Advanced FPS Kit- Development Blog 1
by none · 06/11/2009 (4:04 pm) · 4 comments
Hey everyone, Max Brewer and I have set out to create an Advanced FPS Kit. What it will basicly be is the collection of many FPS resources, all bug-fixed, modified, and improved by us. You will also get a ton of custom art designed by us so that you can use them in your game, or model your assets off of ours. Below is a list of the different features that we hope to include in our kit. Note that these features are subject to change, and factors may be added or subtracted from this list, but we'll let you know if we add or subtract anything throughout our blogs. We will be posting a blog each step of our development of the kit, to get a following. This kit will be for TGE 1.5.2.
Features:
***Player***
One custom, fully animated character.
Includes crouch and prone animations.
Arms for first person view.
***Weapons***
MachineGun with reload animation.
SniperRifle with sniping and reload animation.
RPG with reload animation.
Grenade with pull pin and throw animation.
***Props/Levels***
One sample mission.
Many .DIF structures.
Many .DTS props.
***GUI***
Ammunition GUI
Custom GUI for each weapon
Scope GUI
+ many more
***AI***
Advanced Friendly and Enemy AI
***Other***
Team Deathmatch mode.
Bug-fixes in starter.fps.
This is only the rough draft of the features, so many things are bound to change.
And now, I'll tell you a little about what we've been working on this week. First, we wanted to start with something simple, so we decided to make the grenade. I modeled and textured the grenade, while Max began to work on implimenting the grenade script into the game. He has successfuly got the grenade into the game and modified the script so that the grenade can bounce around a little and then explodes. (He's working from the more stable bomb script instead of the grenade script.) The only problem we're having right now is that the decal explosion blast doesn't work on uneven terrain. If anyone knows how to fix this, it would be much appreciated. By the end of this weekend, we want to add arms to the first person view so that we can add an animation for throwing it. We'll also need to add a separate ammunition model, but here's what we have so far.
A picture of the grenade weapon.
A picture of the blast from a grenade.
Thanks for reading this, and feel free to leave a comment, question, or suggestion. We'll be posting another blog as soon as we have the grenade completely implemented.
Features:
***Player***
One custom, fully animated character.
Includes crouch and prone animations.
Arms for first person view.
***Weapons***
MachineGun with reload animation.
SniperRifle with sniping and reload animation.
RPG with reload animation.
Grenade with pull pin and throw animation.
***Props/Levels***
One sample mission.
Many .DIF structures.
Many .DTS props.
***GUI***
Ammunition GUI
Custom GUI for each weapon
Scope GUI
+ many more
***AI***
Advanced Friendly and Enemy AI
***Other***
Team Deathmatch mode.
Bug-fixes in starter.fps.
This is only the rough draft of the features, so many things are bound to change.
And now, I'll tell you a little about what we've been working on this week. First, we wanted to start with something simple, so we decided to make the grenade. I modeled and textured the grenade, while Max began to work on implimenting the grenade script into the game. He has successfuly got the grenade into the game and modified the script so that the grenade can bounce around a little and then explodes. (He's working from the more stable bomb script instead of the grenade script.) The only problem we're having right now is that the decal explosion blast doesn't work on uneven terrain. If anyone knows how to fix this, it would be much appreciated. By the end of this weekend, we want to add arms to the first person view so that we can add an animation for throwing it. We'll also need to add a separate ammunition model, but here's what we have so far.
A picture of the grenade weapon.
A picture of the blast from a grenade.Thanks for reading this, and feel free to leave a comment, question, or suggestion. We'll be posting another blog as soon as we have the grenade completely implemented.
About the author
#2
One thing I haven't seen as a resource is having the first person hands "sway" when the player runs, and a different animation play when idling. Would be a "handy" resource ;)
An updated hitbox resource would be nice as well, but may be out of your project's scope.
Anyways, good luck with your project. Looks like fun!
06/11/2009 (8:09 pm)
Cool! Can't wait to see more. The player hands sounds very interesting.One thing I haven't seen as a resource is having the first person hands "sway" when the player runs, and a different animation play when idling. Would be a "handy" resource ;)
An updated hitbox resource would be nice as well, but may be out of your project's scope.
Anyways, good luck with your project. Looks like fun!
#3
06/12/2009 (9:50 am)
I have been efforts to create FPS games central TGE, TGEA, T3D on. Very fond of what you think. Keep up!
#4
06/12/2009 (12:05 pm)
Thanks for the comments everyone, we'll be posting another blog this sunday when we hope to have the ammo shape, and the first person shape. 
Torque Owner zoid
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