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Terry Hess, West Virginia, Game Designer, Unity 5, Google Play Store, UDK, Angry Birds, GTA, Full Sail University, Video Games, Fun, Mobile Games, PC Games, Itchio
Terry Hess, West Virginia, Game Designer, Unity 5, Google Play Store, UDK, Angry Birds, GTA, Full Sail University, Video Games, Fun, Mobile Games, PC Games, Itchio
Terry Hess, West Virginia, Game Designer, Unity 5, Google Play Store, UDK, Angry Birds, GTA, Full Sail University, Video Games, Fun, Mobile Games, PC Games, Itchio
Terry Hess, West Virginia, Game Designer, Unity 5, Google Play Store, UDK, Angry Birds, GTA, Full Sail University, Video Games, Fun, Mobile Games, PC Games, Itchio
Terry Hess, West Virginia, Game Designer, Unity 5, Google Play Store, UDK, Angry Birds, GTA, Full Sail University, Video Games, Fun, Mobile Games, PC Games, Itchio
Terry Hess, West Virginia, Game Designer, Unity 5, Google Play Store, UDK, Angry Birds, GTA, Full Sail University, Video Games, Fun, Mobile Games, PC Games, Itchio
Terry Hess, West Virginia, Game Designer, Unity 5, Google Play Store, UDK, Angry Birds, GTA, Full Sail University, Video Games, Fun, Mobile Games, PC Games, Itchio

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.

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 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.

 

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