for today. Waiting for your responses.
my last post have been a while ago, so its time for a new one.
The new enemytype i have posted last time is of course the robot. It can easily
be killed with the lightning gun.
In the new update are some new things.
There are some new statistics you get if you get to the finish.
Weapons have been tweaked a little bit.
Weapons can be changed with mousewheel.
And Weapons dont have any longer infinite ammo.
The only exeption is the first weapon. It is the one to use if you have no ammo at all left.
Could you tell me please, how are you doing plasma? I am interested particularly in that beam, can’t figure that one out, is it particles or stretched image?
if you mean the Lightningray, that is not that difficult to achieve.
Its just a LineRenderer with some noise on its points.
I wrote a script an easy to use script. So I can use the ligthning bolt where ever i want.
You can take a look at it, in that unity package: http://arela.bplaced.net/sunset/Bolt.zip
All you need to do is to put the script on a GameObject and to add start and end Transform.
You are also allowed to add the script on the start or end transform.
Hope you or someone else could find this usefull : )
i couldn’t ever get any kind of beams or bolts to work in TGE, except using mesh and scaling it or literary shooting particle heavy projectile. But this looks so simple and exactly what i am looking for.