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You assume the role of team leader in the tactical response team of a major city police force. Your work is to plan and carry out tactical entry in barricade and hostage situations with the least possible loss of life the desired outcome.

Crisis Response is a side-scroller that strives to provide a realistic model for projectile interactions and injuries. Once someone is hurt the player will be working against the clock to save them. Gear and tactics must be chosen carefully to minimize damage and resistance.

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The marksman

News 5 comments

Since the demo release

I have been working on a lot of things in the months since the demo release. It has been a lot of overall polishing and improvements but the biggest single feature is the marksman, which I will cover in this article.

I made a dev log where I talk about the top level stuff of the marksman, touching on many of the things in this article. Give it a view if you haven't already:

Bolt action in action

Controlling the marksman

You control the marksman and rifle largely with the mouse (only changing the magazine is off the mouse). The rifle is a bolt action rifle and you reload it using mouse gestures. You'll understand this best by checking out the video above (at 0:45). You control the bolt entirely by moving the mouse: you move the mouse to rotate it open, then to pull it back which ejects the casing from the chamber. Then you slide it back forward to feed a new round from the magazine and into the chamber.

Projectile ballistics

The marksman projectiles use the same ballistics as all the other projectiles. They drop due to gravity, they deflect, deform and shatter. I've not added any wind but I might do that. For now the firing distances are so short that wind will not have any noticeable effect. Currently the scope is always zeroed in for the correct distance between the marksman and the building but if I decide to make things more complicated later I will add it as an option for the player to adjust elevation manually.

Audio

I'm quite happy with how the marksman audio is shaping up. There are 8 different samples just for manipulating the bolt. There are also three different sets of audio for the marksman firing. There is one set of audio heard from the marksman view, one for the entry team when it is indoors, and one for the entry team being outside the building. The firing sounds heard by the entry team are delayed by the distance the sound has to travel from the marksman's position. This creates the nice effect that you hear the bullet strike before the detonation from the rifle when the marksman is at a sufficient distance.

Watch the video below for a demonstration of the audio and a whole bunch of marksman hits:

AI controls and commands

I have written a simple AI to control the marksman. So when the player is controlling the entry team and viewing the inside of the building the marksman can still track targets and respond to commands from the player.

You can use both hotkeys and the interaction menu to tell the marksman to:

  • Track a specific target
  • Continuously target whoever is nearest the player
  • Fire on the current target

You can also give the marksman a go ahead to engage freely. The marksman will then engage any and all targets that are available. When not engaging in the free mode the marksman will otherwise return to standing by after having fired a shot.

In addition I've added an option that allows the marksman to fire at suspects that threaten the operators (and later hostages) regardless which other orders it had. That way when a suspect is raising a weapon toward you the marksman can go ahead without an order.

To be able to see what the marksman is up to I've added some small interface to indicate the current target and its status. This icon hovers above the head of the marksman's target. When the icon is gray and crossed over it means the marksman's view of the target is blocked. When it is just gray but not crossed out the marksman has a clear view but is not ready to fire. And when the marksman is ready to fire it turns green with a dot in the middle.

Crosshairs over your head? Not a good sign.

Cross-hairs over your head? That means the marksman is ready.


Marksman demo

I have some things left to take care of before the marksman demo is ready for release but it is quite close. As I've mentioned before the next demo version is also going to be free, so stay tuned.

That's it for this time. Thanks for reading!

Crisis Response on Twitter: @bloodandbullet

(Follow me on Twitter to take part of all the small things I never post here.)

Demo available and what comes next

Demo available and what comes next

News 16 comments

The sandbox demo of Crisis Response is available! Main features: Terminal ballistics, gore and bullet time.

Muscle animations and weapon mechanics

Muscle animations and weapon mechanics

News 7 comments

The past week I've added a simple physics-based animation system and I've refined the weapon mechanics.

Quick update on the sandbox readyness

Quick update on the sandbox readyness

News 3 comments

I sent a preview version of the sandbox for testing and now I'm going to work on the feedback.

