Pst. No questions asked. Loved the art style any physics - bought right away. I support you guys. Keep us informed!!!
Pst. No questions asked. Loved the art style any physics - bought right away. I support you guys. Keep us informed!!!
Hey guys. No the games not dead. I recently was injured at work, with that said it was a head injury. My brains not on right and I haven't been coding much lately as a result. I'll get back at it as soon as I'm able to hold a thought for more then a few seconds.
Not dead though.
"Key Stretch Goal : $920000 - Multiplayer Mode"
:| Hoping, but we'll see. Looks very interesting.
Would like to know this also. The answers on google said no - but I'd like to hear it from the source.
Couldn't fight it anymore, got my copy. Thanks!
Love it when I see really well put together games from the Unity engine. AI looks really deep and powerful. I'll be sure to pick up a copy soon, keep up the good work.
I'm debating about a cover system, or simply letting the player use alternate positions (mildly like Arma 3, for example), as for that GTA IV style of snap to cover, not sure how I feel about it - it was frustrating some times.
The reloading mechanic is yet to be put in, the animations are already in place, its just a simple few lines of code to get it complete and working right. I mainly leave it out simply because if I need to test something lately in regards to weapons systems, not having a ammo limit, or mag size aids in speeding up the process.
Very stellar art work and coding. Hes got the GUI tweens down. Looks like a very interesting title and I wish you both well on completing it.
Down the road perhaps I might host a closed alpha testing with different types of hardware to make sure my coding plays nice with other PC's. Once I get to that point, if I need more people I'll contact you and most likely ask for a DXDialog.
Thanks - I'll make sure to keep at it. Its really fun for me to see what its became, evolved from - yanno?
I step'd into Unity from GameMaker, and man, I haven't looked back.
I will most likely stick with the Voxel style, but it will become more detailed in the future I hope ( for example, people having moving legs.). If I start to release anything in paid format the money is going to get reinvested into sound and art as top priority to improve both of these very lacking aspects of the game.
I'll do something this Friday if work doesn't get in the way, gameplay wise that is. I've got a few things to show.
GPS / the start of computer getting put into the car
Dispatch using computer/GPS rough area markers of calls
Evidence found after searching detained/arrested people
Arrest/Search progression bars
Dispatch saying (not verbal, text for now) locations of crimes
I've been spending the time lately rewriting and making existing code a lot better, I'm getting to the point where I can fire up the game, and go out on a patrol without having to worry about bug-caused game interruptions.
Thanks for the interest - helps motivation also.
Yes I am. Due to limited time, I haven't been posting new media. Soon I'll sit down and post what Ive done.
In short
-Dispatcher now says name of street crimes taken place.
-Tones for crime taking place
-Arrest progression bar complete
-Searching of persons complete
-Player GUI starting to take shape
-Items for player added (flashlight, tazer, on-foot minimap, notepad for logging of information.)
There is more, but I've just been lazy in regards to keeping people updated. I've slow'd down a bit in progress, but again, thats simply not because of lack of interest, but lack of free time.
In the list of crimes "active shooter" calls are already on it. They will be rare, and dangerous. Terrorist attacks are on the thinking board - but not on the list. Once I get to a more polished and completed state I'm debating either starting a Kickstarter program, or adding it to steam/desura for funding. All of the start money will be put into voice acting.
As of right now being able to play your own music is not on the list of things to do - you can simply run a underlying player if you wish, but I don't think right now this is the state of that type of code to be implemented. If you have any more ideas feel free to ask/share. I'm still working on it but don't have time to post up videos or progress, but there is progress believe me.
Hey guys. Just a few words. No I'm not dead, just very busy with my real job. Since my last update I've been working weekends and what feels like none stop. I'm currently pulling a 24 shift and writing from my phone. I've been able to add a progress bar when cuffing people so now that takes time. Dispatcher will now transmit a tone when crime has taken place, and arresting innocent people yields negative points bad guys yield positive. Next tasks are to finish vehicle pathfinding and add to their avoidance. I've been more so optimizing what I have so far since my times limited. Once I get vehicles with AI in them, can allow players to make stops and add the mini maps for the player and car, plus have dispatch give a verbal location of crimes, I'll feel back on track.
Hey Callisto_Music. I'm still looking around for good sound guys. I'll be needing a bit of music, and a lot of sounds. I saw you in a random game posting and figured I'd stop by. Have a portfolio already or still working on one?
Either way - just networking.
One of my end goals is to make it a co-op player style game. After awhile I will be looking into possible game modes that will let players be the bad guys also but I'm not saying this will happen. For me, personally it is very important to be able to play with friends in a co-op manner.
This would be fun and honestly easy to implement. Perhaps set a limit to where if you push the person around to much (regardless of crime committed) you run the risk of getting a excessive force used and negative points. :D
I'll add that to the finishing up list and it will get looked at down the road when more major components of the game are complete.
Thanks I really enjoy reading encouragement honestly it helps.
Yea when you are a one man team 3D modeling and animation can either consume a lot of your time, or very little. I went with very little so I can code more and add depth to make up for lack of art.
I haven't heard of it. I'll have to give it a look. I'd hate to be considered a copy of something.
EDIT : Now that I look at it, the art level is comparable a bit. You won't be making any jets in this game though...
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