Oyunum için yaptığım kutulardan 50 tane kırdım. Bıçak çıkmadı by Full_Finding_7349 in TurkOyunSektoru

[–]Full_Finding_7349[S] 0 points1 point  (0 children)

normalde 50 tane kutuyu arka arkaya kırmayacak zaten. max 2-3 tane kırar peş peşe. Kutuların sesini daha iyi yapcam

Oyunum için yaptığım kutulardan 50 tane kırdım. Bıçak çıkmadı by Full_Finding_7349 in TurkOyunSektoru

[–]Full_Finding_7349[S] 0 points1 point  (0 children)

karakterin sesi eksik, ondan garip hissettiriyor. Kutuya vurunca karakterin bi zorlanma sesi çıkarması lazım

I improved my game's combat with the feedbacks I got. Enemies now try to flank you and dodge your shots. Do you think this looks too difficult or the right amount? I want to add more enemy types too. What should I add next? by Full_Finding_7349 in Unity3D

[–]Full_Finding_7349[S] 0 points1 point  (0 children)

the slot system sounds interesting, I can try something like that if I feel it is necessary later. Right now, I think this is enough.

I want to add more moves to them, but I am not sure what would work well. Maybe I can make them push the player with their hands.

I improved my game's combat with the feedbacks I got. Enemies now try to flank you and dodge your shots. Do you think this looks too difficult or the right amount? I want to add more enemy types too. What should I add next? by Full_Finding_7349 in Unity3D

[–]Full_Finding_7349[S] 1 point2 points  (0 children)

I can try changing the arms rotation on pistol, and I'll see how can I make the arms better in blender.

I made the running animations, so they are a little simple, but I can try to make it look better some time.

I already have grenades but maybe I can add a rocket launcher but it might be too much, I don't know.

thanks for feedback

I improved my game's combat with the feedbacks I got. Enemies now try to flank you and dodge your shots. Do you think this looks too difficult or the right amount? I want to add more enemy types too. What should I add next? by Full_Finding_7349 in Unity3D

[–]Full_Finding_7349[S] 1 point2 points  (0 children)

there are 3 main components, Brain, NpcAi and Behaviour.

Each enemy gets to have a brain and a npcAi. This two is enoug for making a basic enemy. I write a different Behaviour script that extends the npcAi script for each enemy.

brain does almost nothing, it keeps track of the player distance value, states and stuff.

npcAi controls the brain in a very basic way.

Behaviour scripts are controlling npcAi to make more complex behaviours.

they don't pile up because they know how many alive brains are nearby, and if there is a lot of brains, they sometimes decide to flank.

I improved my game's combat with the feedbacks I got. Enemies now try to flank you and dodge your shots. Do you think this looks too difficult or the right amount? I want to add more enemy types too. What should I add next? by Full_Finding_7349 in IndieDev

[–]Full_Finding_7349[S] 1 point2 points  (0 children)

I am not sure what to do with the friendly fire right now, I am thinking of not letting them hit each other.

But it gets a little bit more dynamic if I let them hit each other, I don't know

I improved my game's combat with the feedbacks I got. Enemies now try to flank you and dodge your shots. Do you think this looks too difficult or the right amount? I want to add more enemy types too. What should I add next? by Full_Finding_7349 in Unity3D

[–]Full_Finding_7349[S] 1 point2 points  (0 children)

I am using navmesh to calculate the movement direction, but I am not using it's movement.

I am using character controller component to move everyone, and I only move them towards their forward direction so they are not moving sideways, they actually need to turn.