Extras in the sandbox

Extras in the sandbox

News 6 comments

The sandbox mode offers a few configurable extras to make it more entertaining. Tweak physics, particle effects and slow motion/bullet time.

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Marksman Demo

Marksman Demo

Demo 20 comments

This version introduces the marksman. Control the marksman yourself or command it by passing orders. And a lot of other improvements!

Sandbox 0.0.6.1

Sandbox 0.0.6.1

Demo 44 comments

Long in the making, here is the new Unity-based sandbox demo of the game now called Crisis Response.

Real Gun Sounds

Real Gun Sounds

Other 5 comments

INSTRUCTIONS: GO TO DATA > AUDIO AND REPLACE SOUNDS

Release 1

Release 1

Enhanced Bodies Demo

First release / possible demo / full release of the addon. Tip: Backup your hostage files before installing. To do that, go to "bloodandbullet/data/graphics/bodies...

Demo 3

Demo 3

Demo 30 comments

The third Blood and Bullet demo adds more game play mechanics. Use concussion grenades to overwhelm the suspects. Restrain them, secure their weapons...

Demo 2

Demo 2

Demo 2 comments

This demo is more of a taste of game play than the previous one, but still with some obvious parts missing. There are more weapons, a bit of AI, rooms...

Comments  (0 - 10 of 389)
chippachip
chippachip

MARKSMAN DEMO! I LOVE YOU ISEBEORN

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isbeorn Creator
isbeorn

:D Now go easy on them occupants!

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chilipeppar
chilipeppar

If you ever need tactical input from a former Swedish service-man. Text me up.

This game is very accurate so far. Great job.

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isbeorn Creator
isbeorn

Thanks - definitely interested - will do!

Reply Good karma+2 votes
Guest
Guest

Hi, love the game and the spirit in you. Just some tips, i've been working as a gamedev myself in a large gamecompany in Sweden. I know that you are working alone i guess and doing something for free in your spare time (i love you for it. We need more like you!). But you have to give yourself a deadline, even with games like this. Otherwise you keep telling people that "it will be ready in a few weeks" and then you loose players. Give yourself a deadline and work towards it! You are awesome at what you do! Keep it up!

All the love! /Oscar

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chilipeppar
chilipeppar

Did you perhaps work at GRIN?

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isbeorn Creator
isbeorn

Hi Oscar, thanks for dropping by and thanks for that honest advise. In all fairness I'm afraid of setting deadlines because I don't know what to do when I fail them. I can't release something that's not working. Which makes it come down to planning, and I guess I'm not that good at that either. Even though I try. I'm great at planning short term and small scale, but stretch it out and it becomes much more difficult.

Nevertheless, I will keep it up! Thanks again! And btw did you perchance work at Massive? Maybe we share contacts?

Reply Good karma+1 vote
Cantalouper
Cantalouper

Will blood be able to stain characters? I love that effect in games.

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isbeorn Creator
isbeorn

Yes I know how to make that work, at least for blood coming from a wound on a character to stain that same character. There are some lower priority things I must get in place first to make it possible though.

To make flying blood particles land on and stain other characters is trickier (thus further down on my list) but certainly still possible. And I'm afraid it will look too flat on 2d characters but we'll find out.

Reply Good karma+1 vote
chippachip
chippachip

Day 973: no update no food.

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Crisis Response
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isbeorn
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Latest tweets from @bloodandbullet

Not your ordinary workplace break room. That's because it's housing marksman targets for a tutorial. #indiedevT.co

Feb 8 2017

My title screen and UI from an outside perspective #indiedev #indiegame #gamedev #madewithunity #unity3d T.co

Feb 7 2017

Today I'm creating the team command tutorial. So that you know how to order the team AI around. #indiedevT.co

Feb 7 2017

New config screen for the teammate behaviors #indiedev #indiegame #gamedev #madewithunity T.co

Feb 6 2017

How shocking! Simply stunning! And so on. #indiedev #indiegame #gamedev #madewithunity #unity3d T.co

Feb 3 2017

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