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Sollthars 3rd Person Shooter Project!

Posted: Thu, 22nd Jul 2010, 2:28pm

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Sollthar

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Rating: +6

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 - Really awesome tool! ( http://www.unity3d.com )

As you know, I'm familiar with 3D software (content is all modelled and textured by me), but I've never programmed or coded before, so it's all still rather new and exciting. I still have tons to learn and gazillions of things I don't get yet. 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.

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 enabled 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. smile


Update 1:
- Perspective changed
- Camera wobblyness avoided
- crosshair added
- Free camera movement added

Last edited Thu, 29th Jul 2010, 7:08pm; edited 4 times in total.

Posted: Thu, 22nd Jul 2010, 5:12pm

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miker

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Looks cool, Sollthar.

I received the following error when trying to open.

'Unable To Locate Component

This application has failed to start because GLU32.dll was not found. Re-installing the application may fix this problem.
'

Am I the only one getting this?

I'm running XP, 32 bit.
Posted: Thu, 22nd Jul 2010, 5:25pm

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Fxhome Dude

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I don't get that message miker, I ran it fin. I'm using windows 7 64bit though.
Sollthar, extremely well done. Graphics are very good and the mood of the game is very well done. one complaint, it needs a crosshair. I have a hard time targeting guys without it.
Posted: Thu, 22nd Jul 2010, 5:36pm

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RodyPolis

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Ya that's pretty cool, but definitely need a crosshair cause I had no idea where I was shooting.
Posted: Fri, 23rd Jul 2010, 6:17am

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Sollthar

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Odd, the game should be self containing. No idea why it doesn't work.

The game has a crosshair, but I guess I have to make it bigger. biggrin

Thanks for the input, will add that to the next update!
Posted: Fri, 23rd Jul 2010, 7:51am

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Sollthar

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Update!

- Perspective changed
- Camera wobblyness avoided
- crosshair added

Hopefully it adds to the game.
Posted: Fri, 23rd Jul 2010, 8:11am

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ben3308

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This is so cash.

Would be (infinitely more difficult to program) even cooler on my iPhone. I would def drop 3 or 4 dollars on this. Which, granted, isn't a lot - but hey, just throwing that out there! biggrin
Posted: Fri, 23rd Jul 2010, 8:23am

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Aculag

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This is great, but I want to be able to look up and down. Nice job so far!
Posted: Fri, 23rd Jul 2010, 8:31am

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Sollthar

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Would be (infinitely more difficult to program) even cooler on my iPhone.
The cool thing about Unity is that I can export this same project with one click for Mac, Windows, PS3, Xbox360 and iPhone! Just with a different click (and the appropriate roughly 800 $ Licence).
Allthough I would have to drastically change the polycount and texture resolution for the iPod version though. smile

I want to be able to look up and down.
There's nothing there up and down! biggrin

Might change the camera to be 360 degrees then. I think I know how theoretically.
Posted: Fri, 23rd Jul 2010, 10:27am

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Sollthar

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UPDATE!

Free cam movement added just for Aculag. biggrin
Posted: Fri, 23rd Jul 2010, 10:48am

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Serpent

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Awesome, can't wait to try it out. I was always impressed that you teach and make films, yet you find time to learn how to make games. I could never wrap my head around programming and game design (text adventures are as far as I go smile). Looks really cool.

I bet multiplayer would be really fun in this. But Left4Dead style, where you're on the same team working together to fight off the bandits.
Posted: Fri, 23rd Jul 2010, 1:58pm

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mikeh

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I like all of the updates compared to the first version.

