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First Person Perspective game - zombie shooter demo. The Dark Village. Raymond McWilliams Tom Wasniews ki. Jasmin Costello Damien Duignan. Introduction. Tom Wasniewski. Game elements. Scene landscape and water Buildings, walls, bridge and furniture assets Textures Ambient lights
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First Person Perspective game - zombie shooter demo The Dark Village Raymond McWilliams Tom Wasniewski Jasmin Costello Damien Duignan
Introduction Tom Wasniewski
Game elements • Scene landscape and water • Buildings, walls, bridge and furniture assets • Textures • Ambient lights • Zombie model • Bones • Animations • Spawning • Always-follow-the-player algorithm • Rag-doll effect (not implemented)
Game elements continued • Player • First Person Perspective camera movement • Flashlight • Weapons • Chain gun • Muzzle flash • Rocket Launcher • Smoke coming out of a rocket projectile • Grenade Launcher • Gravity affected exploding projectiles • Explosions • Dynamically generates force fields
Game elements - continued • Sound and Music • Other minor features • Simple GUI • Crosshair • Ammo • Score
Game concept and scene environment Tom Wasniewski
Game characteristics • Embracing darkness • General ambient light • Fog • Spooky atmosphere created using the torch-like light • A range of weapons to choose from • Zombie models chasing the player
Scene Landscape • ANT Landscape add-on • River in the ‘canyons’ • Irregular convexities for a natural look
Static blender assets Raymond McWilliams
Blender Assets • Blender Assets
Blender Guns • Mini-Gun • Rocket Launcher • Grenade Launcher
Unity Assets Wind Trees Water
Placing Objects into world • Placed all the assets into the world. • Put textures on the assets. • Added physics onto Blender assets to get them to interact with the world and player.
Zombie model Jasmin Costello and Damien Duignan
The enemy model • Created a zombie model with placeholder textures • Added bones to the model
Animation & Scripts • Simple running animation • Script to make zombie follow the player • Script to make the zombie respawn on death
Rag-doll Effect • Aims • Create a realistic Ragdoll Model • Realistic reaction to forces such as bullets and gravity • Convert from Animation/AI to Ragdoll • Completed so far: • Realistic model that reacts to forces
Rag-doll Effect • Problems • Unity Ragdoll wizard requires model to have exact number of parts • Getting model to switch from Animation/AI to Ragdoll
The Player Tom Wasniewski
The FPP camera implementation • Main camera is player’s view • Basic movement • forward • backward • strafe • Mouse-look • Jump • Capsule shape collider representing the player
Flashlight • Spot light with certain range and angle of projection • Intensity • Colour • Toggle option • Creating the ‘survival’ feeling
Weapons, Projectiles and Explosions Tom Wasniewski
Shooting, yeah! • Missile projection upon pressing a fire button • Force applied to the missile upon instantiating • Collision detection • Explosion upon collision with another object • Force field generatedacting upon nearby rigid bodies • Particle system flames
Chain gun • Fast rate of fire • Large amount of ammo • Small bullets • Muzzle flash
Rocket Launcher • Slow rate of fire • Small amount of ammo • Large projectile • Smoke coming out of the rockets
Grenade Launcher • Slow rate of fire • Moderate amount of ammo • Large projectile • Projectile motion reacting to gravity
Final words… We will be over soon, we promise. Tom Wasniewski
Problems encountered • Animation • Rag-doll effect • Complexity of Unity software • Scripting • Component properties • Physics and 3D environment programming • Lighting issues • Lags with 2 or more zombie models
Things we could have done… but missed the time for • More weapons • Pistol • Shotgun • More HUD components • Player Health • Zombie spawning points • Game scenario • 2 player shooting arena combat
Questions? Tom Wasniewski, Jasmin Costello, Damien Duignan, Raymond McWilliams