Small updates, Door, Ammo Counter, Agaraak, M3 Grease Gun and MP 40 Updates - For the mini-game inspired on CoD Zombies and L4D
Hello everyone. It's me Antony, back with another Blog. We are now on November 28 - approaching the end of 2021; hoping for the things to get better as the World continues in this fight for survival and to develop a (possible) cure for the COVID-19 pandemic - which I'm sure most of the people are vaccinated and taking all the precautions to avoid spreading the virus.
For this month, my university semester has been concluded. Now I can rest - despite my job at at the public health center.
For this Blog, I'm going to talk the CoD Zombies / L4D project I was working on Unity for a while. I'm know. Has been a while I didn't made progress to the game project due to my job, studies, playing games and lots of projects. Because of that, my attention to Unity and for this Blog has been dragged away. For what I did at my best, I'll show you in screenshots.
I imported the Colt M1911A1 pistol to the game. Few things I noticed on the pistol slide component - like the absence of some markings from the original Colt pistol. But hey, I added the weapon's main script to it and a nice pistol firing sound.
The other model imported was a steel door. I was trying to make a door working in Blender.
Interesting. Don't you agree? I made it in Blender and animated it before exporting to Unity.
However, the script of the door was a little tricky while I was looking at some tutorials on YouTube. I may share it in video. But in the test mode, the door didn't opened. I didn't understand why the door opening / closing animation wasn't loading properly, but this issue can be addressed later - because I don't have a proper building / walls in order to get in / get out.
The small update was the size and properties for the ammunition counter. The following images will show you the color changing according the current ammo in your magazine / clip.
White - when fully loaded.
Yellow - when you have three rounds left.
Amazing. Just like in some video-games. Thanks to a reply from Ichigo for my question sent to Royal Skies LLC video - Unity 3D : Menus Part 2 (Text-Mesh-PRO in 5 Minutes!!), I finally made the colors to change according to these three conditions.
UIController script from the project. The suggestion / corrections is marked in green:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UIController : MonoBehaviour
{
public Font fontHUD;
public PlayerBehaviour player;
public static UIController instance;
public AimUIBehaviour aimUI;
// Start is called before the first frame update
void Start()
{
instance = this;
}
// Update is called once per frame
void Update()
{
}
void OnGUI()
{
GUI.skin.font = fontHUD;
if (player.weapons[0].currentAmountAmmo > 3)
{
GUI.contentColor = Color.white;
}
else if (player.weapons[0].currentAmountAmmo == 0)
{
GUI.contentColor = Color.red;
}
else
{
GUI.contentColor = Color.yellow;
}
GUI.Label(new Rect (Screen.width - 135, Screen.height - 85, 200, 80), player.weapons[0].currentAmountAmmo+" / "+player.weapons[0].currentAmountAmmoTotal);
}
}
Now is working perfectly. The size was adapted according to some tests. Previously it was GUI.Label(new Rect (Screen.width - 100, Screen.height - 85, 200, 80), player.weapons[0].currentAmountAmmo+" / "+player.weapons[0].currentAmountAmmoTotal). But I changed to Screen.width - 135. I'm not sure I'll keep with that font type or I'll change it to a new one.
The big thing I plan to do for the mini-game is the arm fully functional. I watched a video where a guy attached the player's arms to the gun instead of the gun attached to the player's arms - which I based after watching Jayanam's weapon rigging tutorial on YouTube. I may change it in the future, but I'm working on a new player's arms to replace the one I extracted from the Claymore characters.
Now the small updates for my firearms.
Kaessun Agaraak:
The Agaraak received some changes after my last Blogs. I know it may look cumbersome and weird in the aim mode. Since I have few drawings of this Ulzikrarun assault rifle, I can only count with ideas for it.
The idea for the Agaraak in the mini-game is a special weapon - find at some areas / corners from some maps, but I'm not sure how I plan to make it 'usable at some emergency moments' since it's an uncommon weapon for humans.
M3 Grease Gun:
The American M3 Grease Gun received some changes after my last visit to the project. Now it has the weld lines at its receptor, handgrip, magazine loader and iron sights - among other pieces. The next thing to do is the other pieces, rigging the gun and painting some pieces. Same thing I plan to do for the other guns.
Maschinenpistole 40:
The German MP 40 also didn't received too much changes after my first Blog of the project. The only different was the metallic colors and the wooden pieces receiving a new texture with Principled BSDF shader. However, I need to change / modify some components before moving to rigging the MP 40 and export it to the project.
In the future I'll record a new video of the project with these possible changes:
* The Player's arms fully functional;
* The Player's HUD showing the health bar, items used like primary weapons, secondary weapons, first aid kit, grenades and extra items;
* The zombies walking, attacking and dying;
* The zombies spawning at different places from the map;
* The capacity to interact with the objects from the game scene - like the weapons, ammo cache, propane tanks, gas canisters;
* The door opening / closing - allowing you to pass;
* The propane tanks exploding when hit and causing some damage to the Player;
* The gas can exploding when hit and creating a fuel puddle engulfed in flames;
* The grenades being tossed to a target direction; and
* The scopes.
That's it for today. I hope you enjoy it. I'll be back with more Blogs in this year - if nothing change in order to make me occupied like job, studies and civil service exams. I plan to share more artworks and other things I did in my time. Until the time comes, you will be surprised to see it. See you next time.
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