








Screen fade out to black when button is pressed. I used Mecanim system in Unity to automatically play the screen fade in animation at the start of a scene and a C# script with the new UI system to automatically play the fade out animation when buttons are pressed.

Screen fade in using Mecanim system to play fade in animation at start of scene. The animator also transition to the game over animation when the player dies.

Health is red when numbers are 33 percent or less. I used the same method for scripting that all colors are changes for health.

Screen fade out to black when button is pressed. I used Mecanim system in Unity to automatically play the screen fade in animation at the start of a scene and a C# script with the new UI system to automatically play the fade out animation when buttons are pressed.
Images of new health UI, and added scene fade in's and out's.
I use the Mecanim system for all animations in the game including doors that open and close, player and AI animations, and other animations like lights turning on in a room when a console is activated. I've scripted everything I have so far using C#. All HUD objects on screen are using the new Unity UI including health, ammo, keycard pickups, and buttons on the title screen.

This is the Russian commanders office. Behind the tapestry is a hidden doorway.

This is the main hall. The player has just exited the commanders office.

This is the hidden pathway. Lanterns light this gloomy path. The sound of water echos as the player moves through here. I add some water on the floor and drips from the ceiling that splash once they hit the water below. The lower area of the level is using a terrain editor so I was able to make divots in this part of the map for added realism.

This is the Russian commanders office. Behind the tapestry is a hidden doorway.
Images of some of rooms in the level. Inspiration for this level was taken from Goldeneye 64.
I worked on this mini game for a day and a half. I made a school gym with a UFC ring and scripted new AI code for zombie attacks. Before I had a collider that told the zombies when to attack but the ray cast would hit their colliders and that’s where the blood particle system would instantiate. So instead I use Vector 3 and distance and direction to tell the AI when the player was close enough. Then I just use a timer to tell them when to attack. I also play the attack animation a little before the damage is taken so the two line up. I used the same zombie models I already had.
Images of the mini game I made to use as a demo to hold over the awaiting public until I can finish the full game. I used an asset called Prototype made by ProCore from the Unity Asset Store to make the ring. I also made a beveled ceiling with their tool but went with a flat ceiling because the material I used on the ceiling was real glitchy with the beveled ceiling. Next I plan to work on sentry guns and AI that shoot back at the player.

This is an in ring shot with built in lighting. The player stays in this ring and fights never ending spawning zombies. There are four types of zombie each with there own spawn point. Ever 30 seconds a different zombie spawn point is activated until all spawn point are active. Health drops are spawned every minute. In the middle of the ring is unlimited ammo.

A look at those bleachers. Watch out for the zombies behind you.

Get ready to rumble. A look at the stairs before the fight to the death.

This is an in ring shot with built in lighting. The player stays in this ring and fights never ending spawning zombies. There are four types of zombie each with there own spawn point. Ever 30 seconds a different zombie spawn point is activated until all spawn point are active. Health drops are spawned every minute. In the middle of the ring is unlimited ammo.
This is my final post for Opossum The Killing Machine. This was a great project and I learned a lot while making this game. I am going to leave this game as a demo because of the size of the file I currently have. If I were to complete the game with eight levels that I wanted to make the file size would be to big to publish on any site that I have found. I am leaving the game as a free demo and I hope you enjoy playing my first attempt at a First Person Shooter.
Opossum
The Killing Machine
Added health as a number percent with color change for damage severity, screen fades for every scene, disabled muzzle flash and hit game object particle systems when player clip is empty, and added a dry fire sound when player clip is empty.