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The first article about Slashear

Slashear Blog

The awesome news! Gamesauce published our first article. We told about the team, game, where did inspiration come and our plans for the future. Read it just here Slashear standing up again

Level design and inspiration

Slashear Blog

Level design is created from inspiration. At first, draw the sketch, then make up the details.
Carefully planning and illustrating the game play helps to assess the amount of work needed to create the level.

Level design

Slashear Blog

To make the image pleasing to the eyes we use a harmonious palette and emphasise the environment.
It is important that the environment is not distracting though.
To solve this, we have created a lighting system much like a spotlight that follows the player so the player is always the center of attention.

More about the game www.facebook.com/slashear

Test level

Slashear Blog

It is very convenient to try new ideas and to check new features right in the game.
To achieve that we keep special test level where we may play with new NPCs, debug new control features and sometimes even try new gameplay.

Сhangelog

Slashear Blog

Everyday we add new features to the game. To help keep track and avoid confusion, we keep a changelog. Recently, this note appeared:

The final build is done:
- More suffering to the user!
- More hardcore!
- More pain!
- Because life is pain!


Feel free to check us out and give us feedback www.facebook.com/slashear

The weapon system architecture

Slashear Blog

New Weapon In The Game

One weapon alone is not good enough. It’s downright dangerous and boring. So we added a freeze ray! Freeze those you hit and hurt those near by. That’s not all we’ve added to your menagerie of mayhem though! Now you can wreak havoc with the bazooka, flame-thrower and grenade launcher.You can find out how we created and implemented these new weapons below.

The Weapon System Architecture

The weapon system architecture is designed with MVC (Model-View-Controller) in mind.
We have the WeaponController, WeaponModel and View; Which is the responsibility of Unity.The controller is responsible for the firing and direction of the bullet. It is used to display the shots and tells Unity what kind of animations should be displayed. Also, it instantiates the pool of GameObjects for bullets during initialization.All weapon variables for controller work is kept in WeaponModel. This approach is very convenient and flexible.
If you need to change any properties of a weapon, it is enough to change it in the model of the weapon. We can set the speed and the number of shots, their spread and any other parameters as needed. Each weapon is assembled in prefab and easy to change.
You can specify which weapon to use and change it in the character controller. The interface has been designed for use with controllers in mind.At the beginning, the character was armed with just a simple gun. If player holds the fire button,the gun fires continuously. Then we have decided to diversify the available weapons and added to the bazooka to the arsenal. Shooting like a gun didn’t work, so we had to adapt. Therefore, when player holds the button, the character on the screen is aiming and the shot occurs on button release.
It took 10 minutes to make the bazooka from the gun. Due to the flexible architecture, one method in the controller was overloaded and appended with 6 new lines of the code.

Don’t forget to follow us on fb www.facebook.com/slashear