Update 02 - First Steps

Published May 16, 2021
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Whats new?

So, since my last blog update, I've worked on the first steps for my project. The way I usually work on games is simple, I'll create a prototype using trash code and simple art to let me test out my ideas and to see if I would like to work on that project. Thankfully with TNQ, I did get past that prototype phase and I decided to move to an actual project, BUT I did something dumb. This time around, I decided that instead of coding everything from scratch again, I'll reuse my old code for the player controller and such. The issue is, my code was so hardwired together that when I made a small change, it broke something. So I threw away all of that code and again, started from scratch, but this time coding everything myself instead of reusing my code. So far, no issues has arisen, and my code seems to be very much usable now without breaking, but time will tell if I have to fix it again. Haha, just kidding.


Unity's HDRP

With this project, I'm deciding to use Unity's High Definition Render Pipeline. For those who don't know anything about it, the HDRP allows people, like me to create higher fidelity visuals with volumetric lighting and better post processing. But as you guys know, this project is not really going to be using stuff like 4K textures and high poly models, but that will not stop me from from utilizing HDRP;s other features like volumetric lighting and various post processing features, along with the Shader Graph, which will allow me to create shaders without the need to code.

Weapon System

There are multiple ways to code a weapon system, especially in Unity. For me, I'm using a component based approach making multiple classes that inherit a base class for different functions. This allows easy to create weapons that can me created within a few minutes and can easily be tested and adjusted. Weapons can use raycasting to deal damage, or spawn in a projectile that can be adjusted to either travel at a fix speed or slowly fall to the ground using gravity.
Along with the weapon system, I have the start of the ammo system, which is very similar to older FPS games like Quake 2. Instead of having ammo per weapon that the player can reload, the weapon will take ammo out of an ammo pool of a certain type. Removing the need to reload can allow for faster gameplay, but will throw away a little bit of realism. But understanding the fact that games are a type of art means making these non-realistic choices are totally acceptable because its part of the artist, or in this case developer's, view.

Pistol's components

Thank you guys for taking your time to read this blog post. There will be more to come that will include more screenshots and videos.
If you would like a more up-to-date view of the game, you can join our discord at https://discord.gg/JNHhauP8ye

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