I'd suggest (depending on the coding difficulty involved):
-increasing the fire rate (it would be neat to get a few of those fast draw shots that you see in western movies!)
-Increasing the walk speed, and not letting you shoot while sprinting (i was able to just sprint and shoot the bandits without really getting hit)
-Multiplayer....it would be fun to all play against each other

It was fun to play though, somewhat addicting...
Posted: Fri, 23rd Jul 2010, 2:19pm

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DVStudio

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Geat job Solthar, gave ya a nice +1 earlier. Kind of an addicitng game, I like it. Great updates, looking forward to the next version (multiplayer?? wink)

miker wrote:

Looks cool, Sollthar.
I'm running XP, 32 bit.
Try extracting all of the files from the Zip folder before running the application/installer.
Posted: Fri, 23rd Jul 2010, 2:35pm

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iFilmer

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Hey! That looks cool! I have to get on my proper computer to try it out, but I am anxious!

Very cool!
Posted: Fri, 23rd Jul 2010, 3:30pm

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Travis Kunze

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Awesome! I've been using the Unity Engine as well for a game I'm developing. I've found it very easy to use, I don't have the pro version as of yet. But you've done good! Keep it up!
Posted: Fri, 23rd Jul 2010, 5:40pm

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Sollthar

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Multiplayer would be brilliant. And I hope I'll get the hang of it. As soon as Unity 3.0 has the webplayer back, I could try to make a browser based multiplayer game out of it. biggrin


Not letting you shoot while sprinting sounds like a good idea. I think the walk speed is already pretty much on it's limit (not programming wise, but reality wise. He's moving with about 4,8 mph). That's rather fast walking. smile


Travis Kunze wrote:

I've been using the Unity Engine as well for a game I'm developing.
Oh, neat! What are you developing? Care to share your experience? I really love Unity so far. It's great fun.
Posted: Fri, 23rd Jul 2010, 5:45pm

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Travis Kunze

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Hey, I'd love to share about my experience. Im also working a 3rd Person Shooter, more modern Counter Terrorist type game.So far I've found Unity very easy to use, i was already pretty familar with JS before using Unity.

This is a image i posted on another site, i've been playing with explosions, and havnt yet implemented the 3rd person camera.

http://twitpic.com/27xley


Again Unity is a great engine, can't wait til I can afford pro. This is my dream is the game industry/film industry.

Last edited Fri, 23rd Jul 2010, 6:03pm; edited 2 times in total.

Posted: Fri, 23rd Jul 2010, 5:58pm

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Sollthar

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The image doesn't load here - it says I don't have permission. sad

Yeah, if you're familiar with scripting and 3D, then Unity is really simple. I can master the 3D part, but I really have to learn Javascript from zero. Never dealed with programming language of any kind ever before. So it's all still a bit hard and somewhat of a miracle for me. Hehe. However, the engine itself is absolutely awesome.

Shame you're not around the corner. I'd totally hire you for some JS lessons. smile
Posted: Fri, 23rd Jul 2010, 6:04pm

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Travis Kunze

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lol, yeah theres that distance problem. lol. I just edited my post with a direct link to photo, some reason it doesnt want to be viewed on here.
Posted: Fri, 23rd Jul 2010, 6:04pm

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DVStudio

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Sollthar wrote:

The image doesn't load here - it says I don't have permission. sad
http://twitpic.com/27xley ...That help? Or is it an issue with the country?

Edit: My bad, Travis beat me to it... wink
Posted: Fri, 23rd Jul 2010, 10:05pm

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Aculag

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Sollthar wrote:

UPDATE!

Free cam movement added just for Aculag. biggrin
This officially makes you my favorite game developer!
Posted: Sat, 24th Jul 2010, 12:56am

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AwesomeFist

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It sort of looks like he's grinding his feet when he walks. Also when you shoot it just doesn't feel like your actually shooting them. (The way the fall or get hit)

Ok I played around with a bit more and now that you think of it the walking animation looks sustained. (as if he doesn't have enough room) And for some reason it seems the enemies try to shoot "exactly" where you are. (they aren't perfect, they shouldn't get it dead straight every time, they don't lead it though so you can avoid them.)

Last edited Sat, 24th Jul 2010, 1:17am; edited 5 times in total.

