26 June 2018

June Update

So this month the decision was made to see how far we can take this one level of "Shoot Blind" (man it needs a better name) and try to produce a vertical slice.

Jump straight into the game.

The idea that is if all goes well we will go on to create a full fledge PC game, and maybe console.

First on the list was fixing the shitty aiming. It went from looking at the mouse position on the screen to casting a raycast onto the environment and getting the player to look at that. It took a while to find a decent example, so here is the code Ive used if anyone is after it.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MouseFollow : MonoBehaviour {

    private float hight;
    private Vector3 targetPos;


    void Start()
    {
        hight = transform.position.y;
    }

    // Update is called once per frame
    void Update () {

        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit hit;
        if (Physics.Raycast(ray, out hit, 10000, LayerMask.GetMask("Default")))
        {
            //Debug.DrawRay(ray.origin, ray.direction * 100, Color.green, 3);
            targetPos = hit.point;
            targetPos.y = hight;
        }
        transform.LookAt(targetPos);
    }
}

Next was getting the world to look a lot better, and to get some actual people in it, not just some square boxes. A character was created in Magicavoxel, imported in to Miximo for animations, then added to Unity.

The art style will still retain that voxel look, while  having some nice movement and animations thrown in. Props where also started now that the character was proven to work. Also created in Magicavoxel. The doors were also setup to no longer rely on the physics system, and now use ray casts and animations. 


And with the addition of props, a new mechanic made sense, working along the theme of being an officer it is now possible to collect pieces of evidence. Not all items will be available to be picked up, and those that are will be clearly marked. Glass doors can also be shot through, and breaks the glass. There will also be glass walls, that enemies will be able to see you, and shoot through, but will have to take the long way around to follow you.

Now whats a top down shooter without controller support? I ended up using the Rewired package to manage the input. Setup to run all the controls, and was able to smoothly switch between using mouse and controller. It is also awesome in being able to set vibration strength on each motor.

I chose the Rewired package after seeing a GDC talk about porting to different systems, and figured if it was a goal in the future what better time to give it a go and see how well it worked.




So with the glass mentioned earlier I thought it would be good to not only have that through the doors, but walls as well. Adding another level to the game play and reflecting a little bit more of what is in a modern office building.


Animation systems have been updated, and with both the workers and the guards close to being fully animated. As well as having functionality to run multiple skins.This means that there are now both male and female guards, as well multiple different worker options.


The player has also been skinned and fully animated. So we are now looking like a game more then something quickly thrown together over a weekend.


Ive now uploaded an update to itch which you can play here.

Thanks for reading.

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