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CocoAll

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A member registered Jan 13, 2017

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Day 16 & 17 :

Due to work, I had to stop working a few days if I wanted to rest at least a little...

So... Back on the project, I continued a bit some level building. And I redo the reload system to add a reload time which feel a bit better. I will try to add some animation on the gun to understand what is happening and some particle effect for ther juicy part.

I'm working a bit less on the project everyday because I feel tired, but I still want to do the no zero day, as far as I can do.

Day 11 & 12 : 

2 worth days since the start... felt tired but could do a bit more than zero ! 

I will try my best to get rest and do better for the rest of the jam !

Day 10:

I have some basics for shooting and weapon statistics (ammo, range and all). I will continue on that tomorrow

Day 9:

I have a working vending machine :D I thought it would be harder but it work quite well. It' ain't perfect but I'm happy that it go that good for now.

Tomorrow, I will work on the shooting system. My todo list is :

-First enemy taking damage (maybe he will shoot too)

-Adding gun

-Animation when shooting

-Shooting effects

-Real Damage dealing 

-Destructive objects

I don't think i will be able to do everything but, who know, maybe I will no struggle that much :D 

Day 8 :

First time since the beginning that i'm not struggling too much :D 

I have a basic interaction and shooting system working. I will go further with it tomorrow. I'm thinking of implementing a State machine to keep track of what my character is doing, but I don't know how relevant it's going to be since it can be doing multiple things at once...

I think my first interaction will be with a vending machine to buy can. (I loved in Cyberpunk the fact that it's wasn't in an interface !). I will improvise what will be the first shooting target :D 

I'm also starting to think about UI.

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Day 7:

Started world building. It's really fun but sooooo long to have a little something. I think I will try to do a little everyday so my "city" will grow with the project. By just putting the floor and the roads I started to understand how big I should do for the project. THe Big walls are here because I don't have any idea on borders for the game... Laybe I will come with a story idea that could play around that !

While going through the assets from synty Sci fi City pack, some ideas growth and gave some idea to work on a basic shader and how to start using URP for Unity. There is a StripClub build in the pack, I will try to make the dancing ladies hologram and will make something so we can see them only when IN the building (I already have ideas on the implementation)

Tomorrow I go script again and will continue to build my character. I think I will try to have a start for the interaction system and the shooting system ! 

Day 6 :

Felt kinda sick... Working was already hard, but I didn't had strenght to work on the fps afterward...

I fill bad about it but at least, I imported the models to the project :D So let's rest for now, and tomorrow, it will be fine ! 


Everyone take care and let's build awesomes games together :)

Day 5 :

IT'S ALIVE !! IT'S ALIVE !! I Fianlly have a playable controller. Values still need to be tweaked, but I can finally continue my journey in this project ! I feel like it is really complicated to have something polished but at least mine is playable :D I may start to put some video or at least screenshot now to illustrate what I do.

I think I will go easy tomorrow and start building a few streets for my character to walk in. If I'm happy, I will throw a basic build with what I have so people can start to give some feedback on it.

Just to know that I can move on make me feel great. It's stupid but I've never build any "dynamic controller" before. All my project where statics, so I will try to make it something interesting for me, and maybe for you ;)

I will try to communicate more with the community of the event (I'm kind of really shy and introvert...) ! I already join the discord but I'm not really active... sorry !!!

So, for now, good night !


PS : If it feel like I don't do much, it's because I do this jam after my full time job, and my goal is to work a little everyday, not crunch, not burn out, and still have a social life. I really want to learn from this jam and I prefer do less but learn a lot than the opposite. I don't want to code anything without understanding everything I do. 

Day 4:

Looking at existing assets was a really good idea. I'm getting inspired by the unity free fps prototype assets since it's the easiest, considered the time I have. So I started again from scratch but, even I haven't finished the controller yet, I'm satisfied with what I have.

Another good thing about this is that I had the opportunity to learn a bit more about unity new Input system !

Even I don't have anything yet, I feel good about it since I'm learning and that's the point for me ! But I think after this, I will go quicker for the prototype on basic gameplay :) 

My code will still be available on the github and free to use if anything will help you out !

See you tomorrow !

Day 3:

I didn't do any code but a lot of research.

To be honest I wasn't happy with my controller, too basic and had issues with ground detections. So I spend some time looking for more informations about how to do one easily and came across Humble bundle FPS bundle and bought it.

With this in my pocket, I started to look at the code from an assets. Tomorrow, I'm going to use it as a new starting point to do a more functionnal controller.

This jam doesn't start at all as expected since I'm starting kinda from zero tomorrow but I'm happy that I found a solution to progress.

Day 2:

I spent my day trying to have a basic functionning moving player. After a lot of research and youtube video, I ended up using the basic controller from "Acacia Developer" channel. I adapted some parts to have a clearer controller but kept most part. Since it's just the start I'm not worried that I don't do much but I hope to be able to go faster with time (even if it will be more complicated) if I want to achieve all my goals. I will plan more what I want to do for the next days and weeks !

I feel like I have a lot of problem understanding complex scripts (like Dani fps tuto).

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Hello !

My name is Corentin and I'm a french fullstack developper. My idea for devtober is to build an FPS game from scratch with Unity. My goal with this is to work on all aspect of game creation, from gameplay programming, to learn shaders, Render Pipeline, etc. I will focus on programming and use existing assets for music and arts. For the moment, my idea would be to do a fps inspired by cyberpunk and do some of his existing featuress that i like. 

my objective is to do at least the following :

-Complete fps controller (Walking, Running, Shooting, Jumping, Crounching, and maybe more if I have time :D )

-Some basics IA (civilians and enemies)

-Quest System

-Dialogue System (with merchant ?)

-Inventory System

You can follow my dev here : https://github.com/CocoAll/fps-prototype

Day 1

It didn't start as I wanted... I have been so busy with work and all that I only had time to setup my git repo and created a few empty script before being too tired to work... Tomorrow objective is to have a basic fps controller that can move and start building a street to walk on (I'm going to use Synty cyberpunk pack for starting art.