Posted: Sat, 24th Jul 2010, 1:06am

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DVStudio

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AwesomeFist wrote:

Can you increase the walking speed a little? I don't think people walk or run that slow, (It kind of looks like he's grinding his feet actually) Also when you shoot it just doesn't feel like your actually shooting them.
The walking feels somewhat slow, sure, but in all actuallity I think it's slightly faster than the rate at which actual human beings walk on average.

The second request, although I also felt the same way, is a bit of a stretch because of the extra programming, added 3D animation and work that it would take to add that as an update. Hey, I've never used this platform, but maybe Solthar is up to the challenge. Kudos if he is. I do hav eone suggestion, prettyy simple- how about a unique icon for the desktop shortcut if possible- depending on the amount of control you have over those kinds of installer options? Or a downlodable one that users could add themselves?

Hey for a game that was developed by an FXhome member and given out for free, this is a pretty neat one. Just out of curiosity- how long have all of you lasted?

Oh, and Solthar- spawn camping is a little less effective than MW2, so thats a good thing wink IW should take some notes wink
Posted: Sat, 24th Jul 2010, 7:18am

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Sollthar

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Hehe, I'm trying. Expectations to someones first game here certainly sound much higher then expectations to someones first film. biggrin

The icon I should be able to do, yeah!

I'm looking into the locomotion animation system which is similar to the animation systems used it an all modern games today - but so far it's obviously way above my understanding of script. But who knows, maybe I'll get it someday and add it. What I've seen of it certainly looks cool. That way, the feet won't slide anymore but behave according to the terrain. A bit like GTA4's euphoria engine.


So far, there's about 14 days spent getting as far as the game is now (content and script). And I use it mainly as my experimentation playground.
So expect the one or other update with new things as soon as I figure out how to actually do them. biggrin


Currently, I'm trying to add a random component to make the enemies miss in about 50% of their shots. smile
Posted: Sat, 24th Jul 2010, 9:26am

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Sollthar

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UPDATE

- Graphics slightly updated
- Walk cycle changed a bit
- enemies sometimes miss
Posted: Sat, 24th Jul 2010, 2:59pm

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Sollthar

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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. smile
Posted: Sat, 24th Jul 2010, 3:14pm

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AwesomeFist

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Wow Sollthar, those updates improved the game a lot. But imagine what this game will look like once your skills improved. But I do kind of like the grainy/dark art style you have in the game, But I had a idea for class based multiplayer. (but I'm guessing that might be a little harder to implement.) But for your first game the game play is really fun, and somewhat addicting.
Posted: Sat, 24th Jul 2010, 3:48pm

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Sollthar

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Thanks! Also thanks for all you guys suggestions. They help tremendously to get the game into the right direction. smile

My "dream game" would also be multiplayer. An open world, role playing, but with no classes, no levels, no quests and no statistics. Just a world that properly reacts to what players do and offers tons things to do alone, together with and against other players.

But yes... That's still far off. biggrin
Posted: Sat, 24th Jul 2010, 4:54pm

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swintonmaximilian

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Oh wow, this looks exciting Sollthar, I'l give it a go in a bit and report back with my experience, which I'm sure will be wonderful.
Posted: Sat, 24th Jul 2010, 6:04pm

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iFilmer

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Amazing! That was wonderful! How long did it take to make that?

Sollthar, you are now officially one of my favorite game devlopers. clap

I have been considering looking more into Unity, that was a perfect example!
What level of expertice would you think unity should be used by?

Last edited Tue, 27th Jul 2010, 6:39pm; edited 1 times in total.

Posted: Sat, 24th Jul 2010, 6:57pm

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DVStudio

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Dude, these updates are crazy, its really improved a lot in the last 24 hours or so. wink Finally a game developer has listened and implemented the suggestions rather than just continuing with what they feel is best. Truly a wonderful job for the first game you've developed and it's really looking great. I agree with you about the multiplayer- often times its just more fun to have a good time and do some co-op with a buddy or two. Plus, it's easier to code I'd imagine rather than keeping track of stats in a database or something?

