Game
PolyGunz
10 years ago

PolyGunz - Desired Updates


Hey guys, its been a while but I’ve decided to try & get back into PolyGunz. I’ve been really busy recently that I’ve effectively had to drop game developing.

Reforms

  • Shooting mechanics

    • Initially, I wanted PolyGunz to be a strategic FPS so I made the bullets come out of the barrel rather than the centre of the screen. This has created issues such as not being able to shoot enemies too close to you, or causing inaccuracies when shooting.

  • Bullet mechanics

    • Overall the bullet mechanics are fine. The only change here will be instead of using RaycastAll() I will use individual ray casts so that bullet penetration actually works. Before, bullet penetration would fail if you fired through 2 walls if it was from the same mesh. This new method will also allow slight rotations of the bullet trajectory through the wall.

  • Movement mechanics

    • The movement system needs to be reworked to be framerate independent, remove the speed boost from moving diagonally & to allow the character to jump more than an inch above the ground.

Upgrades

  • Map quality

    • So far the maps are sparse. Not even half done & really flat. I need to spend a long time sorting out the routes through the map so they have a better flow & adding some detail so it doesn’t feel like a bunch of boxes.

  • Animation

    • I still need to learn how to animate so I can add player models into the game.

  • BotAI

    • I need to add objectives for the bot so that they don’t go straight to the flag/target. Also, I need to add awareness to the bots so they can act on their own rather than know the positions of everything & move directly towards that.

New Assets

  • Player models

    • Basic player models to practise animation & create hitboxes that are more than a circle & a cylinder

  • Weapons

    • Eventually, there will be 3 of each time of weapon, plus the riot shield & the Rocket Launcher

  • Maps

    • As afore mentioned, I would prefer not to create a massive amount of maps. So I will be limiting this number to 4 or 5. Currently, I am creating a low poly remake of Dome from MW3. Doing this will allow me to brush up on my modelling skills & learn about level design



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