|||| 8 - 15 nov 2014 ||||
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About
Name
XRA
Timezone
Pacific/Midway -- (GMT-11:00) Midway Island
Website
http://www.brokendimension.com
Coolness
999999% cool
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PSYCHO STRAFE
by XRA
this year's 7DFPS went pretty well for me, the past 2 I had overscoped and didn't have much of anything interesting to submit, so pretty happy to have done it this time. I think the name Psycho Strafe has stuck... it was late and popped into my head, but I think it captures the feel I'm going for. Definitely inspired by the classic arcade lightgun games (Virtua Cop, Crisis Zone, Operation Wolf) crossed with a bit of shmups. I really just had to do a straight up shooter this time around, it's like if you haven't eaten a pizza in forever and just eat the whole thing. Would like to continue working on this prototype, so I'll be using it as an alt project when I need a break from working on Memory of a Broken Dimension. Future plans for this prototype are to fix the procedural generation to be infinite, currently it just does 1 section of level. It would be good to add in tall landmarks that act as destinations and give the forward progression a sense of purpose. Maybe also try limited branching of paths. And definitely need the type of slow-moving rocket launcher boss where you shoot the projectiles out of the air....
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cyborg fps arcade action PSYCHO STRAFE
by XRA
need to see if i can pull it together for this afternoon, been fun to mess with... gotta sleep now
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day4?
by XRA
I got the player/enemy spawning working with some basic procedural generation of the environment, it creates a linear path from 6 default prefabs. Currently figuring out how to place additional assets to make it look like something interesting... I don't think there will be time to do anything advanced so I'll probably just define a bunch of pre-placed bounds that things can be in, and let it pick from those. Startin to feel the pressure..
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Day3: Pain
by XRA
today was a lot slower... spent most of the time trying to rig/weight this generic enemy, had some issues... then i quickly made an SMG in 3D Coat, and finally i put it in the enemies hands & they seem to like it quite a bit
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mecanim freakout Day2
by XRA
spent today tryin to sort out mecanim + root motion & pathfinding... ended up disabling root motion for turning, just use it for translation. Pretty glitchy still, but hve to keep going. Started making a really blobby, generic enemy #1, in 3D Coat (a voxel sculpting tool). I'm going to try hooking it up tomorrow and making some quick animations for strafing etc..
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day1 cover nodes
by XRA
got some cover node behavior working today, cover nodes have some radius & FOV to control how AI decide which ones to use: use radius - if AI is within this radius, they consider using the node threat radius - if player within this, the node is invalidated ( ai appears to fallback) boundary radius - if player is within this & within the node's FOV, the node is valid for the AI when an AI uses a node, it becomes claimed, if the AI leaves the node it gets released, and has a cooldown time until another AI can use it again. Once I get some animations the nodes will specify the type of cover behavior the AI should use (peek left, peek right, crouch etc)
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