When I started work on Diabolical: The Shooter I made a joke that it might take me ten years. I'm not there yet but I have been going for many years and learnt a huge amount on the way.
I chose XNA because at the time it was the only way for independent developers (indie) to publish to a console. With the advent of the Xbox One it was announced that Unity will be supported and provided to the initial crop of registered indie developers. It is hoped that eventually everyone will be able to developer for the Xbox One but as yet no details or dates have emerged.
I have decided to do some experimentation with Unity to decide if moving development of my game over to Unity is the most likely to get the game finished to the standard I would like within my lifetime!
I will post my progress with a Unity version and take a view at some point which version I will complete.
The first step is to see what prefabs and templates are available to get me started as quickly as possible.
Although I want a Third Person view eventually I want the controls and features to behave more like a First Person Shooter so I intend to start by looking at those. I also need multiplay, online with AI, so they are also prefabs to look for.
Any views I express about the quality or suitablity are my own opinion for my own use and may not be applicable to anyone else's use of that same asset.
Realistic FPS Prefab
+ Movement, Multi-Weapons, Pickups, Melee, Health, AI(simple)
- No Multiplayer, No Online
Full level sample and ran nicely.
Very Good Reviews.
FPS Kit | Version 2.0
+ Multiplayer(Photon), Online(Photon), Movement, Multi-Weapons, Pickups
- Bugs(claimed), No AI
Limited samples but what was there worked well. See the forum thread for more details.
Good Reviews.
Unity Shooter Engine
+ AI, Third and First Person
- No Multiplayer, No Online
Sample did not finish loading!
Good Reviews.
Free Unity FPS Starter Template
+Online
Need to e-mail to get sample code.
Looked very limited and slow in the video.
Free FPS Kit by OneManArmy
+ Vehicles, Multi-Weapons, Pickups, Melee, Health.
- No Muliplayer, No online, No AI
I tried this out and it has everything I need as a starter and more.
Good Reviews.
The web site has other useful stuff on it.
Ultimate FPS
+ Movement, Pickups, Melee
- Just a camera
To maintain a 5 star rating with so many reviews is very good.
Very Good Reviews.
Update: So much more has been added to this since I first looked.
Other things I found that I have not folowed up on:
http://www.youtube.com/watch?v=qdnWby6zx3s
http://www.youtube.com/watch?v=5I5GJbKj1Cg
Don't forget all the excellent complete sample projects provided by Unity themselves:
https://www.assetstore.unity3d.com/#/category/97
Showing posts with label First Person. Show all posts
Showing posts with label First Person. Show all posts
Wednesday, 27 November 2013
Tuesday, 16 August 2011
Over The Shoulder Shooter
I overheard a conversation today by an experienced gamer who thought Third Person and Over the Shoulder views were the same.
It is because of that misconception that I mainly refer to my game as a First Person Shooter (FPS). It should probably be called an Over The Shoulder shooter. That is visually similar to a Third Person view. The difference is not in the visuals but in the control systems.
In a Third Person game the character rotates independently from the camera view. When you move forwards the character moves forwards in whichever direction it is facing. That means it could walk across the screen or even towards the camera in some games. Like a radio controlled car coming towards the person controlling it.
I find that control system very difficult and virtually never play games with a Third Person control system.
With an Over the Shoulder game the character is always aligned with the camera. If you rotate the character right the camera rotates right as well. When you move forwards it is always away from the camera.
That is exactly the same motion that you get with a First Person game. The only difference between that and an Over The Shoulder view is instead of only seeing your own arms you also see most of your body.
I like the Over The Shoulder view because you see what your own character looks like. It encourages people in multiplayer games to customise their characters because they see what others see. It lets you see some of what you are carrying without the need for an inventory system.
The other nice advantage is that it usually lets you have a wider field of view. It helps to avoid the blinkered tunnel vision feel that FPS games can have.
I like it which is why I've written my game using XNA with an Over The Shoulder view.
==
Addition added April 2012:
Here is my understanding of the various terms:
- First person shooter (Halo, Call of Duty): No player model in front and the camera turns in direct proportion to the input.
- Third person car or space ship game (Need for Speed, Project Gotham): There is a model in front. The input moves the model and the camera uses spring physics to bring the camera smoothly back behind the model.
- Third person fantasy game or shooter (Fable II): The input moves the model separately to the camera so the model can walk, forwards, sideways or even towards the camera. In that case pushing the camera away. No or limited spring physics to return the camera. This is like a radio controlled car and I personally find these difficult to play.
- Over the shoulder shooter (GRAW, Gears of War): The input moves the camera directly like a first person shooter but moves it in an orbit round the model with the character model rotation catching up with the camera. Play feels like a first person shooter but you can see yourself.
Unfortunately for me most people describe this as a Third Person Shooter because of the view, without taking in to consideration the control system.
It is because of that misconception that I mainly refer to my game as a First Person Shooter (FPS). It should probably be called an Over The Shoulder shooter. That is visually similar to a Third Person view. The difference is not in the visuals but in the control systems.
In a Third Person game the character rotates independently from the camera view. When you move forwards the character moves forwards in whichever direction it is facing. That means it could walk across the screen or even towards the camera in some games. Like a radio controlled car coming towards the person controlling it.
I find that control system very difficult and virtually never play games with a Third Person control system.
With an Over the Shoulder game the character is always aligned with the camera. If you rotate the character right the camera rotates right as well. When you move forwards it is always away from the camera.
That is exactly the same motion that you get with a First Person game. The only difference between that and an Over The Shoulder view is instead of only seeing your own arms you also see most of your body.
I like the Over The Shoulder view because you see what your own character looks like. It encourages people in multiplayer games to customise their characters because they see what others see. It lets you see some of what you are carrying without the need for an inventory system.
The other nice advantage is that it usually lets you have a wider field of view. It helps to avoid the blinkered tunnel vision feel that FPS games can have.
I like it which is why I've written my game using XNA with an Over The Shoulder view.
==
Addition added April 2012:
Here is my understanding of the various terms:
- First person shooter (Halo, Call of Duty): No player model in front and the camera turns in direct proportion to the input.
- Third person car or space ship game (Need for Speed, Project Gotham): There is a model in front. The input moves the model and the camera uses spring physics to bring the camera smoothly back behind the model.
- Third person fantasy game or shooter (Fable II): The input moves the model separately to the camera so the model can walk, forwards, sideways or even towards the camera. In that case pushing the camera away. No or limited spring physics to return the camera. This is like a radio controlled car and I personally find these difficult to play.
- Over the shoulder shooter (GRAW, Gears of War): The input moves the camera directly like a first person shooter but moves it in an orbit round the model with the character model rotation catching up with the camera. Play feels like a first person shooter but you can see yourself.
Unfortunately for me most people describe this as a Third Person Shooter because of the view, without taking in to consideration the control system.
Labels:
First Person,
FPS,
Game,
Over the Shoulder,
Sci-Fi,
Third Person
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