Sunset ( Topdown Shooter Prototype )

Hey Folks,

here is the Prototype for my next little Project called Sunset.

http://arela.bplaced.net/sunset/WebPlayer.html

The Controls are Easy:

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

Nice prototype
how long you have been working on it?

Looks like a good start, good enough to keep an eye on. :slight_smile:

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.

You can get outside the walls pretty easily, even with the first metal sheets leaning against a wall.

bullets are affected by physics and spiral off into nothing… i also had some performance issues but there are some nice explosive touches.

Hey all,

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?

hands down, loved it, any chance you are sharing code for educational purposes, mate?

Hello again,

its time for a little update.

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

So thats all so far. Have fun with the Update.

Hey guys,

the next update is on.
This time i added some new weapons.

A flame, napalm like gun.
A cool lightning gun.
And a smart grenade launcher.

When you try them, please post some feedback.

I think i gonna post my scripts in a topdownshooter framework like think
as soon its ready.

So have fun.

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).

You are right aiursrage2k,

i realy need to tweek the range and the damage of the MG.
It seems al little imbalanced for now.

This will be a task for one of the future updates.

Hello again,

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.

Hi,

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.

The link heavent changed, but i post it here again.
http://arela.bplaced.net/sunset/WebPlayer.html

Because this is a prototype for test purpose, it would be realy nice to get some feedback and critics,
even if it is negative critic ^^

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?

Hey Raymix,

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 got some replies about the unity webplayer version that it didnt work.
So here is a standalone version of the prototype.
http://arela.bplaced.net/sunset/Sunset_Data.zip

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.

Can’t thank you enough, SunSet, bless you :slight_smile:

Thank you Raymix,

its always nice to hear things like that : )

looks great keep going