It was time to update another oldie from the portfolio: my drone shooting FPS prototype.
This FPS demo was a basic prototype developed from the FPS controller experiments - my first posts on this blog. It had some basic movement and shooting action along with some AI for the enemy drones, player health and ammo management - the usual stuff found in such games.
I decided to make it a little bit more cohesive on the design side altering graphics, lighting, weapon design and audio to give it a stronger sci-fi vibe.
I also wanted to experiment with some stealth action possibilities that’s the main reason for the toned down lighting and the inclusion of searchlights capable of detecting a player (being detected has no consequences yet).
Screenshot from the revamped Drone Shooter
I won’t go into technical details now but there were many lessons learned during the update process and I might post about some of the more interesting ones later on. Also, the codebase could use some refactoring and restructuring, that’s the next thing I’m planning to sort out soon.
- Added Unity Post-processing stack and some PP effects to scene
- Changed the skybox and most of the textures
- Tweaked lighting to use realtime GI and light probes
- Added automatic searchlights which detect player within their light cones and follow the target until line of sight is broken
- Replaced weapons with more “blaster-like” models, also added volumetric laser projectiles and new weapon sounds
- Added weapon animations: recoil, weapon switch etc.
- Added shot decals
- Added background music
- Fixed some bugs
- Various optimizations