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bund

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A member registered Dec 17, 2016

Recent community posts

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Thanks J, that's super encouraging! I'm really eager to see all the key parts moving too and once they're running I'll get a gif or video on here.

Edit: actually, I reverted some of the stuff networking broke to make a quick gif!


For now though, I've kind of hit a wall with networking. I made a huge mistake not coding everything to be networked from the beginning, and adapting what works offline has been really tough. I've finally gotten player movement, aiming, and aim reflection networked but I'm stuck on getting walls to spawn.

Oh, and I updated to Unity 2017 and everything now has a rainbow sheen. I actually like it, but I should probably figure out what's causing that.

I also made a frittata for comfort and energy in these trying times.


Yesterday I got ricocheting in order. I'm not super happy with the code that got it working, I probably should have been able to handle all the bounces in one loop but if I'm limiting the ricochet to three bounces it doesn't get too messy laying it all out. Next I think I'm going to look into networking.

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Hello, I'm bund. I started modding source engine games a long time ago and have tinkered with Unity on and off for a couple years but never had the time or energy to finish up a project. I'm hoping to make a little multiplayer game for the jam.

The tron inspired competitive arena games which exist now, like good old (bad old?) Ricochet and more recently Laser League, play very differently than the games that I imagined from looking at their promotional material and screenshots. I wanted to take a stab at making a simple competitive arena shooter that barrows a few core mechanics from these and other games - I'm imagining a top down shooter set in an empty arena in which players can build walls which reflect their bullets while blocking enemy's. I'm hoping to balance the game to be a mix of ricochet trick-shooting and area control, spawning materials for building/ammo/powerups around the map which must be controlled to come out ahead.

This isn't the kind of game I'm usually interested in making, and competitive multiplayer games aren't great fits for game jams as they usually take a lot of time to play test and balance, but I'm hoping that the core mechanics are something I can knock out pretty quick so I can start testing ASAP, and hopefully other people involved in the jam would be interested in playtesting at some point!


Day 1:

The first night of the jam I made a project and spent some time extracting/importing HL2's dev textures to Unity.  I'd been wanting to have them in Unity for past projects and I'm sure I'll use them in the future too, I just really like them for blocking out maps, even though Unity doesn't support world space UVs out of the box like good old Source did (afaik?). They just feel like home. 

I blocked out a basic map and made a little bare-bones capsule player with movement controls too.

I also made some gazpacho for the long days of hot weather programming ahead.


Tomorrow I'll start work on the aiming and ricocheting, which I'm a little worried about as I've not done much raycasting stuff on my own.