Turret Invasion: Mini Game Testing

Hey guys, I am working on a new game titled “Element Assassins: Guardian of the Ashmore”. It is a mobile RPG game which is still in the early developmental stages. Since I am experimenting with some visual styles I decided to make a mini game; Turret Invasion. It showcases the visual style I am going for which is cell shading/hand painted textures. This is no where near complete and the following assets are just placeholder art:

  • Turrets
  • Crate
  • Collapsed structure in Water
  • Path Torches
  • Buildings
  • Mothership

Also, the GUI is being redone as we speak but it is functional. The turrets are functional also but do not take damage, the player throws grenades with the Left Mouse Button or Left Ctrl.

Here are some main things I would like feedback on:

  • Visual style tips
  • FPS
  • Anything else you may think of

I need help with these things here:

3rd person controller/camera:
I want the movement to mimic games like WoW. Right now the player moves left and the camera snaps behind the player about a half second later, this makes it hard to do things like go backward or make attack effectively. i want the camera to follow the player and only snap behind the player if he does an about face to go back and faces the camera.

Thanks for checking this out :slight_smile:

http://lucidgamerstudios.webs.com/-%20New%20Folder/WebPlayer.html

It showcases the visual style I am going for which is cell shading/hand painted textures

The terrain, trees, and skybox are very nice. Besides the TBD textures, I noticed a couple other things about the settings–(a) the snow and howling wind effects feel ‘tacked on’ since the trees and flames are dead still, and (b) the flames are all mirror identical and you should find a way to add some variation or make sure they’re not all in-sync phase-wise. The turret machine gun fire looks identical to the one I’ve seen in a couple other Unity games and won’t help to differentiate your visual style.

3rd person controller/camera:

Yeah, that’s the biggest weakness. It’s painful moving around with the directional arrows being remapped every time the camera swings, and it’s painful trying to actually throw a grenade (for some reason called a bomb) and hit the turrets. I also note the character jumps very high and falls slowly, for a human.

All in all, a good beginning. Best of luck on your project. :slight_smile:

Thanks for the feedback. I actually didn’t think about the fire and I forgot to adjust the wind volume and remove the snow. There was a snowy terrain before.

Looks intresting :slight_smile: I couldn’t die - stood infront of a turret for ages … also the walk speed seems really slow compared to the sudden speed up when you jump … also with the turrets, it might be nice to get some form of graphical effect going from turret → player so you can tell what is shooting you. Other than that pretty cool :slight_smile: Will be intresting to see how this becomes, can see it having a totally over the top amount of blood shooting around with the speed the turrets fire at :slight_smile:

Oh sorry, you can’t die just yet. That also isn’t the character model I am going to be using, it is just a stand in. The movement of the character is on hold until I get the camera issue fixed.

The sound was messed up. The reason for that is, currently you have only dropped in a sound file. You need to change that. You could attach it to the player and position it right above his head. Or you could change it through the audio listening and audio source settings (cant remember exactly)

Looks interesting and a start of something that can be really nice! But my advice would be to not overdo the simplicity of the textures. I mean, if it’s on purpose it’s fine, but using photorealistic textures and then place objects with really simple textures inbetween isn’t something that atleast I would like - it’s a personal opinion, I don’t know about others. The avatar’s textures are detailed enough to fit in, but the turrets green texture… :frowning: sorry.

About the camera, have you tried using the SmoothFollow script? It works perfectly fine for me. You can find it in Unity’s standard assets or surely somewhere here in the unity forums.

Here’s a bug you might want to get rid of: when pressing up+left → +space won’t work. same goes when you press down+right and then space. up+right and down+left works fine though. I have that same problem and would be really greatful if anyone shares a good solution!