Try the sandbox demo!

Sandbox 0.0.6.1


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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Sandbox 0.0.6.1

Sandbox 0.0.6.1

Demo 42 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...

Sandbox/tech demo

Sandbox/tech demo

Demo 4 comments

This is not a game-play demo. I just want to point that out. It's a sandbox/tech demo of the features so far. It's scaled down a bit to keep it simple...

Comments  (0 - 10 of 371)
reaper2111
reaper2111

Looking really good the bren ten looks good with the shading.

If your looking for new weapons in future updates here is some just to help out:

Beretta 92 9mm.

UMP 45 or the 9mm variant UMP 9.

Ruger LCP .380 (9mm short).

Ruger Mini-14 5.56.

Remington 870 12G 16G 20G 28G or .410 bore.

Mk 23 Mod0 .45ACP.

AR-15 20-30 round mag.

Remington-MSR .338 lapua mag .300 win mag .338 norma mag .

Last M67 frag.

Hope this helps you in the future

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isbeorn Creator
isbeorn

Thanks, I'm going to go for new calibers foremost. .380 could be a candidate. I'm also thinking about .22LR and .50AE.

Reply Good karma+1 vote
DavidkIII
DavidkIII

Wow this is very awesome, great unique idea i love it keep it up.

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isbeorn Creator
isbeorn

Hi, thanks I will!

Reply Good karma+1 vote
chippachip
chippachip

I can't wait until the new update comes out! I'm literally checking everyday to see those new version numbers. I'm dying! No rush, make it the best you can! :)

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isbeorn Creator
isbeorn

I'm happy to hear that, this is what keeps me going!

Reply Good karma+3 votes
Domo01
Domo01

Why are people's heads so massive? It's weird how disproportionately huge people's heads are with everything else being so true to life. Love your game btw !

Reply Good karma Bad karma+2 votes
isbeorn Creator
isbeorn

I can totally see it now. I'm having a go at fixing it right now. They've not had any necks at all and I think I've scaled up their heads to compensate that. I'm trying to make them overall more anatomically correct now.

Reply Good karma+2 votes
isbeorn Creator
isbeorn

Honestly I can't see that they're that big. Maybe a little but not huge. But then if anyone is blind to it then it would be me so I'll take your word. I want to know you're not alone in thinking that though so I'll simply take note for now. Thanks for mentioning it!

Reply Good karma+1 vote
reaper2111
reaper2111

How long do you think until the next demo?

I'm not trying to bug you I just wanna keep updated on this topic.

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isbeorn Creator
isbeorn

No problem but I'll be as vague as usual. I'd say 1-2 weeks now. Something like that.

Reply Good karma+1 vote
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Crisis Response
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Creator
isbeorn
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Latest tweets from @bloodandbullet

Standoff (mock, the AI would never let you this close) #indiedev #gamedev #indiegame #madewithunity T.co

Jan 16 2017

I finally spent some more time on shading the Bren Ten. #indiedev #indiegame #gamedev T.co

Jan 13 2017

Sprint through the level with only a pistol and marksman support. #indiedev #gamedev #indiegame #madewithunityT.co

Jan 11 2017

Marksman exterior and interior view. #indiedev #indiegame #gamedev #madewithunity T.co

Jan 7 2017

Green crosshairs over your head. Not good. Means the marksman is ready. #indiegame #indiedev #gamedev #madewithunity T.co

Jan 7 2017

Today I'm re-working the characters to be a bit more correct in proportions. The new one on the right. #indiedevT.co

Jan 7 2017

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