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Socoder -> In-Development -> GfK's Heli-Shmup

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Posted : Friday, 28 July 2017, 04:20
rockford
Might this be of use to you GfK? http://www.procore3d.com/probuilder/ It's free at the moment to celebrate the latest Ludam Dare - it doesn't state if it's time or feature limited or cripppled.

I know you're using Unity. This supposedly helps to build 3D models from within Unity itself, without the need to access external modelling tools. Might help speed things along.
Posted : Friday, 28 July 2017, 08:04
GfK
Will have a closer look at that when I get to making levels....

Implemented some of the weapons. This one is a AGM-114 Hellfire, but it'll be given a different name in-game. Notice how it's the actual missile that's come off the weapon pylon and there are three remaining. The other missile I've done - Hydra-90 - is contained inside a 19x weapon tube so I just spawn the missile in the centre of that as you can't see a difference when there are no rockets left anyway.

The flame effect uses Unity's native Shuriken particle system, and this effect contains on average, 12 particles at a time.

I've avoided using any in-built collision code here. Once I know how far the missile is going based on it's speed and deltatime, I'm just doing a quick forward raycast to see if it's going to hit anything.


Posted : Friday, 28 July 2017, 08:26
Jayenkai
AM1-G4!!!
Posted : Friday, 28 July 2017, 08:52
GfK
Am fucking having that!! \o/
Posted : Saturday, 05 August 2017, 06:35
GfK
missile go boom!


Posted : Saturday, 05 August 2017, 06:59
Jayenkai
Oh my, what a lovely explosion!
Posted : Saturday, 05 August 2017, 06:59
Dabz
They look like a very therapeutic missile them mind!

Dabz

-=-=-
Windows 10 (64bit), AMD Phenom x3 710 2.6GHZ CPU, Asus M5A78L-M/USB3, 16GB RAM DDR3 1600MHZ, Gigabyte AMD Radeon HD 7950 (3072 GDDR5), 500W PSU, 500GB HDD
Posted : Saturday, 05 August 2017, 09:31
rockford
Boomtastic!
Posted : Sunday, 06 August 2017, 09:03
GfK
CLICKY <<first crack in years at foley sound effects. Needs work but it's a start.

: Download
Posted : Sunday, 06 August 2017, 11:19
Jayenkai
As long as it's not too loud.. that's get annoying on loop during the entire game!!

-=-=-
''Load, Next List!''
Posted : Sunday, 06 August 2017, 14:29
GfK
Yes, it would! The sound will actuall change pitch etc as the helichopper changes position on screen and climbs/turns etc so it will sound a lot less repetitive..... unfortunately helicopters is helicopters and that is the sound they make.

Saying that... it's amazing what sound you can create with a dyson vacuum cleaner and a garden cane.
Posted : Sunday, 06 August 2017, 16:31
Jayenkai
LOL!
Real world SFX kick arse!!
Posted : Tuesday, 08 August 2017, 08:25
GfK
It's a bit too "whistly" for me. Will run it thru Soundforge later to lessen the effect but it works pretty well so far...

CLICKY
Posted : Tuesday, 08 August 2017, 08:33
Jayenkai
Awesome!!!
Posted : Friday, 11 August 2017, 09:50
GfK
Change of plan from the last version. I had a radar at the bottom and you could manually cycle through targets but I don't really want it that fiddly. So instead I've opted to have an automatic targeting system. Basically it checks an area in front of the player for anything that's 'targetable'. The problem there is that I don't want a perfect circle for the detection area so the solution I came up with is to do [what Unity calls] a SphereCast from a point just ahead of the player and at the same altitude, to a distance at ground level in front of the player. This will give me the elongated detection area that I'm after, which is narrower nearer to the player and wider at the other end (like a spotlight, if you will).

I originally had this raycast from the player's position - problem with that is that it was possible to auto-target enemies that were slightly behind you, which is just silly, since none of your weapons would be able to hit them there.

The enemies (in this case, the test subject - a 2K22 Tunguska) now have a "watch range" (white circle) and a "kill range" (red circle). They'll detect and track you in the watch range when they have a clear line of sight, and the kill range speaks for itself.


Posted : Friday, 11 August 2017, 09:55
Jayenkai
Complicated stuff!!
Good luck
Posted : Friday, 11 August 2017, 09:56
GfK
Is there any way you can turn this thread into a worklog or sommat?
Posted : Friday, 11 August 2017, 11:14
Jayenkai
How would you like that to work, and/or appear?
Posted : Friday, 11 August 2017, 12:58
GfK
Probably just an entry in the Showcase thingy, I guess.
Posted : Friday, 11 August 2017, 17:15
therevillsgames
Cool! Cant wait to see the terrain looking a bit more interesting (I want to pop up behind a hill and unless fire and fury )
Posted : Sunday, 13 August 2017, 05:52
GfK
M230 chain gun is working. FIRE AND FURY! \o/



Cant wait to see the terrain looking a bit more interesting
Yeah that's a pretty low priority just now. Main focus is to get all the mechanics working before adding the pretty stuff - the Tunguska doesn't even have a proper texture yet!
Posted : Monday, 14 August 2017, 09:59
GfK
All three weapons now working. Gone for the traditional AH-64 config of Hellfire, Hydra, Chaingun. Tho I'll call them something else later.

Got to say, the automatic targeting is fecking awesome. Much better than the manual targeting I was using previously.



(Note: The white lines are just visualisation Gizmos to help with debugging etc - they won't be there in the finished thing)
Posted : Monday, 14 August 2017, 16:08
rockford
Ratta tatta boom!!!
Posted : Tuesday, 15 August 2017, 13:20
Dabz
Mint stuff... this game is up there on the me want list as well!

Dabz

-=-=-
Windows 10 (64bit), AMD Phenom x3 710 2.6GHZ CPU, Asus M5A78L-M/USB3, 16GB RAM DDR3 1600MHZ, Gigabyte AMD Radeon HD 7950 (3072 GDDR5), 500W PSU, 500GB HDD
Posted : Wednesday, 16 August 2017, 09:26
GfK
Can kill stuff now! Weapons work by causing damage to anything within a set radius of the impact point, rather than just destroying the thing they hit. So if you hit a tank, and there's something weaker like a jeep or a soldier next to it, those will die before the tank does.


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