I added a sinister red lighting into the main hall of the mansion section, plus some eagle tapestry. Finally, I placed a green entry marker, which signifies the respawn point for your character. Don't forget to add weapons for yourself. Like any first person shooter, FPS Creator will let you scatter collect-able weapon items.
Simply walk over them and they'll be added to your arsenal. Here, we want an MP40 submachine gun. Now, for those of you who seek perfection in every little detail, you can use the mouse middle button to zoom in and out, allowing you a fair deal of precision and customization when it comes to positioning items and bots on the map. Time to test. Click the second right-most icon in the main toolbar. The level will be rendered. Depending on your processing powers, thing can take a while.
On my HP laptop, the little map took about 50 seconds to complete. Let's rock! You respawn. The room is red. There's an MP40 on the ground before you. Run over it and pick it up. Walk to the tapestry. Perhaps you want to fire at it.
After all, that's what people do in FPS games; try to obliterate decoration objects. Now, if you've noticed the layout of the map before, you will notice a couple of German soldiers lurking in the corner just beyond that first wall.
Be careful, the officer is armed with grenades. He won't attack you until you step into his trigger radius, though. It's simple, classic stuff. Then, after you dispose of the dangerous guy, you can start playing with the unarmed soldier, testing your ballistics against him.
Looks great, doesn't it? Now, my level is nowhere near half-complete. Stairways and doors lead into oblivion. If you step off the level, you'll drop into nothingness and die, respawning after a few seconds. The real art starts here, where you piece together the segments and build a large, complex map with tons of weapons, traps and bots.
Anyhow, FRAPS on Windows 7 uses a tricky format that won't run in many players, including some of the video editing programs.
You will also trim down the file from several hundred MBs into just a few MBs. Oh well, you've seen my awesome multimedia editing skills in the Dedoimedo Frankenstein Experiment just a week ago. For more info on Avidemux, please check my Subtitles tutorial. If you don't like embedded Flash, please follow the Youtube link. In this blog, we will learn to make a shooting game, which in our case is an FPS, in Unity.
The most important concept in the Unity Editor is the GameObject. Every object that you want to create in your game has to be a GameObject. However, you need to add components to a GameObject to give it properties, so that it can become a character, an environment, or a special effect.
You can add different combinations of components to a GameObject based on the kind of object you want to create. The next step is to give our new project a name and save in desired location. Now, we will save the default scene with desired or default name.
For this, you need to go to Hierarchy, as showed below. Right click on Hierarchy and choose 3D Object from the options. Doing so will bring more options, with the one called Capsule. The next step is to make main camera child of player capsule and set its transform as showed below.
Now, we will add new script to the main camera and name it "MouseLook". Therefore, we will add a Plane to the scene. The next step is to scale the Plane to 15, 0, 0. And then, we need to add some cubes, sphere, and cylinder to our scene to make a level. We will place them randomly above the ground. If we run the game now, the player will look around. Now, we will add new script to player capsule and name it "PlayerMovement".
The script for player capsule is mentioned below. We want our GameObjects to act real when influenced by gravity or do something special under added forces. In order to make this happen, we need to add rigidbodies to our GameObjects.
The next step is to set rigidbody constraints to ensure that player does not fall over on slight movements. Of course, no first person shooter game is complete without enemies. The enemies are within the " Entity " library, which also contains furniture and other objects that you'll place into the rooms.
Don't forget to click on items and lay down weapons and ammo for your character to pick up, or you'll find yourself trying to get through a dangerous game level without anything to protect yourself! Game design really couldn't be any easier than this. It's just a matter of selecting the objects that you want and placing them into the grid in the correct orientation. Here, I've created a very small level with a start hallway, a room with an unarmed AI character, and then another hallway with an enemy waiting just around the corner.
Once you're done building and saving the level, just click on " Test Level " - and after the software is finished rendering all of your objects, items, enemies and other elements of your design, you'll find yourself standing in the middle of the dangerous virtual world that you've created. Your mission, should you choose to accept it, is to get through it alive. Here, you can see my opening hallway where I laid down a weapon an Uzi and just enough ammo to get started.
Just beyond the opening is a room, and then an menacing hallway to the right, lit only by red lights. Peaking around the corner, I spot my harmless I think AI character. I peek around the corner and he doesn't move. Walking closer to him, he crouches to the ground I notice that in the corner of the room, I created a staircase that climbs up to a ceiling with no opening -- oops!
Stairs and upper levels take a bit of getting used to, but creating corridors and rooms are a snap. As I headed down the red-lit hallway, I moved cautiously, as I knew that I'd placed an enemy just around the corner - a vicious looking science fiction female enemy character with a machine gun.
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