I have a few friends that had talked to me about helping them with the servers and 3D for an online game, but I'm not sure what happened to the project. I'm going to contact one of them now and see if they're stil doing it- might be able to give you a few tips if you'd like.
Posted: Sat, 24th Jul 2010, 8:07pm

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The Chosen One

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DVStudio wrote:

Finally a game developer has listened and implemented the suggestions rather than just continuing with what they feel is best.



Great job on the game so far, keep up the good work.
Posted: Sat, 24th Jul 2010, 9:42pm

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Sollthar

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Thanks for the kind words! I'm really happy with the progress for today.


might be able to give you a few tips if you'd like.
Any time! I'd really love to do something with Multiplayer capabilities.
Posted: Mon, 26th Jul 2010, 11:24am

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Sollthar

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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.
Posted: Mon, 26th Jul 2010, 1:26pm

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Aculag

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Every time I see this, I think that guy has his suit on backwards.
Posted: Mon, 26th Jul 2010, 1:28pm

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Sollthar

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Heh, that's because he does. The texture is from the front, mirrored. I plan on re-modelling him soon. smile
Posted: Mon, 26th Jul 2010, 6:48pm

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AwesomeFist

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I like the progress so far and I can't wait until the next update, But what version number would it be, considering the amount of updates and the size of them so far? And what will the name of the game be though?
Posted: Mon, 26th Jul 2010, 6:56pm

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Sollthar

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Version numbers are of utterly no importance to me, so I don't know. It won't have a version number since I'm adding stuff to it rather randomly (based on what I feel like or like to learn). smile

The game currently has no name either. Maybe it will have one some time... biggrin


The next update will be a while. But it'll be a huge update.
Posted: Mon, 26th Jul 2010, 7:21pm

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pdrg

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Just for info, version numbering may actually help you keep track so if people say 'oohhh the x has changed, I preferred it in the version a few versions ago, you know the one where...' they can say 'I liked the way the x worked in version a.b.c.d'

Numbering usually works as Major.Minor.Trivial.Build

Build may be overkill here, but it's incremented at compile time.
Trivial - spelling, colours, etc
Minor - different versions of the same generation of game - so logic changes, gameplay shifts, but within the same world.
Major - different editions of the game, so a different world may reset the clock to 2.0.0.0

I mention this, having come from a software development background, it gets complicated otherwise in some projects. You may also find something like Tortoise Hg useful - you can track versions, and fork code where necessary, etc.

hth smile
Posted: Mon, 26th Jul 2010, 7:27pm

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Sollthar

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Okay then:

The current version is officially version 0.11 smile
Posted: Mon, 26th Jul 2010, 7:38pm

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AwesomeFist

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Sollthar wrote:

Okay then:

The current version is officially version 0.11 smile
So then the next version will be 1.0? But maybe you should keep the old map and let people select it if they want. And Sollthar, I think I beat your game.
Posted: Mon, 26th Jul 2010, 7:55pm

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pdrg

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>>So then the next version will be 1.0?<<

Yep - the game is prerelease, so the first release would be v1 if Sollthar chooses that numbering convention smile
Posted: Mon, 26th Jul 2010, 7:59pm

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Sollthar

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Since the game will probably never be finished, the next version will be 0.2 or 0.12 wink

(this version numbering is already annoying me. I really don't care what number it is. I probably keep working on it and put development versions online for those interested in seeing how it develops - If I have to start worrying about what numbers I give it or what version was what, I'll simply take it offline I guess.) wink


Ohh, and congrats on that score the AwesomeFist! My record is 73 so far. razz
Posted: Mon, 26th Jul 2010, 9:06pm

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AwesomeFist

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Although I'll admit it was a bug that probably needs to be fixed. It's hard to show the bug with screenshots but if I try to record with this one recorder I can't free look.
Posted: Mon, 26th Jul 2010, 10:43pm

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Rawree

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Sollthar wrote:


The game currently has no name either. Maybe it will have one some time... biggrin
How about "Red Dead Redemption"? That sounds pretty cowboy-y.
Posted: Tue, 27th Jul 2010, 2:59am

