Hey everyone! Thanks for the feedback! Yes, I am still working on this (off and on). I've been super busy with other projects at the moment, but still have made some incremental updates over time. I have, however, majorly overhauled all the environments and graphics for the game and added a bunch of new features (quest system, dialogue system, etc). Unfortunately, I am still frozen in an older release of invector's AI and 3rd person controller. I have tried during different times and attempts to update the controller to the latest version, but there are way to many things to fix, so I've decided to just work with the stable version I have. Updating broke most of my UI and top down controller settings I had tweaked, so it's not worth the time to go back. Either way, this is meant more to prototype and create a proof of concept.
komposite Thanks for the feedback! I made a bunch of changes that reflect the points you have made. You can take a look at the change list below. Still refining some features, etc.
y2splashy For the moving main menu scene, I basically just duplicated my existing level scene and added a fixed camera along with the UI elements/menu buttons. I kept the AI and waypoints in (as well as wild life AI etc) so that it's more dynamic. However, i'm planning on having different locations as a background, based on level progression (similar to Half Life 2).
--------------Changelist---------------
-Added radiation areas via collider triggers that damage the player when entered
-Added vNoiseObject 'OnShot' events to all weapons and tweaked values depending on each type so AI can detect the player shooting
-Added vNoiseObject 'OnFootstep' event to PlayerController so the AI can detect player footsteps
-Added vNoiseListener to all AI and adjusted listening power radius so they can hear from larger distances
-Added vMessageReciever to all AI units so they display an Alert or Suspicious icon (similar to Metal Gear Solid)
-Added vSpawnerBehavior to SquadLeader unit to spawn backup AI when in combat
-Added climbing and vaulting generic actions
-Added doors and gates generic actions
-Added wild life AI (roaming animals)
-Added slow motion anomaly that affect the time.scale of the game along with UI elements
-Increased reaction/combat difficulty on enemy AI units
-Working on Faction and spawning system that creates 'waves' of enemies that endlessly fight each other
-Added simple hunger loop that enables/disables hunger damage object
-Split AI groups into sections based on location so that they are enabled when the player triggers a collider (optimization for physics update performance)
-Decreased the range for draw distance for terrain trees (to increase performance)
-Reduced the amount of branches per tree (to increase performance)
-Increased vibrance, saturation, and sharpness via post processing to increase visual fidelity
-Increased brightness for directional lighting and decreased contrast (via beutify) to increase visual coherence
-Create simple Time of Day (TOD) and weather system (control post FX, lighting, Fog, etc)
-Add quest system and dialogue system (along with trading)
-Lock camera on Pause Menu
-Added new locations: Treyvka Village and Swamps
-Added HUD navigation and mini map
--------------To Do---------------
-Add AI 'talk' on detection and radio chatter
-Add grenades to enemy AI
-Add stealth kill system from Invector
-Simple Crafting System to create ammo/explosives/arrows/barricades
-Create sleep system similar technique to hunger system which forces player to sleep
-Lock camera scroll input on inventory
-Remove Rigidbody Collider on enemies after death (x amount of time)
-Profiling and optimizing performance with AI system and rendering
-Fix time scale on all audio sources when using bullet time (decrease pitch when in bullet time)
-Fix breakable object (guard tower) so that the object takes damage from explosives and not bullets
-Add Bow and Arrow (included in Invector asset)
-Create working enemy helicopter AI
-Placable fire and camp prefab
-Placable barricades/shields prefabs
If you are interested in seeing the latest in-game screenshots please visit my
portfolio