Hey guys! 🙂

After some incredible weeks in which we worked hard we decided to make weekly updates on our blog with our progress. We will try to make a habit out of posting about our progress, that way you guys will see exactly what we are doing and how.

Here is the past week progress:

Jonny:

– finished working on the interface and the weapon pickup system (3 separate weapon slots, each weapon gets picked up in the appropriate spot – shotguns, machine guns are PRIMARY weapons, pistols are SIDE ARMS, knife is 3rd weapon)

– is now working on weapon spawning system and weapon drop system (to drop the weapon when player dies)

– is working on Oculus integration with NGUI

 

UI and Game improvements

How they looked before:

 

Old login screen:
old-login-screen

Old main menu:

old-main-menu

 

Old create game / join game menu:

 

old-create-join-game

 

Old in-game menu:

old-in-game-menu

 

Old ui and weapons layout:

old-ui-and-textures

 

This is how some of them look now:

 

New in-game menu:

new-in-game-menu

 

New controls window layout:

 

new-controls-window

 

New zoom scope – better magnification!:

 

new-zoom-more-magnification

 

New player list and score:

new-player-score

 

New UI and weapons and HP / ammo display:

 

new-ui-weapons-system

 

Alex updates:

 

Alex worked on the Renault Twizy model (mesh optimization, materials, lighting) and finished the model in Unity

123

 

Worked on the bungee jump chord (complete with physics and resolved the wired angles of the chord under tension)56

Added a new GUI element for the car in Times Square

9

 

Physics for street details (rigidbodies, mass, scripting and other adjustments+remaking some street objects)

 

10

 

Cristian’s updates:

–  Worked on the Times Square Play Demo

– made FPS and TPS Camera to work more smooth (changed mouse sensitivity)

– created a one single mesh colider for all C1-C8 buildings (no significant effect)
– created a plain under the ground with a cube triggered colider to reposition falling objects over the ground
– made OVR compatible with falling animations (still needs to be tweaked)
– added falling sound, teleport sound, parachute sound, knocked-down sound
– made sounds compatible over the network
– made FPS Camera to fly above player in knockedDown animation state
– made Zipline1 functional with rotateAround/break/detach posibility
– made screenshots for website online updates

Teleport Spots – arrow shows up in proximity:

1

Free fall from a building:

2

 

Knocked down after the fall

3

 

Flying Parachute:

 

4

 

Flying Parachute FPS View – looking down

 

5

 

Flying Parachute FPS View – looking up

 

7

 

Flying Parachute TPS View

8

 

Oculus VR – Free fall from a building

 

9

 

Oculus VR – Knocked Down after falling

 

10

 

Zipline View from a building

 

11

 

Zipline – Humanoid on zipline – break animation

12

 

Zipline – Humanoid on zipline – TPS View rotated

 

13

 

Zipline – Humanoid on zipline – rotating around zipline handler pivot

 

14

 

Zipline – 2 ziplines crossing each other

15

 

 

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