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Thrawn

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Rawree wrote:

Sollthar wrote:


The game currently has no name either. Maybe it will have one some time... biggrin
How about "Red Dead Redemption"? That sounds pretty cowboy-y.
Mmmm, already taken. unsure

But, if you really want some street cred, go with "Dead Red Redemption".
Posted: Tue, 27th Jul 2010, 3:31am

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AwesomeFist

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I probably going to have to put a real suggestion here. What about Western Hell?
Posted: Tue, 27th Jul 2010, 4:42am

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rogolo

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It's set in the past? In the west? Definitely go with 'Roswell 1847', in that case.
Posted: Tue, 27th Jul 2010, 8:16am

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Sollthar

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The game will probably be called "The Standoff". Plans are so far for horseriding, different weapons, NPS, wildlife etc.

Here a sense of scale to why the next update will take a while. The area will get... a bit bigger. smile



Posted: Tue, 27th Jul 2010, 11:17am

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danielgwood

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a casual 24 on my lunchbreak, my personal best
Posted: Tue, 27th Jul 2010, 12:11pm

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Ady

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So is that the highest in the Office? I sense a challenge coming on, who can score the highest in the FX Home Office? biggrin
Posted: Tue, 27th Jul 2010, 2:02pm

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AwesomeFist

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Hey solithar, I'm just wondering but will there be some friendly npcs?
Posted: Tue, 27th Jul 2010, 5:30pm

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mikeh

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Sollthar...been playing this alot because it is so addicting!

Anyways I've noticed that if you lean while in one of the buildings, your body will stick out through the wall, allowing you to get shot.

Other than that, Im excited for the next update!
Posted: Tue, 27th Jul 2010, 11:20pm

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Sollthar

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The "leaning through walls" issue is one I'm trying to get around. So far no success though sad

UPDATE

Okay, just thought I'd upload beta version 0.12 wink

You can either battle endless hordes of respawning enemies or walk about in what's modelled of the landscape so far. (if you follow the track through the mountains and then turn west, you can get into the town... If you can get through the hordes of cowboys. razz )
Posted: Tue, 27th Jul 2010, 11:36pm

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AwesomeFist

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This game needs a main menu. And also do you think you can add the old map? Ok I played through this and I feel some things you over did to the point where it appears buggy.
Posted: Wed, 28th Jul 2010, 12:30am

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iFilmer

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Sollthar wrote:



UPDATE

Okay, just thought I'd upload beta version 0.12 wink

Hey! Great Update! It just keeps getting better!
You listen to our suggestions and try to take them into action, that is a True game devloper!
biggrin
Posted: Wed, 28th Jul 2010, 8:08am

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Sollthar

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UPDATE

Fixed a minor error where the camera doesn't follow you when you duck.


This game needs a main menu. And also do you think you can add the old map?
Again: The game is completely unfinished and will stay that way for the next couple of months until I work on all the fine details and start to add actual content. I have no intention of adding "the old map" since it won't stay a "survive as long as you can" type game. The old map doesn't exist anymore.

I'm merely updating it all in different stats for people interested in seeing how it develops.
Posted: Wed, 28th Jul 2010, 4:53pm

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AwesomeFist

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Sollthar wrote:

UPDATE

Fixed a minor error where the camera doesn't follow you when you duck.
Prior to installing this update, it won't even run, I just get a purple screen.
Posted: Wed, 28th Jul 2010, 4:58pm

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Serpent

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Sollthar, what kind of game do you plan this to be, if not a survival game down the line?
Posted: Wed, 28th Jul 2010, 5:21pm

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Sollthar

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As I said, I don't really know where it's going gameplay wise as having an end-result that is playable for others is so far not my main concern. This is mainly a learning environment for me to learn the tool. Maybe there won't even be a full game at all, maybe there will. Don't know. I'll see. smile

