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Title: Unity Post by: Magical Girl Mimi on May 14, 2013, 08:52:13 am I figure since we keep talking about it in the Blender topic, that I should make a topic of it's own. =P
I see a good series of Unity tutorials, but I've been slacking off and not checking it out. =P Looks like it might have some good tips, however, and I think I saw something about levels; though I could have been wrong. =P Title: Re: Unity Post by: KnightsFan on May 14, 2013, 09:30:21 pm Unity Annoyance #24: You can't use transform.Rotate on an object if it has a MouseLook attached. *Mutters darkly*
Have you seen any good AI tutorials? On a positive note, I've got a REALLY simple zombie game in the works, which I'll hopefully finish soon. Any ideas on a place to release it (assuming it does actually get completed)? Also, since I have yet to model the weapons, I'm taking requests on what types of guns to include. Title: Re: Unity Post by: Magical Girl Mimi on May 14, 2013, 10:13:50 pm What does Transform rotate do? Spin the object? So you can't do a barrel roll? =/
No, unfortunately. I haven't had that much of a chance to check out tutorials, but quickly looking through the list of videos by the guy who does that series I mentioned, I saw nothing. Seems like it's still ongoing as it was just updated yesterday, so there's still hope, of course. =P Hmm. That's actually a good question, to be honest; I'm not sure where a good place to host a game is. I'm going to have to look into that eventually myself, since all this Blender and Unity stuff will eventually culminate in a way to actually make a game(Project Reaction). =P As for weapons, will there just be guns in the game? Title: Re: Unity Post by: KnightsFan on May 15, 2013, 04:22:53 pm transform.Rotate is the javascript function for rotating objects, yeah. I wanted the camera to tilt up slightly when a weapon fires to simulate recoil, but I had to script a relatively-simple-but-highly-annoying workaround since that function stops working when there's a Mouselook.
I don't know what Project Reaction is... So far, I've only scripted guns, but I may add the ever-useful crowbar and other melee weapons later on. Title: Re: Unity Post by: Magical Girl Mimi on May 15, 2013, 09:09:18 pm Hmm, I understand that, now. =/
You shouldn't; since I haven't formally announced it yet. =P Good, good. =D What tech level for guns? Title: Re: Unity Post by: KnightsFan on May 16, 2013, 04:44:17 pm Oh, I see
Modern weapons. AK47's and such. Title: Re: Unity Post by: Magical Girl Mimi on May 16, 2013, 04:49:19 pm Well. Technically you might know it, but you also might not. I'm just being enigmatic as always right here. =P
Hmm, what do you have right now, of those types? Any shotguns? =P Title: Re: Unity Post by: KnightsFan on May 16, 2013, 04:55:12 pm I haven't coded shotguns yet, but I'll do that soon. I've not finished any models yet, but I'm close to finishing an AK47 and an M4.
Title: Re: Unity Post by: Magical Girl Mimi on May 16, 2013, 07:00:09 pm Hmm, alright. I admittedly don't have that much knowledge of guns, to be honest. ^^'
Title: Re: Unity Post by: KnightsFan on June 11, 2013, 10:04:23 pm I've finally got a functional game. It needs quite a bit of polishing, of course. But I have AI that hunt you down and don't get stuck (except in two places, but I can fix that). With luck, it'll be presentable soon.
Title: Re: Unity Post by: Magical Girl Mimi on June 12, 2013, 08:48:19 am Nice; that sounds pretty cool. =D
Any tips for making AIs like that, since I haven't looked into things like that yet? Title: Re: Unity Post by: KnightsFan on June 12, 2013, 10:54:43 am Mine are REALLY simple, so I don't recommend using it without some improvements :P
I put waypoints on the map, and then created an array with all their names, ordered by their position from left to right across the map. The AI checks if the player is to the left or right of them, and then follows the waypoints in that direction. If the AI has a line of sight with the player, then they just charge. For following waypoints, the AI has a "lastNode" property, and then they move towards the next one in the array. (Or, if the player is to the left, the previous one in the array) This only works with a relatively linear map since they only check for the player being left or right (for now). I'll add more parameters when my map becomes more complicated. Title: Re: Unity Post by: Magical Girl Mimi on June 12, 2013, 11:02:29 am Ah, I see. =P
That makes sense, yeah. Is this a side-scroller, then? Since you say left/right. Title: Re: Unity Post by: KnightsFan on June 12, 2013, 12:31:14 pm No, it's an FPS. I just didn't want to say "along the X-axis" and look like a total geek...
Title: Re: Unity Post by: Magical Girl Mimi on June 12, 2013, 04:19:24 pm So it's along the x axis only? Why not the y axis too? =P
Title: Re: Unity Post by: KnightsFan on June 14, 2013, 10:48:03 am Because I'm lazy :P
Like I say, it's really simple. I'll make some improvements as soon as I straighten out some weapon issues, mostly relating to loading properties from .txt files. Title: Re: Unity Post by: Magical Girl Mimi on June 16, 2013, 07:35:00 pm So, like, setting values and reading the values for what your attributes are for the weapons and such?
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