Archive for February, 2010

The Weapon : M16-A4 Variant

Monday, February 22nd, 2010

I decided to put up some stuff on the main weapon model that I’ve been working on that I’ve been modeling while we finish up the weapons system. The first one is an M16-type weapon, a versatile assault rifle that could serve as a good all-around weapon for the game. While modeling it I focused on it being adaptable – I made several different attachments (scopes and under-barrel attachments) with the intention of integrating a CoD4-type attachments system. The included attachments are four sights/scopes : an ACOG Scope, a Sniper scope, a reflex sight, and the standard ironsights. The under-attached objects are a Masterkey shotgun, a grenade launcher, and a foregrip.

Posters

Saturday, February 20th, 2010

I’ve been working on the demo scene for our weapons stuff, and I decided to fill out the barren  guns shack with some delightful posters of my own design. I quickly made a poster model in cheetah and then started making silly little pictures to put on it with photoshop. I’m pretty happy with how my goofy drawings came out, and also with the crudely photoshopped bear (The bears that I drew ended up looking like some sort of hyena/turtle hybrid which is far too unsettling to post here).

See for yourself, and keep in mind that these posters are for a fictional gun shop and do not represent my opinions (with the exception of my wholehearted endorsement of canned meats):

Making the Scene

Saturday, February 20th, 2010

With the weapons system just about ready for its 0.9 release I decided to start working on a sample scene to present it, and then immediately got carried away and put way too much work into it…

I decided to make an old, abandoned gun shop in the middle of nowhere, a desolate spot where the player could pick up any of 5 or 6 weapons and test them out (the purpose being to show off the different guns that could be made with our scripts). The plan was a small shack with a shooting range in front of it, but I got so consumed in filling out the details of the building that I spent the better part of three days modeling and texturing junk (I even modeled a dumpster, and garbage to put in the dumpster) to bring character to the shack without even addressing the range. Even though having this detailed a scene isn’t really necessary, it’s quite a bit of fun and one of the first times I have gotten to build an environment like it (previously I had only made wide-open terrains with the Unity terrain engine).

NOTE: I modeled everything in the scene with two exceptions: Rain Effects were made by Bluindigo on the Unity  forums, see here. Also the wooden pallets in the background were standard assets from one of the Tutorials.

Anyway, here’s the result:

The Project

Saturday, February 20th, 2010

So our main focus right now is on a First Person Shooter, an arena-based game where you would fight waves of enemies (in a couple different gametypes). The way that we are approaching it is by tackling the specific systems (such as the functionality of the weapons) and building them in a reusable and flexible way. Our secondary goal is to develop each of these parts of our game into standalone releases to help other people who want to make similar games, a good way to get our brand out and to force us to approach systems in the most efficient way possible (since for someone unfamiliar to the system anything that isn’t well implemented or explained would be difficult to understand).

The first system that we are building is the weapons; making an easy way to add weapons into an FPS. Some of it is originally based on the FPS Tutorial from the Unity team (Which I don’t believe is still up), but it’s been expanded and rewritten so much that it probably wouldn’t be recognized. We have three weapon types: guns, launchers, and lasers(sustained fire weapons). We figured that between those three you could make just about any weapon. The weapons can be modified quite a bit: they can have scopes, Ironsights aiming, secondary fires/attachments, and more which I don’t feel like listing.

My favorite thing about this particular system has got to be how simple it is to implement a weapon : There are only about three scripts necessary and the weapon can be as simple (all it does is point and shoot) or as complicated (has an ACOG sight, underslung secondary grenade launcher, fires in bursts, kickback moves camera, etc) as it has to be, and because of the magic of custom editors the only variables that show up are the ones that you need for the type of weapon you’re making.

Hello All

Saturday, February 20th, 2010

So we just got WordPress hooked up, more or less, to the site (It’s not actually functioning as I write this but I suppose by the time you’re reading this it will be). I’m going to be using this bog to update on our Unity progress, which right now is focused on an upgrade/follow-up to our first learning project CubeShooter Arcade. I have some overly ambitious goals for this project ( multiplayer/ modular weapon attachments/achievements and stat tracking/ social-networking and site integration), so it should be interesting to have a log of our progress. I’m a Junior in High School right now, though, so my schedule will probably interfere heavily with this.

Back to the point : my name is Jason and I’m going to be exploring Unity3d for making games, taking on (relatively) ambitious learning projects so that I can get the hang of Unity and of the general theory of Game Design (And whatever else that connects to).

(And putting way too many things in parenthesis)