My direction will be something open-worldish, where you can get missions, weapons and upgrades in town and have to go to all sorts of locations to do different things (things that are mainly of interest to me to program - if they're also fun to play, then that's cool too of course)
Posted: Wed, 28th Jul 2010, 5:55pm

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Fxhome Dude

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Giving unity 2.6 a shot...looks neat.
Anyway, I download the latest version (the old one ran great) all I get is the purple screen and a "shooter.exe has stopped working".....Interesting as awesome fist said the update fixed the problem for him....
Posted: Wed, 28th Jul 2010, 5:57pm

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Sollthar

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Hm,no. The executables definately don't work anymore. On either system. crazy

Waiting for the Unity Support to tell my why... Sorry about that.
Posted: Wed, 28th Jul 2010, 6:16pm

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AwesomeFist

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Fxhome Dude wrote:

Giving unity 2.6 a shot...looks neat.
Anyway, I download the latest version (the old one ran great) all I get is the purple screen and a "shooter.exe has stopped working".....Interesting as awesome fist said the update fixed the problem for him....
It didn't fix the problem it caused the purple screen. but I hope the problem gets fixed soon.
Posted: Wed, 28th Jul 2010, 6:35pm

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AwesomeFist

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Sollthar wrote:

As I said, I don't really know where it's going gameplay wise as having an end-result that is playable for others is so far not my main concern. This is mainly a learning environment for me to learn the tool. Maybe there won't even be a full game at all, maybe there will. Don't know. I'll see. smile

My direction will be something open-worldish, where you can get missions, weapons and upgrades in town and have to go to all sorts of locations to do different things (things that are mainly of interest to me to program - if they're also fun to play, then that's cool too of course)
Well we know everyone will want it to be a full game someday, but that day is not today, but those features look awesome, looking forward to them.
Posted: Wed, 28th Jul 2010, 7:08pm

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Sollthar

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Okay, phew, fixed.
Posted: Wed, 28th Jul 2010, 7:29pm

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DannyFX

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Everyone's playing your game at FXhome HQ, Solthar!

The OSX version is a bit sluggish but that's a problem with all Unity-made games; one of my favorites is Gooball (http://www.ambrosiasw.com/games/gooball/) which is also made with Unity and has the same issues.

Great work!
Posted: Wed, 28th Jul 2010, 9:00pm

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DVStudio

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Glad it's all sorted out alright. Really fantastic updates.

Any time! I'd really love to do something with Multiplayer capabilities.
Okay, no problem. I've been quite busy lately, but I will send you a message with some tips and such by the weekend. I'm just trying to put some thoughts together into something that someone other than myself can understand. wink

Edit: New personal best- 38 kills. They spawned behind me and one lit me up pretty good wink
Posted: Thu, 29th Jul 2010, 11:38am

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MartyMcFly

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Rating: +1

the office competition continues.. today's leader is Ady with 17.
Posted: Thu, 29th Jul 2010, 11:47am

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Simon K Jones

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My best is 15 so far! Got considerably better once I realised you could aim and fire quickly. smile

I'd prefer the player character to be off to the side as in most 3rd person games these days, rather than dead centre, preventing you from seeing what you're doing. razz
Posted: Thu, 29th Jul 2010, 11:55am

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Ady

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Wahoo, I'm getting the hang of it now. biggrin

Also can we have a melee attack please, I feel somewhat hindered without one. frown
Posted: Thu, 29th Jul 2010, 12:03pm

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Simon K Jones

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Yes! When you end up in close quarters it's rather difficult and comedic to be pointing guns at each other.

The melee wouldn't have to necessarily kill, but it could maybe stun for a brief period, giving you a chance to escape - a bit like in Left 4 Dead, I suppose.
Posted: Thu, 29th Jul 2010, 1:24pm

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alienux

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I've played a few times, and for what this is, I've enjoyed it.

The only thing for me is that I have built up the habit from years of playing Quake 1 through 4 of constantly circle-strafing, and I'm not able to do that very well in this game. That's not a criticism, just something that isn't working well with how I tend to play shooters, probably because of way the character moves and the speed he moves at.

