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.
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:
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.
Fantastic work on the models and textures!
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!
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.
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.
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.