Let's have a look at the unfinished 1st person template:
Suicide Groundhog Day
When there are no enemies in the level, the only goal is to die as soon as possible,
here are my attempts:
I might need to adjust the radius of the explosions, cus I was really close to loads of them but didn't get hurt
and yes, some of the guns are still yellow.
But as you can see it's got weapon pickups and switching, ammo,
the player can get hurt by explosions and the screen flashes red,
the more hurt the more red it goes.
The player takes fall damage, and can die, which it states when you are dead.
The weapons currently are:
Handgun\pistol
shotgun
machinegun
bomb launcher
Bazooka
I also did a cool thing with the explosion sounds where it mixes 3 sounds
together at random ratios so that each explosion sounds different.
Also the menu works with saving and loading games, you can literally save
the game whenever you want and it'll load the game in the exact state that was saved,
which is obviously a really sought after feature.
I've also made a PBR shader, I basically copied and pasted the shader from the gl tutorials site,
then condensed it into 10 lines instead of 100, which will be faster cus there are alot less
variables\vectors created and several of them are reused instead of being created 3-4 times.
Next I'm gonna make it work with maps for roughness, metalicness and attentuation.
But I'm gonna make it use one texture for all 3, cus it's so wastful how they're all grayscale,
so I'll make a simple combiner that combines the 3 into one texture per color channel,
and maybe if there could be a 4th one that can go into the alpha. Ah! the ambient occulsion
The thing I love about this pbr shader is that it's so veratile and can literally be used
for every material in the game, which is great for performance cus only one shader needs
to be set, and global uniforms like the sun direction and color only need to be set once
instead of for every shader used.
So, what is there left to finish?
A template enemy that has a state based ai. (Mostly coded but I need to test it and probably
tweak things to do with avoiding walls and ledges)
A template generic animated character model, that the enemies will use and
the player when it's 3rd person
Attatching weapons to character's hands, using the animations & the positions and rotations of
the bones. This is also coded, but I haven't had a chance to test it yet, but
it should work cus I coded it right, converting the dual quaternions of the bone's frames,
lerping them based on the frame_merge (point it's at during merge from frame1 to frame2),
then normalizing them in the same way the shader does
and then converting it to a matrix, then multiplying that with the gun's base matrix
Gotta say thanks to
@TheSnidr for the conversion from dualquat to matrix, cus his project had a script for this so I just copied and pasted it from that, lol
The plasma rifle (that shoots actual projectiles, like on the video from a few months back
where it bounces off walls) (basically done before, just need to put it into the plasma rifle)
A simple melee weapon, like a hammer or just fists, I need to make at least one
melee weapon just so it's in there for a start, I'll make more after the first release,
like an add on, melee weapon preset pack or something.
But I need to at least make the object that handles this, cus it needs to be
a different object to the guns.
And then, the 3rd person template, I'm not sure what to do for it,
I'm gonna use all the same stuff from the 1st person template, but
the character will have animations and hold each weapon in it's hand.
And then I'll make a basic level with platforms and stuff.
Most of this stuff has been done before, and it all works,
but there's the thing with the player's health, ammo etc.
So I'll just make it the same as the 1st person player, then
it's like a 3rd person rpg type game, and if someone wants to make
a simpler type of game they can simply not use\take out certain bits