Monday, 4 July 2016

FPS Tech Demo

I create a short level in the Unity3D game engine in order to test and experiment with first person shooter elements within the engine. The objective of the level is simply to enter the vault the room. The vault door is guarded by two turrets therefore the user will have to destroy the turrets before attempting to exit the room. 

To achieve this task the user has been given a firearm however the chamber of the firearm is empty. The user has to scrounge the area for ammunition whilst avoiding the laser detection of the turrets. The amount of ammunition in the scene is randomised therefore be sparring with your ammo and only fire when you think you have a clear shot. Wasted ammunition could leave you lacking a result in your death. 

As I have mentioned before this is just a demo and therefore do not be shocked to find bugs and/or missing features. I will look to keep adding to the project and expand upon it in the near future.


Download Demo! - (Old Build)

Download Latest Build

The enemies in the demo are automated line of sight turrets which activate once the user has entered the turrets range of fire. Once the turret has detected movement within range it will unravel into a hostile position. Whilst hostile the turret will rotate, scanning for the player, and begin to fire once the player enters it's line of sight. 

Check out the animations attached to the turret in the link provided directly below...


Turret Animations


Check out the turret triggers in action to devastating results in the link provided directly below...

Turret Activation Triggers 


I have recently revamped my player animations to look more realistic and professional. I recreated the four animations I previously used (fists, punching, aiming a weapon and reloading a weapon) to look more polished and added an additional animation for firing the weapon. I added this animation to give the player feedback that the weapon has been fired.

Check out the short video below to see the updated animations in action...

Character Animations


(In Development) Untitled Restaurant Creation Game

This game is a passion project of mine which I have invested my free time to creating between working since leaving Plymouth University during the summer of 2015. 

I began development of this game after playing Rollercoaster Tycoon heavily for a couple weeks. I wanted to replicate the creation mechanic the game utilises. The game's design and concept spawned from the implementation of that specific mechanic.

The game has been developed using the open source Unity3D Engine in the C# Scripting language with Blender3D being used to create meshes for the game.


View Gameplay Video


The game's objective is simple. You are tasked with creating and maintaining a successful restaurant. You start with enough coins to develop a small restaurant with enough resources to begin attracting customers. In order to begin attracting customers your restaurant must have the minimum requirement of a door and a table.

To keep customers satisfied you need to cook meals for them to consume and hire staff to deliver the meals to the customers. In order to cook a meal you need to have purchased a cooker and require counters to place the cooked meals upon. 

Staff are paid hourly and have an individual timer to inform the user how long is left until payday. Be careful how many staff you hire as firing additional staff will cost the user one hours pay and being overstaffed will have a large impact on the user over time.

Staff will walk freely around the restaurant and will only start taking orders once there is an awaiting customer and a prepared meal. The customers are impatient and will wait a maximum of thirty seconds before cancelling their orders and leaving the restaurant.

Food left too long on a counter will begin to rot and the user has thirty seconds, once the rotting process has began, before the food becomes inedible. Different recipes take different times to prepare, some exceeding the customers waiting times, therefore it's up to you, the user, to find a delicate balance.

If the customers exceed the amount of tables in your restaurant you will notice they wander around the restaurant for a short period of time. The customer will wait for thirty seconds for a table to become free. If a table becomes free they'll manoeuvre towards the table hoping to sit before other customers do. 

Completing an order successfully will result in a thumbs up from the customer which will increase the users restaurant rating bar. Customers who are unable to locate a table within thirty seconds or leave due to large waiting times will give the user a thumbs down. The restaurants customer feedback ratings directly results the number of customers you will attract.

You are able to save and load your game state at any time either manually from the in game sub menu or by exiting from the sub menu to the main menu. Exiting the application by the cross in the window will result in your game not saving. Beware! You can only store one save tile at a time therefore starting a new game and saving will override your old save.

Please try the latest build below. This development build has been fitted with plenty of additional cash to allow users to try every aspect of the game. There are some notable exclusions to the game as they're still in development. For example there isn't yet a playable tutorial or levelling system implemented. I hope to get this added shortly. Please see below for full game key controls.


Download Latest Build!


Controls:

Rotate Objects: A, S, W, D Keys
Sell Objects: Right Click on Objects


Features to Add:
  • Experience/Levelling System
  • Recipe Research System
  • Playable Tutorial
  • Additional Customer Models
  • Additional Objects and Textures