I am currently in the process of building a paranormal TPS/RPG in Unity, and I see this is a great place to get comments/crits, so I’m showing off what I have so far (Note: this is a very early stage of the process, still working on game logic and functionality). Also, the project currently has no 3d modelers, so any interested in joining up is welcome to throw me a PM (At this point I intend to handle most of the rest myself, though that may certainly change, so feel free to let me know if you’re interested).
Link to my demo site is in my sig, for anyone interested in checking it out. This version demonstrates a weapon handling behavior and some other things, more details on the site. And yes all the art is from standard assets or quick google searches for placeholders (Hence my need for modelers).
End goals- eventually I plan to turn it into a multiplayer game. Yes, I know, one thing at a time.
New version up, lots more functionality than before. Fully implemented weapon selection features (ctrl + 1-5, will be changed later to either number keys or mousewheel), next version will have inventory and swappable items (probably).
Link in sig (terrible website).
Let me know what you think! (Art still placeholders, no animations or weapon objects yet)
No comments? Sadface. Anyway, another new version is up, has some more GUI functionality (as usual, placeholders) and some nice lighting effects on my explosions, some more graphical elements such as a grenade fuse indicator… and a few other hidden things, can’t see my character attribute system but it’s there and works awesomely. The smiley face is also only temporary.
Also, if anyone is interested in any of the scripting shown in this, it’s potentially for sale
I like the shock wave behind the grenade, blew the boxes away ! I’d like it if the camera orbited the character and he ran in the direction is is facing. As it is, you have to walk backwards without seeing where you are going.
Hey, thanks for the comments! Although the shockwave thing is a part of the detonator package and I can’t claim credit for that (but the lighting effect is all mine!)
Kyuss, I considered doing that- would it feel more natural if the camera was semi-free, but locks behind the character when he is firing (moving the character to the appropriate rotation of course, it would be impossible to aim the first shot otherwise)? That is something I am considering implementing, need to work out the best way to handle this. It would help too if I actually had a final character model… (ahem character modelers out there… wink wink ) because the controller script I’m still using is just a heavily modified version of the default, which I know isn’t going to make it past alpha. But I DO appreciate any and all suggestions!
Added functional inventory support (modified version of code posted on scripting forum) to the demos, test version of new weapon placed in inventory. Enemy code also now supports variable body-part based damage (!). On a scale of one to awesome, how awesome?