Western 3rd-Person Learning Project

Hey all

I’ve always been fascinated with games so naturally, the desire to be able to create my own finally got me and I bought Unity - Awesome tool.
I’m familiar with 3D software (content is all modelled and textured by me), but I’ve never programmed or coded anything ever before, so bear with me. I still have tons to learn and gazillions of things I don’t get yet. :slight_smile:

I thought I should do a simple game layout to learn code and learn to use Unity so I decided to make a Wild West themed Shooter project which I’ve worked on for the past 3 weeks or so. This is a first playable version, so I thought I could share it and my experience here and you’re free to share your impressions and tips, if you want.

Here’s a few stills:

Controls:

WASD - Movement
Shift - Run
Space - Duck
Q, E - Lean right / left
R - Reload
Mouse - Look around
LMB - Shoot
RMB - Aim

Your goal so far is simply to stay alive as long as you can. There are waves of bandits attacking from randomly chosen marked spawn points. Each new wave will have one bandit more then the one before

Unfortunately, the Unity 3 beta doesn’t have the webplayer yet, so here’s zipped executables for Mac OSX and Windows:

Windows:
http://www.nightcast.net/permanent/shooterPC.zip

OSX:
http://www.nightcast.net/permanent/shooterOSX.zip

I’ll update this with new things and bug fixes every once in a while. This is really mainly for me to learn to program and work with Unity. But who knows, maybe some of you can assist me or even enjoy shooting one or two bandits. :slight_smile:

Update 1:
- Perspective changed
- Camera wobblyness avoided
- crosshair added

Reminds me of Red Dead Redemption! That is a great compliment (it’s my favorite game, replacing the original Mafia which has been #1 for 5 years!)

Fantastic work on the models and textures! :slight_smile:
Keep working on the controls, they aren’t perfect, but it’s a good start. One issue I have is that it runs a bit slow, at least on my computer. Other than that, the camera could be improved; it seems to bob from side to side while walking.

This is a fantastic start, especially after only 3 weeks!

great work, all you really need to work on as the guys said is the controls and the camera.

By the way, what did you use for the AI? How did you go about the code and the path finding?

Thanks! I’m trying to learn so I’m grateful for all tips!

I’ve updated the perspective, got rid of the camera wobble (Which was intentional in a silly attempt to be immersive I guess) and added a proper crosshair!

As to the AI:

The AI is controlled by two variables, an AIcode and an AItimer. The code determines what the enemy does and the timer how long he does it - both randomly. So far, the AI only has 4 different sets and can simply do this:

  • duck down and wait
  • run to the closest cover point (which are placed invisibly all over the level)
  • run towards the player
  • shoot at the player (Which is only triggered if the player is within a certain distance)

And just like the player, the AI has six shooters, so after six shots, the AI will have to reload instead of shoot.

If they run into a wall, there’s a random percentage of turning to the left or right. So no “Pathfinding” per se.

My main problem is that some of the shots still pass through level colliders. Didn’t manage to fix that yet. :frowning:

Try using this (if bullets are Rigidbodies)

Anyway, great demo, I really like it, but the sticky camera drives me mad :stuck_out_tongue:

Oh, that script seems to work! Awesome! Thanks!

I’m currently trying to free the camera movement. Tricky… But it will be my next update. :slight_smile:

Dunno if you already know it, but you can use the “Locomotion System”. It allows realistic movements of characters, and there is a demo @ Discover the latest Unity demos and projects | Unity

The base Locomotion source is here:

Regards,
-Alex

PS: About the graphics, I would add some orange color correction, or make the light color a bit orange, in order to get a “Far West” style :stuck_out_tongue:

(And reduce the near clip plane)

I know of the Locomotion System, but it’s too advanced for me so far. :sweat_smile:

I’ve added free camera movement now as well!

It’s not so advanced, take a look to the examples project and just swap the Char with yours, for instance :stuck_out_tongue:

I’ll look into that! Thanks!

Updated the free camera movement and slightly changed the perspective again.

Yes, this is a really great start. Congratulations to you!

Keep working on it and keep us posted.

Regards,
Matt.

wicked game there!

I have downloaded it, and played it several times over to find a glitch, but I havn’t found a thing.

Thank you! I’ll keep adding to it.

UPDATE

  • Controls refined
  • Music added
  • It’s now possible to properly aim with the RIGHT MOUSEBUTTON. In this aim mode, it’s also possible to fire more rapidly then in non-aim mode. :slight_smile:

You suure about that? :wink: If so this stands as a true testament of Unity’s ease of use. Shaping up to be something promising. Hope you keep at it.

~t

This is very fun, but I can’t seem to get past 17 kills.

The thing I really hate about this though is when my bullets hit invisible barriers, generally near the house or the large rock infront of the spawn next to the horse pen.

Yeah, the colliders need a lot more work, they’re still rather basic. Sorry about that.

I did do some stuff with clickteams Multimedia Fusion, though that’s hardly programming. But I “get” the logic behind it.

I will keep working at it and post as soon as I have a new update.

32 kills :smile:

Just thought I’d post a little WIP of the next big update which is graphical / level wise. The smallish level will be expanded to a full little village and better colliders.

this looks really awesome man !