But seriously, great job and thanks for sharing it with everyone.
Posted: Thu, 29th Jul 2010, 1:38pm

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Simon K Jones

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Yeah, I noticed that the circle strafe tactic doesn't really work. Makes it quite hard to dart from cover, shoot, then regain cover.
Posted: Thu, 29th Jul 2010, 1:39pm

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DVStudio

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I agree Tarn, a melee of some kind would be great, even if it isn't quite lethal.

Just a casual 20 kills before breakfast;
Posted: Thu, 29th Jul 2010, 7:13pm

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Sollthar

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Hmm, melee combat would be an idea. No idea how to implement it though... Or maybe I rather program the AI so that it doesn't come too close.

Running around hopefully shouldn't work. The tactic that should be most effective is to stay in cover until that cover gets useless, then run into a new cover - always fire from cover. Like you would in a real gunfight.
At least, this is my definite goal to get to.


UPDATE:

Little graphical update with some more content. No changes gameplaywise as of yet.
Posted: Thu, 29th Jul 2010, 7:18pm

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B3N

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Definatly improving, the game has now reached the line where it can't run on my laptop now, so have moved onto the actual PC. It's looking great though!
Posted: Thu, 29th Jul 2010, 7:24pm

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Sollthar

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the game has now reached the line where it can't run on my laptop
Oh, that's interesting. I've no idea about how it performs other then on my Mac and my PC. And I can run it in 1920x1080 and Full Quality fluently with about 100 fps.
Posted: Thu, 29th Jul 2010, 9:20pm

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AwesomeFist

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I just noticed you removed the grainy look. I liked the grainy film look, it added to the feeling of the game.
Posted: Thu, 29th Jul 2010, 10:10pm

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DannyFX

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Sollthar wrote:

the game has now reached the line where it can't run on my laptop
Oh, that's interesting. I've no idea about how it performs other then on my Mac and my PC. And I can run it in 1920x1080 and Full Quality fluently with about 100 fps.
My mac has a NVIDIA GeForce 9400 (256mb VRAM) and I have to run it very low resolution with the basic settings.
Posted: Thu, 29th Jul 2010, 10:23pm

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Sollthar

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Really? Hm.. That's bad. Allthough Macs do have rather bad graphics cards, don't they? Can you run other things fine on it?

I did run it on my mac mini in school and had to go down to simple setting and 640x480 or something in order for it to be playable. sad
Posted: Thu, 29th Jul 2010, 10:23pm

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B3N

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Yeah, must be the additions being added and such. Don't know if this will help your knowledge on what it can and can't run on, but this is my laptop specs.

Model: Acer Aspire 5920 running on Windows Vista Home Premium
Processor: Intel(R) Core(TM) 2 Duo CPU T5750 @ 2.00GHz (2 CPUs), ~2.0GHz
DirectX 11
Graphic Card: Mobile Intel(R) 965 Express Chipset Family


The graphics card is apparently more of a chip rather than one of the more commonly known graphic cards.
Posted: Thu, 29th Jul 2010, 11:39pm

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Pooky

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B3N wrote:

Yeah, must be the additions being added and such. Don't know if this will help your knowledge on what it can and can't run on, but this is my laptop specs.

Model: Acer Aspire 5920 running on Windows Vista Home Premium
Processor: Intel(R) Core(TM) 2 Duo CPU T5750 @ 2.00GHz (2 CPUs), ~2.0GHz
DirectX 11
Graphic Card: Mobile Intel(R) 965 Express Chipset Family


The graphics card is apparently more of a chip rather than one of the more commonly known graphic cards.
The graphics card isn't one, actually, because you don't have one smile The computer resorts to using the chip integrated in the motherboard. Which makes most games from the last 2 years nigh-unplayable, as I'm sure you've seen!

Anyway, it runs ok on my Macbook mexed out at 1024x768, but any res higher than that and it's choppy.

