Ambiera ForumDiscussions, Help and Support. |
|
[ 1 2 ] Page 1 of 2 |
|
|||||
|
This is the first test of my map and first person controller I'm working on. I managed to make 200 similar, small levels (one for each Country Headquarters) to add to my strategic defense game. Each level is only a few hundred KB each (<100MB for all 200 levels).The main game is a global view of the Earth, the skirmishes will be first person shooter style, to gain points to spend in the global view by destroying tech, stealing research, rescuing hostages or disarming bombs etc. As usual, no coding - but I did use the "follow" plugin and the "look at " plugin. I made the levels with ObHack https://www.samiam.org/slump/ and then created new, seamless level-textures with the trial-version of filterforge https://www.filterforge.com/ - the animated water and waterfall are just video grabs from https://gifer.com/en which I converted to image.png sequences. The 3D model of the hands is from Sketchfab https://sketchfab.com/3d-models/... and I animated the enemy model using mixamo https://www.mixamo.com//. I eventually got the static lighting to work (with just_in_case's help) with light-mapping, fogging and animated textures - and the pistol is sphere mapped to make it look like shiny metal. It's not amazing, but I'm quite pleased with how it looks so far. I had also normal-mapped everything - it looked really good - but I disabled it for now as it kept flickering whenever the LOD changed. WASD to move (or arrow keys), Shift for manual aim, Mouse for look (and auto-aim-ish at enemy). There's no real enemy Ai yet, as such, but you can test the auto-aim-ish by pointing the 3D aim point (white dot) at the enemy. You may notice that the hands are not childed to the camera, they are moving independently, this allows them to move more naturally and you can also see the sphere mapping - otherwise, with the hands childed to the camera, they kinda looked 2D and the gun-metal didn't reflect. I will work on the enemy Ai next and will make/add textures for the other 200 levels before introducing any gameplay. Please feel free to let me know if you notice are problems, just testing to make sure it runs smoothly. Download Link: https://veganpete.itch.io/srateg... Thanks. |
||||
|
Where is the link to download this? |
||||
|
You forgot to put the download link |
||||
|
https://veganpete.itch.io/srategic-defense |
||||
|
Wow, lighting in the scene is awesome. Probably, the best lighting implementation I've seen in a coppercube game. |
||||
|
The fps demo looks pretty good. The model, animation and waving of the hand and weapon are nice. aiming point are good. The design and lighting of the map looks good. The design of the world and shooting looks good. |
||||
|
It will be a great game with a good understanding of gun shooting, well-modeled and animated enemies, well-designed artificial intelligence, well-designed maps. |
||||
|
Nice one, @VP. I really like the atmosphere of the scene, the fog blends in perfectly with this light-mapped scene. I found that you are using the shoot action for the crosshair and I think you should change it as it makes the cursor clip into walls, and becomes almost invisible if the target is very far away and if there is no collision in between. If you want you can use https://neophyte.cf/ccb_behavior... It allows you to easily create custom mouse cursors along by using a simple 2D overlay with a cursor image. I also think that you should change the maximum verticle angle as well for the FPS camera, maybe increase it a little bit. I like the animated water textures, and you put a Dog in a cage as well, maybe we need to rescue him, that's our mission. I like the painting and other details you put into the level, they all blend in perfectly. Visually this looks really good. Keep it up |
||||
|
Thank you everyone. Glad it's working! Yes, the lighting looks great considering how basic the scene geometry is. I used 5 standard point lights (placed near the doors) to "calculate" the lightmap and added a bit of light-brown brown fog to add a slight depth-of-field contrast. Somehow I forgot to post the download link . Thanks for sharing the link okeoke! just_in_case Well spotted! I've added a sphere for the pointer to stop it clipping. You're correct, I prefer using the shoot method as an aim-point, just because the aim is always perfectly aligned - ie: the bullet will always hit the target if you use the shoot method to generate an aim-point. When using an overlay/2D pointer as an crosshair for FPS, it's always pointing to the centre of the screen, rather than the actual 3D target - so it's less accurate and slightly less immersive in my opinion - but it's definitely better than the flat, clipping 2D pointer I had originally. Thanks. The pistol model animations are great (by DJ Maesen), but I'm struggling to make it work properly - so make it easier for me to work with it in coppercube, I've decided to ditch the animations completely and just blend between his single key-frames instead. Something I always wanted to try, using Coppercube to animate the model fromstatic poses, oldsckool style. As the pistol movement is very basic, it should be easy to do and I think it should look fairly decent. I've also added a "bullet impact" animation too (looks pretty cool), got it from footagecrate: https://footagecrate.com/video-e... and converted it to animated texture using coppercube. I'll upload in the next demo update and share to my itchio page as a ccb asset in case people want it for their own projects when I get chance - I've got loads of other assets I finally need to upload to my coppercube page. Cheers for testing it. |
||||
|
Yeah, the cursor is always in the center of the screen but if you want I can push an update so that the pointer will always be at the 3D position of the camera target. I remember a person @Aloan, who used Coppercube to animate characters completely using the rotate, scale, and move. But he had his character in Voxel format so it was easier to animate them that way. There is an extension by @smnMhmdy that animates the FPS hands and all. If you want you can check that out too. |
||||
|
I liked too much of this demo VP, the animation and moviments are fantastic, the gun has a very realistic light reflex! Keep doing! |
||||
|
Thank you andgameplay, the latest version now has an opening/closing door and a security camera which follows the player. |
||||
|
Wow, what a game! Very good lighting, good job! |
||||
|
so cool |
||||
|
very nice lighting in the fps demo and cool hands maby add some kind of light source like bulbs cheers vp |
[ 1 2 ] Page 1 of 2 |
|