<WIP> Rail Editor

Hello everyone,

I’m working on a Rail Shooter Editor, not the star fox one, the HOTD one, (though it could make some starfox-like if I wanted to) and I have finally made some functional early demo:
So here is some ingame footage I made.
Sorry in advance for 2005 quality, it was my first try at capturing game footage(crappy Framerate and no sound, but both are OK in Unity).

Features: The enemies have some basic IA made for the demo, the weapon has basic specs, the rail has branches and the branches have conditions to them, mainly timers, but one branch has the death of an enemy as you will see.

Known flaws: NPCs don’t die from enemy contact although they should, transitions are lerps and the likes, and they are not always ideal( ex: the falling part), I don’t use tween and maybe I should.

I hope you’ll like it (or at least the potential of it).

NB: it uses the “FPS hangar” asset, credits go to its creator for the backgrounds, I just made the capsules and the rail engine.

1 Like

Did you ever take this any further?

Hello,

Yes, I have actually.

Though It’s been hard finding time to work on it (two kids and a job), the project is still going.

I will try to publish a first version before august.

I’ve corrected the known (and many hidden) flaws and been refactoring code a lot.

I’ve redefined the perimeter a few times and excluded things like ennemy NPC behaviour engine (devs might want to implement their own), event generator, and things like that. I’ll still add some basic enemy types (contact type, projectile type, flying) and basic event management to work with at first.

I’ve been working on a weapon generator of some kind too(but that’s for a later version), and I’m putting the final touch to a cover system to make some time crisis-like gameplay.

Working on the UI too, there is still a lot to do in that field and I’m learning as I’m doing it (ex: fade in/out transitions look like a pain).

I’m trying to get as close as possible to my source material (Time Crisis, HotD, etc) and i’m kind of taking my time, but august is the dead line I’ve fixed to myself (the one year anniversary of this project’s start, time sure flies).

And thanks for asking, :).

Seems like we may have some common ground (including the kids and job). I’ll be very interested if you release your package or if you have a rolling demo to play. Any plans for mobile support?

This is more of an engine than a template (even though I find the difference hard to make in my case) so it is supposedly cross-platform, but I make sure clicks and taps are managed, and I also make UI elements for interactions like the cover system though.
And yes, the demo is mandatory if I want ot promote my project correctly.

So it’s all green, :).

Hi,

I just updated a demo for test purposes, maybe you’d be interested in it:
*WARNING: It’s ugly, but I don’t use assets for this, so …)

To the demo

It’s really barebone, I made it with a light version of the asset, I’ll add features to the demo in a couple of days, I still hope you’ll like it.

The demo asset is here if you want to try (sorry in advance for the lame english language in the readme): [

To the asset
](http://www.espace-dispensable.fr/raileditor/RailEditor.zip)
Enjoy!

Hi Maurice

I see you’re interested same me in on-rail shooters. I use Jasper Stocker’s Camera Path Animator for my projects. Maybe this animator can give you more ideas for your own projects.
I have developed an electronic shooting range with which a shooter can play all on-rail shooter games like HOTD or Virtua Cop on a beamer screen with his own real weapon or a soft-air weapon. With a Playstation emulator even games like the Time Crisis series … Those were still times …
I am currently developing a professional training system and for this I use the Camera Path Animator

Have fun and have a lot of success

Marc

https://forum.unity3d.com/threads/camera-path-animator-3-0-animate-in-unity-with-ease.227416/

https://www.assetstore.unity3d.com/en/#!/content/617

Oh, Hi Marc. (I did naaaht!)

Thanks for the tip, but I already knew about it. And the camera work is not a problem anymore (plus I’ve customized my “engine” a little so not much compatible with ). See the demo above.
Now I am working on things like enemies implementation and events and weapons management, and in the middle of a big reshape of my classes, Aaand I’m getting really late on this project, due to life in general.

But thanks for the tip (and the exposition(is it the right term?)).

If anyone wants to test the lib linked above by the way, and could make me some feedback, I’m much interested.

hello maurice
I see we have the same goal but two different approaches. I use to save time (my life in general …) the animator.
I do not need footsteps, weapons or a first-person character for my training project. Only the animated main camera and a mouse click as a hit for the gun of the gunman is currently enough for me.
But in a scenario like yours, the walk through the FPS hangar, your approach may be the better one. Maybe I’ll shoot some time with my glock on your hangar project :slight_smile:
All the best

Greeting marc