27/07/2020 Update
- Draven Lee
- Jul 30, 2020
- 2 min read
Here is the latest update of the game. This video shows off all the features and weapons currently implemented in the game.
List of features
Health and Armour System
Crouching System
Climbing System
Physic based weaponry.
Projectile Weaponry
Interactive Environments
4 Different AI Types.
Fall Damage
Explosives
Locomotion System
Jumping
Currently I am in the process of importing assets from the Science Pack we are planning to use in the game, and seeing how they handle in VR. For the most part the majority of these items handle fine in VR, however sometimes there are small physics bugs, for example the cups can clip through the floor easily. However this can be solved easily be enabling Constant Collision on these objects. Another Bug we are still dealing with is the Player Capsule off-setting when stepping on an object, sometimes this can cause the capsule and camera to rotate to weird angles, and despite being experienced with VR, these incidents can cause VR Sickness, and is something we need to fix urgently, however there is little information on the subject. I believe this bug is also linked to the problem we have with stairs (at the moment you can only climb stairs if you are looking down)
The AI is behaving well, and most the bugs have been ironed out, I am now looking at using EQS in their coding, to enable them to take cover and hide in a more realistic manner.
At the moment the AI will mostly remain static when shooting and reloading, if the Target breaks it's line of sight, it will move towards the Target in an attempt to re-engage it. Unarmed Allies (Or UA's) will simple find a random location on the Nav Mesh and run towards it, this can sometimes lead to them running straight into danger, rather than away from it.
We can also see the AI now responds to friendly fire, in the case of the Armed Ally, after their Armour is reduced to 0, they will begin to engage the player after 2 warnings. UA's will opt to run away, and enter a panic mode, where they will run away from the player.
The UA's will sometimes abandon the player if they spot a hostile, and their health is low, if their health is at a stable level, they will continue to follow the player, however will audibly panic when they can see a hostile.
Zombies will engage any NPC such as Humans and Aliens.
The Aliens now have 2 weapons to choose from, one being the Shotgun, and the other the SMG. Currently the Shotgun is more like a slug shot, and deals a huge amount of damage upon striking it's target, the Shotgun can easily kill NPCs in one or two hits.
UA's and AA's are also able to smell things that are in the game world, this was a mechanic in Valve's Half Life and something I felt would be more immersive in the game, and help bring the environment to life. I should also add the sounds from HL currently being used in the game are only temporary, and will be removed and replaced with unique dialogue once we are able to get the game to a relatively stable and bug free build.
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