Core 2 Duo 2.2GHz
2GB RAM
Geforce 8600M GT
Posted: Thu, 29th Jul 2010, 11:49pm

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DVStudio

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Interesting... my laptop runs it at the full resolution and at about 85 fps which is pretty good for a mobile.

Specs:
Dell Studio-XPS 15.6" Laptop
Mobile Core i7 @2.8 GHz
4 GB DDR3 RAM @ 1333MHz
320GB HDD
ATI Radeon HD 4570 graphics card


And my desktop runs it in 1920X1080 on full quality with the i5 750.
Posted: Fri, 30th Jul 2010, 12:43am

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Fxhome Dude

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The same system that can run Modern Warfare quite well can't really hack the lowest resolution...
Posted: Fri, 30th Jul 2010, 8:23am

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Simon K Jones

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Mm, I like the idea of building the shooting around using cover. Although currently I find that I'm either completely in cover, and unable to shoot anybody, or completely out of cover, and vulnerable. I've not figured out how to, say, shoot around corners or over the top of cover, while remaining hidden.

How about some different weapons? wink
Posted: Fri, 30th Jul 2010, 8:30am

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B3N

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How about, once you reach 30 kills, a little boss comes into play, say...a Numa Tarn?

And yeah, I gathered I have no graphics card razz
Seems to be able to play Garrys Mod for like half an hour before crashing though! But I just don't use a laptop for gaming anywho. smile
Also, nice to know I've started of a spec trend razz

Last edited Fri, 30th Jul 2010, 8:50am; edited 1 times in total.

Posted: Fri, 30th Jul 2010, 8:35am

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DannyFX

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Sollthar wrote:

Really? Hm.. That's bad. Allthough Macs do have rather bad graphics cards, don't they? Can you run other things fine on it?

I did run it on my mac mini in school and had to go down to simple setting and 640x480 or something in order for it to be playable. sad
True enough but I can run games like Halo and Portal very well and when running Windows, most older games will run ok. The GeForce 9400 is an improvement over the Intel 950 that the Mini's shipped with previously!

The problem I think is Unity. It doesn't generate efficient code, especially for mac. Perhaps you can tweak the settings?
Posted: Fri, 30th Jul 2010, 8:52am

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danielgwood

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Upped my high score to 27 last night. Apparently watching Mock the Week at the same time helped.

I also tried out the duck left/right functions, they are pretty cool! You have to get it inch-perfect to duck out and shoot past your cover without being shootable through the cover though.

Haven't tried it on my 13" Macbook yet.. generally I avoid running games on that for fear of doom/sad mac.
Posted: Fri, 30th Jul 2010, 1:51pm

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Fxhome Dude

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Tarn wrote:


How about some different weapons? wink
Double-Barreled shotgun. All the way.
But yea, def needs some new weapons.
Posted: Fri, 30th Jul 2010, 2:03pm

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Sollthar

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Rating: +1

UPDATE

Slightly Updated the code. Especially taking cover should be more effective now plus you should also be able to generally shoot over lower covers.
Posted: Sat, 31st Jul 2010, 12:11pm

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danielgwood

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thought I'd try out the cover system improvements.. Excellent job! This time I played using the cover rather than running straight at them. New top score of 35!

Posted: Sat, 31st Jul 2010, 4:55pm

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Sollthar

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Thanks! Very glad to hear it works better now!

Yeah, staying in cover is the way it's "meant" to be played. Running shouldn't help you in a gunfight. At least the way I see it. I'm not an expert with a gun, but even I can hit a moving target of the size of a duck rather easily. Safe a human being. smile
Posted: Thu, 5th Aug 2010, 12:15am

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iFilmer

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Hey, you might want to consider making a tutorial on this!
Just a thought that came across my mind. You know to help the new guys (a.k.a like me) since you have a full game and everything!
So did you only use Unity? Or Maybe you used Maya as well? Did you use have to buy the people separately? Or did you make them yourself?

Then you could show us how it was done.

Once again, just a thought.

smile