playMaker

Author Topic: #1GAM February - Sergeant Cody  (Read 2420 times)

Lane

  • Administrator
  • Hero Member
  • *****
  • Posts: 2484
  • Yup.
    • View Profile
    • Cleverous
#1GAM February - Sergeant Cody
« on: February 13, 2015, 04:50:55 PM »
Download Latest Playable Build

Premise:
Play as a kid in a quaint town where zombies come out of the sewers and you have to rescue all of the Puppies by returning them to the house.
« Last Edit: February 27, 2015, 12:00:56 PM by Lane »

escpodgames

  • Hero Member
  • *****
  • Posts: 673
    • View Profile
    • Assets
Re: #1GAM February - Sergeant Cody
« Reply #1 on: February 13, 2015, 05:21:11 PM »
I recognize those assets :) A mate and I made the Simple Town assets

I ran into a bug where I got the first puppy and I disappeared and the camera kept moving in the same direction. Also the Esc key to exit would be nice :)

Lane

  • Administrator
  • Hero Member
  • *****
  • Posts: 2484
  • Yup.
    • View Profile
    • Cleverous
Re: #1GAM February - Sergeant Cody
« Reply #2 on: February 13, 2015, 05:29:17 PM »
They're great assets, really easy to get going with. Almost the entire thing was built out and running in about 12 hrs, this is only the second real day I've been able to work on it and it's mostly been fixing bugs. The kit made it really quick to build the city.

There's still bugs with the puppies, I just got the zombies, gui, map and pooling working pretty good so a wip thread was in order. More to come, thanks for checking it out =)

escpodgames

  • Hero Member
  • *****
  • Posts: 673
    • View Profile
    • Assets
Re: #1GAM February - Sergeant Cody
« Reply #3 on: February 13, 2015, 05:43:43 PM »
Pretty awesome for 12hrs, if you want any of the other assets just slam me a PM and I can give you some vouchers.
http://forum.unity3d.com/threads/simple-town-people-zombies-cars-and-building-assets-released.297597/#post-1962636

Lane

  • Administrator
  • Hero Member
  • *****
  • Posts: 2484
  • Yup.
    • View Profile
    • Cleverous
Re: #1GAM February - Sergeant Cody
« Reply #4 on: February 19, 2015, 05:38:44 PM »
Latest Build Updated

Been sick all this week so I had some time to work on it while sitting at home.

Lighting
Played with the lighting in Unity 5. It's not as 'flexible' as I had expected. I haven't explored everything new with it but in general it has a lot of weird issues with handling meshes and UVs that it doesn't like and also weird artifacts scattered around the mapping as in some meshes getting weird bright spots and goofy shadows on them when they aren't supposed to. It doesn't seem to like large scenes, haven't had much success getting a good result out of any well populated scenes myself.

NavMesh
Using the Set Agent Destination As GameObject was significantly less efficient than using Set Agent Destination (Vector3 position). I think this is because it internally is setup to be a 'follow' sort of action so it does updates way too frequently. I went ahead and added my own optimization based on distances from both the current target position vs the zombie position as well as the player position versus the current target position. This allowed for the zombies further away to updated less frequently than the ones closer to the player.

Sounds
Since I'm sick I figured I wouldn't get any better opportunity to record zombie sounds. Sorry if they seem unenthusiastic.

World
Added more gates to narrow down the pathways. It's still super open, but depending on performance I might be able to up the max zombie count.

Currently its pretty boring because you can just outrun the zombies and go find all the puppies at once without really even dealing with them at all. I'm thinking about adding a pool of zombies that gets repositioned when out of view into a more threatening position ahead of you so this is harder to do. I'd like to add more types of zombies, maybe faster ones, but not sure if I have time to debug them.

UI
I added a bunch of UI. An escape menu, clearer instructions, fancier map details and so forth. Can't remember what was different from the last build.

I think this update has been about 10 - 12 hours, putting the total around 24 or so. It's been a bit slower now that I'm getting into bugfixing, playing with U5 lighting, trying new optimizations for existing stuff, and generally getting into less familiar territory.

Please report your average framerates if you give it a try.
« Last Edit: February 19, 2015, 05:42:39 PM by Lane »

Lane

  • Administrator
  • Hero Member
  • *****
  • Posts: 2484
  • Yup.
    • View Profile
    • Cleverous
Re: #1GAM February - Sergeant Cody
« Reply #5 on: February 27, 2015, 12:02:25 PM »
Final 1GAM build done and available for download.

It was really boring going walking slow, shooting slow, playing slow, killing slow... So I just made everything faster, added music and sfx, made an exploding zombie, recorded weird noises and some other little stuff.

Tada!

escpodgames

  • Hero Member
  • *****
  • Posts: 673
    • View Profile
    • Assets
Re: #1GAM February - Sergeant Cody
« Reply #6 on: February 27, 2015, 03:33:12 PM »
Very RAD DAD! :P

Lane

  • Administrator
  • Hero Member
  • *****
  • Posts: 2484
  • Yup.
    • View Profile
    • Cleverous
Re: #1GAM February - Sergeant Cody
« Reply #7 on: February 27, 2015, 05:54:28 PM »
Ha! I kept thinking that sign said BAD DAD. It's the only billboard so it went everywhere :)

Anflo

  • Playmaker Newbie
  • *
  • Posts: 7
    • View Profile
Re: #1GAM February - Sergeant Cody
« Reply #8 on: March 01, 2015, 01:19:21 PM »
Hi,
When I unzipped I can see and exe file, is this only for PC. Is there a mac version?

Lane

  • Administrator
  • Hero Member
  • *****
  • Posts: 2484
  • Yup.
    • View Profile
    • Cleverous
Re: #1GAM February - Sergeant Cody
« Reply #9 on: March 01, 2015, 01:24:57 PM »
This is for Windows only.

sebaslive

  • Hero Member
  • *****
  • Posts: 539
    • View Profile
    • Frame Tale Studios
Re: #1GAM February - Sergeant Cody
« Reply #10 on: March 03, 2015, 07:27:54 AM »
*Lowest Frame rate was 138. I collected 7 out of 7 puppies.

Hey Lane, I think you just wanted framerate but if you want any feedback, let us know!

Nice twin shooter action, I havent tried with a controller yet.
All my VR games use Steam VR Playmaker Toolkit: http://u3d.as/u20
And Oculus Touch Playmaker Toolkit: http://u3d.as/QT5


Follow me @sebasRez

Lane

  • Administrator
  • Hero Member
  • *****
  • Posts: 2484
  • Yup.
    • View Profile
    • Cleverous
Re: #1GAM February - Sergeant Cody
« Reply #11 on: March 03, 2015, 07:41:22 AM »
Thanks for the framerate feedback! Everyone seems to be able to run it reasonably fast =)

I didn't add controller support to this one, but for March I'm planning to take this and add Online Multiplayer (haven't done this before! should be fun to break new ground), I'll see if I can squeeze in controller support now that I know how to do it =)