Playmaker Forum

PlayMaker News => Work In Progress... => Topic started by: Flying Robot on February 24, 2014, 04:57:17 AM

Title: Heist PlayMaker Kit
Post by: Flying Robot on February 24, 2014, 04:57:17 AM
HEIST PLAYMAKER KIT

(http://www.flyingrobotstudios.com/wp-content/uploads/2014/02/heist_thumb1.jpg)

I'm working on my next PlayMaker Kit. It's kinda based on classic Heist Games and recent hits like Monaco. I plan to make it mobile ready.

Started off with the central custom action for this kit. The HeistFOVMesh. This kit will have a set of custom action like this.

WebPlayer (http://dl.dropboxusercontent.com/u/38338116/Wpress/UnityBuilds/onegameamonth/game9/game9.html)
Title: Re: Heist PlayMaker Kit
Post by: marcos on February 24, 2014, 09:22:12 PM
Very cool!

Going to be following this one :)
Title: Re: Heist PlayMaker Kit
Post by: redikann on February 25, 2014, 06:30:38 PM
You are a machine my man  :D
Title: Re: Heist PlayMaker Kit
Post by: Flying Robot on February 27, 2014, 06:31:00 AM
Ums...robots are kinda machine. :D

Anyway, working on some little custom actions for this kit which can be useful for other purposes too.

NPCPatrol

Which is a simple waypoint to waypoint patrolling for NavMesh Agent, with options for circular and toandfro type patrolling. Also, some helpers to skip and resume patrolling and an output to check what was the last target.

HeistFOVMesh

This is the FOV mesh which is generated through raycasting. Some addtional parameters like range, LOD amd raycast layer mask.


Title: Re: Heist PlayMaker Kit
Post by: Flying Robot on April 15, 2014, 08:12:33 AM
The kit is almost done. Please play the build and let me know what you think.

(http://forum.unity3d.com/attachment.php?s=bb7da71ccdbc220faed2ccc971759966&attachmentid=95876&d=1397564161)

Webplayer (http://www.flyingrobotstudios.com/?p=1503)
Title: Re: Heist PlayMaker Kit
Post by: mweyna on April 16, 2014, 01:02:45 AM
So looking if I could benefit from your FOV mask script, how process heavy is it? If you're scene has say 60 guards, would it become mud?
Title: Re: Heist PlayMaker Kit
Post by: Flying Robot on April 16, 2014, 01:59:32 AM
Well, adding more guards will need more processing power, but it's not related to the FOV mask. The processing will be needed for the pathfinding of the guards.

The FOV mask action is made as light as possible. With an option for LOD. So that if you need, you can lower the resolution of the mask and have better FPS.
Title: Re: Heist PlayMaker Kit
Post by: mweyna on April 16, 2014, 04:10:58 PM
Awesome, I'll check it out once I can get my hands on it!
Title: Re: Heist PlayMaker Kit
Post by: Ishinash on April 17, 2014, 08:44:59 PM
Great work.  Any way to add "noise detection" of sorts to the kit?  If you had to remain a certain distance from the guard it could add value to the mechanics.  Also a walking and running option, both providing benefits/disadvantages.

Thanks!
Title: Re: Heist PlayMaker Kit
Post by: Flying Robot on April 18, 2014, 01:51:28 AM
Great work.  Any way to add "noise detection" of sorts to the kit?  If you had to remain a certain distance from the guard it could add value to the mechanics.  Also a walking and running option, both providing benefits/disadvantages.

Thanks!

Great idea. Let me add these mechanics before shipping.

1. I'm thinking of doing some visual feedback of the footsteps of the guard.

2. Will be doing run and sneak walk (slow).

3. There will be trigger distance threshold. If you are running, this threshold is higher and you will be spotted from a distance, and if you sneak, you can get much closer.
Title: Re: Heist PlayMaker Kit
Post by: Flying Robot on April 18, 2014, 03:06:07 AM
Implemented these mechanics. Please check the build.
Title: Re: Heist PlayMaker Kit
Post by: clandestine on April 18, 2014, 04:43:16 AM
Looks very cool mate!