Bringing the legs up for crouch functionality as opposed to bringing the head down allows for some really nice Half-Life-ish / Halo-esk crouch jump mechanics!

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Bringing the legs up for crouch functionality as opposed to bringing the head down allows for some really nice Half-Life-ish / Halo-esk crouch jump mechanics!
We're implementing a lot of new rooms! We'll try to post updates regularly for a few more days! Go go go!
Normal-mapped dust particles.
StartCoroutine(ExcessiveBulletCount( ));
trying to replicate blue drifter lighting.
Uses a gradient map, fog, and bloom. I think they did a very specific combo of values (grayscale) to get different color for each thing whether it is the floor or not. Something unshaded but not emissive so maybe an unlit shader plus a multiplier color. Will try later and report back for future reference
Sprint 8
It is only wednesday night so there will likely be another post for sprint 8, but some major improvements have been made to the game so I can’t wait to share!
I have explained previously the problems we have been facing recently regarding our game; I am proud to announce that they have all been fixed! Earlier this week I sat down with Rod (one of our lecturers) who is a genuine coding wizard. I have learnt a lot about implementing animations, the animator, using arrays to select random animations etc.
First up is the hitting animation looping forever - it has now been fixed. This was simply fixed by setting certain booleans to true at the start of our update loop, then toggling them as required. We also now turn chasing off briefly whilst attacking! I will post a link to a video of the new attack (which seems to have lined up perfectly with the health bar, luckily!) at the end of this blog, as always. Very soon I will be adding in the AI Stagger animations so the player have some sort of satisfying visual feedback. An AI crouch and another attack animation will be added alongside this.
There has also been a huge fix/overhaul to our Weapon system. Now the weapon animations work as intended (although need tweaking). We are using an Enum ‘WEAPON_CHOICE’ to store our weapons, rather than hardcoding them all in individually. This can then be referenced in the ‘PlayerMove’ script to speak to our new damage table! Altering our code like this will allow for added functionality and easy implementation of future weapons.
The new variables ‘randomAttack’ and ‘numberOfAttacks’ allow us to select a random attack from our array of animations, giving our weapons a much more natural feel. The code below is how we are checking which weapon the player currently has equipped:
We have listed our weapons as 0, 1, 2 etc. with 0 being null - no weapon selected. This means we do not run into any errors when asking the animator to play a random animation, say 148 and reduces the chance of the game breaking (always helpful). We then setTrigger on the selectedWeapon animation, choosing a random number and adding it to our string. This was a great insight as I did not know this was possible using this method. I will also post a video showing each of the random attacks (5) that a weapon may have. See you in the next post!
One handed mace and shield with some fire imbue. Shield bash at the end.
Still not much too look at but a couple important features have been added
The region now feature a supply value (food, etc) that has a maximal cap. Some buildings can provide supply within that cap or even expand it. Other buildings may need to use supply to be active.
Basically those buildings are either Active (using supply and running), Inactive (should be active but lacking supply) or Shutdown (disabled manually to save supply for other operations)
The next step is either to have units using supply too (and thus attaching units to a region) or getting started with region colonization (making a unit able to build in a new region and doing the back end stuff to make it run smoothly.)
So far the GUI has proven to be the most annoying. I've already tackled down a few bugs but keeping it always up to date is quite annoying