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 main menu:
Old create game / join game menu:
Old in-game menu:
Old ui and weapons layout:
This is how some of them look now:
New in-game menu:
New controls window layout:
New zoom scope – better magnification!:
New player list and score:
New UI and weapons and HP / ammo display:
Alex updates:
Alex worked on the Renault Twizy model (mesh optimization, materials, lighting) and finished the model in Unity
Worked on the bungee jump chord (complete with physics and resolved the wired angles of the chord under tension)
Added a new GUI element for the car in Times Square
Physics for street details (rigidbodies, mass, scripting and other adjustments+remaking some street objects)
Cristian’s updates:
– Â 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:
Free fall from a building:
Knocked down after the fall
Flying Parachute:
Flying Parachute FPS View – looking down
Flying Parachute FPS View – looking up
Flying Parachute TPS View
Oculus VR – Free fall from a building
Oculus VR – Knocked Down after falling
Zipline View from a building
Zipline – Humanoid on zipline – break animation
Zipline – Humanoid on zipline – TPS View rotated
Zipline – Humanoid on zipline – rotating around zipline handler pivot
Zipline – 2 ziplines crossing each other
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