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My summer vaccation project- Guardsmans Quest


TrashMan

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So over my 3 weeks vacation, I decided to try my hand at making an actual game.

 

10 day progress:

 

19 days progress:

 

Half the time I spent fighting the animations and they keep breaking. I must have re-rigged and re-animted the guardsman a dozen times. Adding something new breaks something already in. Definitely a big learning experience.

 

What I have working so far:

- ranged weapons (melee has been deactived temporarily while I work out the bugs) and the weapon manager to track ammo an locks/unlocks

- enemy and ally AI (friendly AI will roam and shot at detected orcs, tough they refuse to kneel for some reason)

Orcs roam and charge when they detected you, but the melee swing anim is borked

- pickups (requisition points, ammo, health, specials)

- terrain hazards (fire, spikes, etc..)

- doors

- floor doors (that teleport you to another door. Both a two-way simple door and a more complex floor doors that lets you go up/down)

- actual elevator platform that down teleport you, but move (currently borked)

- checkpoints, lives, respawns

- working level change/switch system

 

weapons currently in:

autogun

kantreal and galaxy lasguns

hellgun

plasma rifle

flamer

 

Specials in:

gravchute (double jump)

grappler (wall jump, code is done still haven't implemented pickup)

stormtrooper armor (modeled and rigged, not implemented yet)

???

 

 

PLANNED:

more various levels.

Requisition used to purchase lives OR call in help (artillery? A space marine?)

Free roaming (can go back to previous levels) or standard progression?

 

 

I first started with the idea of making a 40K racing game...like Whacky Races/Mario Kart, with comedic/cartoony vehicles and powerups, and even made some assets for it, but then switched to this.

Honestly I think it would be easier than a platformer as I wouldn't have to worry that much over animations breaking....

 

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Unity. It's in-built physics engine makes the basic platforming relatively easy.

Visual studio 2019 for coding the game logic.

 

 

if anyone has any ideas/suggestions, fire away, as I still don't know exactly in what direction to go with this. I'm kinda winging it. Bad development practice.

Edited by TrashMan
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It's actually not that impressive. I'm using a simple color palette texture for everything (no fancy textures), models are simple, sounds and music is random stolen assets, and Unity does most of the heavy lifting.

 

I came into this with no real programing experience. If I can do it in two weeks, anyone can.

 

That said, I do have 3D modeling experience and the new Blender is powerful as hell.

I also did a lot of 40K related stuff before:

 

 

 

 

Soem more heretical than others:

Edited by TrashMan
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