Still fixing things. Currently focusing on the mechanics. Once I’ve got the mechanics in place & have a better feel for how the game plays I’ll start creating maps that are more appropriate. e.g currently there are only 3 flags in a map made for 2 teams, while there are a possible 4 teams fighting, so it is uneven for each team
Decided to use the WebGL build for the web build instead of the unity player. This will allow you to play PolyGunz on chrome & other browsers that don’t support unity player. The only apparent downside is that it is less optimised.
Fixes
Random cursor unlocking
Progress was kept when unlocking a care package
Care package UI remained after crate was captured
Weapons gained from care packages were not renamed to the weapon names
Set back weapon positions & enabled them for the player for all weapons. Also, back weapons go onto a separate layer that’s not visible for the first person camera if you’re a player. Now you won’t be able to see your other weapon when you look down
Forcefully hidden the crosshairs & the muzzle flash upon death since they seemed to want to linger there if you died with them active
Upon death, bots now delete their secondary weapon (still not used by them), instead of accumulating many, many pistols.
Care package capture progress is not saved if you hold “E” & you jump/move towards & away from the care package
Normalized movement speed
Changes
Reduced the time the muzzle flash is visible & parented it to the muzzle
When sprinting you cannot: reload; shoot; throw grenades; aim down sights or pickup weapons.
Changed the hip position of the M24A6
Cannot move when capturing care package
Increased movement speed in air
Increased ground speed for walking, sprinting & crouching
New
Weapons are now lowered into a sprinting position when sprinting
Added idle sway that becomes more pronounced when moving
Weapons are lowered when capturing a crate










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