Here's I've tweaked up the level layout a lot! Note: It's hard! This video shows two failed attempts. :D OBJECTIVE: "Reach the Radio Tower to win the level!"
Lots of little fixes and improvements:
Improved "grounded" check: I now use four spaced raycasts near your feet, to check if you're grounded, even when near an edge. It now reliably jumps all the time, allowing for much more control!
Prevent the player from pushing through walls: I use a raycast to check in the direction that you are trying to move, and scale down the movement if something is in the way.
Tumbling death: Player falls over / tumbles when killed (detach camera, add force and torque, and have it bounce around).
Bullets falls to the ground after colliding with things.
I'm also trying out a few different musical tones, using some existing tracks I've made over the years. :D Definitely thinking about making a full game out of this! Something small, 3 - 5 missions.
Get ready to SUCK IT DOWN! "Romero Plissken" is back, in this cyborg-exploding grenade-imbibing game of generic Quake-like action. Hehehe. I'm building an action game system, basically from the ground up. I'm starting off just focussing on a Quake-like shooter, to get down the basics of creating NPCs. Getting a character moving around using a skinned mesh, Mecanim, NavMesh and AI code. Ultimately, I want to build a versatile AI character for Unity that I can apply to all sorts of different circumstances:
Guards, in a fantasy game.
NPCs, who walk about town.
Characters in a scripted cutscene.
An ecology sim of different characters, creatures, agents.
Dev Diary #002 Enemy AI
Here I've made the enemy attacks hurt the player, and if the player dies it restarts the level.
The Soldier has Grenade attack, and at some point will also have a MG attack, probably firing short bursts.
The Slicer has a Melee slice attack.
The Kamikaze runs at you and Explodes.
Explosions hurt the player and also nearby enemies.
The AI characters also have different sensory attributes based on their state.
Once they have sighted you, they go into a heightened alertness state (Chasing) and aggressively try to track you down.
When in the Chasing state, they have 360 degree vision (to prevent you from just "running behind them" to elude them), and a greater ability to detect the player at greater distances, and in less light.
If they lose line of sight with you, or drop below a threshold of visibility of you (considering distance and lightness), then after 5 second they drop back to their Neutral state. This is when you have escaped, and eluded them.
Dev Diary #001 I started this project at Global Game Jam 2018... and here's where it was after that first weekend.