FPS Rebuild

Between a few changes in Unity and a major change in how I’m doing things so I can do some really fun shet, I’m having to completely rebuild my FPS. Which means just for S&G I’m building a new sandbox level for function and AI testing. And the old system had some “interesting” glitches in it that would be almost as much work to fix as implementing the better and more flexible Devil Monkey Laboratories in-house system.

Terrain is in place and releveled to allow for pits, but still flat. Added colliders to the edges to act as an invisible barrier so the player can’t walk off the edge. It was either that or steep-ass hills or cliffs that just appear out of nowhere like you can see on the playable demo — and may not actually stop a determined player from falling off the edge anyway. Or a big ugly concrete wall I’d have to adjust every time I tweaked the terrain too lose to the edge.

For scenery I put a lamppost at the centerpoint, mainly as a visual aid for myself. Then I added some shipping containers, bridges, and a ramp.

Finished it all off by setting up the AI navigation to allow agents to climb all over everything.

Tomorra I do the UI (crosshairs, pause and game over screens, blanked out health and ammo counters, etc), work on the new projectile system, and probably add some hills and more junk lying around to get in people’s way. Maybe a new skybox, but I kind of like the bright daylight for testing purposes; what it lacks in creepy mood, it more than makes up for in being able to see what the Hell is going on while I’m testing things.

And one other thing, but I’m not sure how well it will work yet. If it works the way I think, it’ll be really righteous. I may not get to it tomorra either, so there’s that too.

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