|||| 8 - 15 nov 2014 ||||
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Name
SojaBird
Timezone
Europe/Amsterdam -- (GMT+01:00) Amsterdam
Website
http://twitter.com/The_SojaBird
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On The Block
Black will rule the board
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LightBulb: Posted it anyway
Jeeeey I did it! I uploaded my game and now I'm writing I just see the timer go zero :) It's a very work in progress but I just needed to share it anyway. Enjoy and let me know what you think and/or if you have any ideas what I can do with the features implemented. Or if you have a nice name for it, this one is very WIP. http://sojabird.itch.io/lightbulb
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Oh man not much of a game
Oh man so I though I'd spend my one last day on making some levels but I did enemy AI instead which is pretty complicated but fun and hard as well. Anyway, you guessed it, I haven't made any game but just a bunch of systems that could be pretty fun to play with. I'm not going to be able to release it just yet and heck NO before the timer gets to 00:00:00. Nope instead I'll try to work on it for a bit more and get something playable instead. It's been super fun and I've learned a totally huge amount of stuff. I hadn't done any 3D programming before, just 2D game stuff so this is a huge step and I kind of like it :) Thanks and good luck to the rest and have fun. I'll post ya later when I got more to show. Cheers!
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Logic gates, wires and receivers
Today I started to work on the implementation of my last bullet type: Logic Balls. Shoot it at a receiver and magic stuff will hapen. Right now in this gif, you're seeing a timer-receiver that powers the wire for a set amount of time before it turns off again. The wire extends if it has power and drains again when it does not. On the other end of the wire can be another logic module that opens a door or stuff like that. In the situation of the gif you're suppose to shoot the receiver multiple times to allow the wire to extend to it's full range in order to activate the next module.
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Early day 4 progress: Interface and optimization
(Sorry for the shitty recording) Day 4 already and I don't have much of a game or game idea yet, only the basic function stuff. Still it's pretty fun so far but I really need to start working on some kind of goal and at least do some level design. Now I figured out that open spaces in my game are pretty "scary" and tall buildings packed togeter with small alleys also work pretty neat since they make some nice light/shadow play. So I'll propably can go with simple layouts for the level which is a relieve. The progress of today so far has mostly been me struggeling with some optimization allowing me to update stuff more easily without doing too much code. For example, I can now pass a class to the interface-components which automaticly update the ammo-numbers instead of having to call an UpdateNumbers function. Then I've worked on the interface and did some polish on some of the projectiles I have so far. Progress of the day - Interface - Code optimization - Fixed texture problem with 3D text-renderes
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Unity help required
I need some help, maybe any off you know what's going on? I got some text-renderers with a font-material that has a custom shader to allow for 3d text (so it does not show behind my gun). For some reason though the uv's seem to be messed up unless I make the area lighter. Anyone has any idea what's going on? Here's a link to the shader I'm using: http://pastebin.com/2K6DmxxE
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Day 3: Light play with different bullets
As I played with bullets with a light attached yesterday I though of some neat ideas to play with those some more. I really like how moving lights bring a scene to life so I decided to make my game about playing with different kind of lights. So far I got 6 light-ideas, of which I've implemented 4.5 already. * White: Basic pain-bringer * Red: Explode in pain-bringerkids * Green: Sticky glowsticks * Orange: Bright flair that slowly falls after ignition * Purple: (50% implemented) Scout with camera * Blue: (no work done yet) Some powersource, used in some kind of puzzel mechanic. Work of today: - Implementing different bulletes. - Static enemies that can die and drop pickup-able bullets of different types. - Inventory (only behind the scenes so far, might need interface). - Improved ammo display on gun (still somewhat wip). I might post a video later to show my progress in action :)
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Day 2: Gyroscope and more
Still not really knowing what to go for gameplay wise, I started the day with messing around with gyroscope controls. It took my some time but eventually I figured it out with some help found online. So now I can look around when I have my tablet attached... Pretty fun. So then I had some food and though about the gameplay some more. Maybe ice, maybe something else... I still wasn't sure. To spend some more time on the game I started with some sprite-generated 3d models and added some light to the scene to see if I could make it look "prettier". I played a long time with the fog and now I have what you are seeing above. I might go for a play in the dark with light-emitting bullets or something. I've also been thinking about nail-guns and sticking bullets to the environment in order to puzzel your way out... But I'll give that another though tomorrow. Progress of the day: * (temp-)Gun model * Light bullets...? * Crazy lighting * Gyroscope camera
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Day 1: Basic stuff
I haven't really done any 3d stuff so far so my first day, abount 4 hours of work, I've spend on doing some research and some basic stuff required to get anything to work. So far I got the following things running: - Movement (unity CharacterController, since rigidbody stuff was kind of whacky). The movement contains walk, strafe, sprint (unlimited so far) and lean. - Aiming. Simple mouse control but also zooming (needs work). - Shooting. The projectiles don't feel super nice yet but maybe I'll change that later. - Gun system. Just some basic things like ammo and some fire modes. Tomorrow I'll try to get something more visual pleasing then what I can show now, since I have no clue just yet what direction or theme I want to go for. I've been thinking about some ice-skate shoot'm up with crazy physics and sliding and such but I'm not convinced yet. Also art... Oh boy.
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Hello World
I'm kind of over my head with work that I need to do but I need to take a break. So why not a 1 week holiday to build myself a fps kind of game thing!! I'd probably be making something simple and abstract but for sure usefull for the future work I need to do. Here wo go, everyone good luck and have fun!
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