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LRR - special ops.


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LEGO ROCKRAIDERS - SPECIAL OPS

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Hey there raiders!

As most of you might know i was working on my 4th rockraiders related game.

LRR-Special ops is an 4 player co-op shooter based of the open source project called angry bots.

This is my first try at making a proper multiplayer game...

For now it only contains one map with a lot of crystal crawlers.

Servers:

since i can't run a server 24/7 i got an application for the photon cloud servers, they run 24/7 but they might lagg.

Download link:

0.11:http://www.mediafire...6zba3mdt5jznmh4

0.2 pre-release: http://www.mediafire.com/download.php?qq6ejtl145xb454

Images:

Album on imgur (they are dev screenshots): http://imgur.com/a/egRN7#0

Story of the demo map:

It's simple, get on top of the conveyor belt to jump into the room that contains the boxxes that you need to rescue, they are full with energy crystals.

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It's really good so far. I might suggest making the chat text brighter since it can be a bit hard to read, and also that the server doesn't kick you out once you reach the goal. Maybe bring up a prompt that says "you win, to leave press the green brick, to stay press the red brick."

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It's really good so far. I might suggest making the chat text brighter since it can be a bit hard to read, and also that the server doesn't kick you out once you reach the goal. Maybe bring up a prompt that says "you win, to leave press the green brick, to stay press the red brick."

It does kick you, are you sure you reached the goal?

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Why? Don't the physics i have now please you?

For now, they do, but you already had to place a lot of clipping to prevent players from using their ability to climb straight up rock walls, which I can still do.

Also, the minifigure turns to directly face the cursor, causing shots to fire past the right of the cursor. You could probably fix this by modifying the cursor to have a marker on its right. I was wondering why my aim was off...

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For now, they do, but you already had to place a lot of clipping to prevent players from using their ability to climb straight up rock walls, which I can still do.

Also, the minifigure turns to directly face the cursor, causing shots to fire past the right of the cursor. You could probably fix this by modifying the cursor to have a marker on its right. I was wondering why my aim was off...

There's a thin line from the blaster that runs past the cursor. That should help.

Why? Don't the physics i have now please you?

I guess just make it so you can't "LEGO Island 2" over everything. I know the game's not supposed to be realistic, but both the player and the crabs can walk on walls.

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Why? Don't the physics i have now please you?

I guess just make it so you can't "LEGO Island 2" over everything. I know the game's not supposed to be realistic, but both the player and the crabs can walk on walls.

It's becouse the collider is a capsule, if it would be an cilinder you want be able to walk on horizontal things... that's why i put box colliders on the walls.

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I haven't messed with the Angry Bots control script much myself, but I imagine you could just tweak the slope limit on the character controller so the player can't walk up walls/slopes beyond a certain angle. Though, then you'd have to add some sort of "slide while on slopes that are too steep" thing so the player can't just climb the walls by mashing the jump button.

Is there a way to make the wall collision meshes have no friction? Then we could not climb up them.

Again, I haven't taken a good look at the Angry Bots control scripts, but I'm pretty sure it uses the Unity character controller instead of real physics - meaning it's not a matter of friction.

http://docs.unity3d.com/Documentation/Components/class-CharacterController.html

Sure, you can make physics based character control scripts for more realistic movement with friction and the like, but as Pascal seems to be essentially re-skinning Angry Bots here I'm not sure if he'd want to make an entirely new control script for the player.

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LRR-special ops 0.2 pre-release

Changelog:

-Player now has a helmet and flashlight

-Biome is now like the lava biome from LRR

-Background music made by phoenyx

-A bigger map with a better beginning and ending

-small tweaks and fixes.

Download is at the top!

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I downloaded the 0.2 release and I can't get the two consoles after the lake to work. Back to the issue about the wall climbing I think if the wall is tilted out toward the player he can't climb it. Also the elevators where the demo level ended there should be some way to get bake up if you fall. You could just get rid of the steaming pipe sense you have to go up there and not down. Also you could maybe ad a second or a first person camera in my opinion the third person camera gets kinda annoying when it keeps cutting though the walls.

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I downloaded the 0.2 release and I can't get the two consoles after the lake to work. Back to the issue about the wall climbing I think if the wall is tilted out toward the player he can't climb it. Also the elevators where the demo level ended there should be some way to get bake up if you fall. You could just get rid of the steaming pipe sense you have to go up there and not down. Also you could maybe ad a second or a first person camera in my opinion the third person camera gets kinda annoying when it keeps cutting though the walls.

Okay okay okay okay....

Oh and, no first person camera. if i'd do that everything would get worse, trust me.

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Edit: I see how the consoles work, however the doors are glitched - one one opens, the other closes.

Also, that quitting message? I'd recommend changing it.

I also noticed that there's a distinct lack of enemies on the map now. You may want to spread enemies throughout the cave more evenly.

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how do the consoles work

You just have to stand in front of them for a bit. Unfortunately, due to how they work (or due to a bug), you have to have at least two players to activate them simultaniously.

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  • 4 weeks later...

how do the consoles work

You just have to stand in front of them for a bit. Unfortunately, due to how they work (or due to a bug), you have to have at least two players to activate them simultaniously.

Well, i will explain what i did.

The door you need to open isnt actually one door, there are 2. one console opens the first door, the other one opens the other.

altough, since i rushed the pre-release i might have done something wrong.

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